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1994-03-13
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164KB
Date: 03-01-94 (15:05) Number: 1151 of 1825 (Refer# NONE)
To: ALL
From: TGERHART@BVU-LADS.LORAL.COM, Tom Gerhart
Subj: Re: Cheats for Doom V.1.2
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <tgerhart-010394120514@137.249.101.3>
Newsgroup: alt.games.doom
Organization: Loral ADS
In article <2kvbhu$r6@bambi.zdv.Uni-Mainz.DE>,
mklein@automatix.kph.uni-mainz.de (Markus Klein) wrote:
> Hello Doomers !
>
>I read that the old cheat-codes that worked with Doom 1.1 don't work anymore.
>Is that true? Are there some new Cheats?
>
> Markus
>
> Email: mklein@kph.uni-mainz.de
No new cheats as far as I know, but there are a few new command-
line options in the readme file for Ver1.2.
+======================================================================+
* Tom Gerhart *
* tgerhart@bvu-lads.loral.com *
* tgerhart@halcyon.com *
+======================================================================+
Date: 03-01-94 (20:28) Number: 1152 of 1825 (Refer# NONE)
To: ALL
From: ZAPH@TORPS.APANA.ORG.AU
Subj: Re: DOOM 1.2 - Registered Upgrade Fix for Australia
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <RESdtAtGBh107h@torps.apana.org.au>
Newsgroup: alt.games.doom,comp.sys.ibm.pc.games.action
Organization: Torps Productions - Coding the Future before sunrise - Australia
In <2kjmb4$90b@uqcspe.cs.uq.oz.au> muzzle@cs.uq.oz.au (Murray Chapman) writes:
>zaph@torps.apana.org.au (Kevin Burfitt) writes:
>>Hi Guys,
>>Just spoke to MANACCOM down here in Oz, and they confirmed
>>that the registered patch will not work with the version of
>>DOOM they shipped...
>Rubbish. Worked first time.
Sorry, I'll rephrase that...
Manaccom said that "The upgrade will not work with the FIRST
version they shipped"
It will work for those people who were slow getting DOOM, but
not for us people who got it early...
Zaph
-----------------------------------------------------------------------------
zaph@torps.apana.org.au (Kevin Burfitt)| Warning: You are currently using
Compuserve: 100240,2002 | an unregistered, evaluation copy of
Torps Productions: torps.apana.org.au | your life, register now for the full-
BBS +61-3-813-3688 FidoNet: 3:635/574 | featured version and cheat codes.
-----------------------------------------------------------------------------
Date: 03-01-94 (21:29) Number: 1153 of 1825 (Refer# NONE)
To: ALL
From: EZ040913@HAMLET.UCDAVIS.EDU, Centrifugal Bumblepuppy
Subj: HELP! Doom runnin' really choppy on OS/2
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM0Mx1.Ho5@ucdavis.edu>
Newsgroup: alt.games.doom
Organization: University of California, Davis
Hey all,
I'm running DOOM (1.1, I think) on a 486 DX2 66mhz under OS/2 with a
Adaptec SCSI drive and SB16 sound, and the game is really choppy. I'm
not sure if it's the computer or the system. Any insight or fixes would
be greatly appreciated.
Thanks,
Mike
(ez040913@ucdavis.edu)
Date: 03-01-94 (21:25) Number: 1154 of 1825 (Refer# NONE)
To: ALL
From: ENTROPY@WORLD.STD.COM
Subj: Re: DOOM banned from Microsoft
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM0MrB.L8L@world.std.com>
Newsgroup: alt.games.doom
Organization: The World Public Access UNIX, Brookline, MA
In article <CLyH8C.Cp0@cmutual.com.au>,
Mark Hammond <MHammond@cmutual.com.au> wrote:
>Hi all,
>In our local papers Tuesday computer section (the Age) there is
>an article talking about how MSoft Australia has banned DOOM from
>the building.
>
>Apparently, at 6:00pm each night, their Network would crawl to a stop. It
>seems they where often playing their mates in the states!
>
>Just an interesting tidbit to show how far doom has reached!
Serves them right!
They helped to make sure that the "standard" networking for MS-LOSS screws
up networks. If doom used a daemon and TCP/IP to transmit the info I doubt
there would be any problem.
------ Call the skeptic hotline 1-900-555-5555 talk to your own personal .
\ / skeptic 24 hours/day. Just say no to victimless crimes. . .
\ / High quality Linux application development available. . . .
\/ The true theory of everything will run on a finite turing machine. . . .
Date: 03-01-94 (21:54) Number: 1155 of 1825 (Refer# NONE)
To: ALL
From: EDOG@ECST.CSUCHICO.EDU
Subj: Re: Doom and SB16
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l0v4bINN80j@charnel.ecst.csuchico.edu>
Newsgroup: alt.games.doom
Organization: California State University, Chico
In article <1994Mar2.011331.13289@jupiter.sun.csd.unb.ca>,
Rob Hatfield <z5ed@jupiter.unb.ca> wrote:
>A friend of mine is running Doom on a 486/33 with a SB16 in it. Doom runs
>great, except that after a few minutes of play, the sound effects stop. How
>do you fix this? Do other SB16 owners have the same problem?
>
I have had SB16 ever since DOOM came out. I've never had any problems on
it either. I just use the default setting being that my SB16 is using
default settings/irq/etc.
E
Date: 03-01-94 (21:57) Number: 1156 of 1825 (Refer# NONE)
To: ALL
From: EDOG@ECST.CSUCHICO.EDU
Subj: Re: HELP! Doom runnin' really choppy on OS/2
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l0valINN81a@charnel.ecst.csuchico.edu>
Newsgroup: alt.games.doom
Organization: California State University, Chico
In article <CM0Mx1.Ho5@ucdavis.edu>,
Centrifugal Bumblepuppy <ez040913@hamlet.ucdavis.edu> wrote:
>Hey all,
>
>I'm running DOOM (1.1, I think) on a 486 DX2 66mhz under OS/2 with a
>Adaptec SCSI drive and SB16 sound, and the game is really choppy. I'm
>not sure if it's the computer or the system. Any insight or fixes would
>be greatly appreciated.
>
Try running it without OS/2. Maybe DOS or something. I have almost the
same setup as you (without OS/2, of course) and it runs great.
E
Date: 03-01-94 (21:32) Number: 1157 of 1825 (Refer# NONE)
To: ALL
From: THOMPSJE@SUN.SOE.CLARKSON.EDU, Jeff Thompson
Subj: Re: FINISHED NIGHTMARE -- EPISODE 1 !!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <thompsje.762575562@sun.soe.clarkson.edu>
Newsgroup: alt.games.doom
Organization: Clarkson University
mccarthy@garnet.msen.com (Jamie McCarthy) writes:
>Jeff Thompson <thompsje@crystal.mie.clarkson.edu> wrote:
>> Well, I did it. Just to prove that nightmare isn't impossible.
>>I finished episode 1 after about a week.
>Oh, well if you want to keep saving, so you keep your ammo and armor
>after each level, that makes it easier doesn't it? :-)
>Complete E1M3 starting with just the pistol and no armor, and I'll be
>impressed. Heck, if you make an LMP of yourself going through the
>first door there and lasting more than thirty seconds on the
>"outside," you'll be a doom.god in my eyes...
OK, two questions.
1. Do I have to kill everything, or just live through the level?
2. How do I make the .LMP and post it ??
I'll try it. All I can do is fail miserably...
Jeff
>
> Jamie R. McCarthy Director of Programming
> mccarthy@lpi.com (preferred) Lawrence Productions Inc.
> j.mccarthy@applelink.apple.com I speak only for myself.
Date: 03-01-94 (21:57) Number: 1158 of 1825 (Refer# NONE)
To: ALL
From: ECKERG@ACF2.NYU.EDU
Subj: DOOMFLAME
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l0vba$gaf@cmcl2.NYU.EDU>
Newsgroup: alt.games.doom,alt.binaries.doom
Organization: New York University
hey !! check this out !!
what a load.
Relay-Version: version nyu B notes v1.6.2 9/23/91; site acf2.NYU.EDU
From: chapman@acf2.NYU.EDU (chapman)
Date: 26 Feb 94 19:49 EST
Date-Received: 26 Feb 94 19:49 EST
Subject: DOOM
Message-ID: <73650499@acf2.NYU.EDU>
Path: acf2!chapman
Newsgroups: acf-sites
Posting-Version: version nyu B notes v1.6.2 9/23/91; site acf2.NYU.EDU
Organization: New York University
On Friday February 25, the PC game "DOOM" was observed to be played by three
people in an ACF site. DOOM is a graphics-oriented, network-based game that,
in at least some versions, uses network broadcasts for communications between
multiple machines playing the game.
Such activities have caused major problems on networks at other places around
the Internet. Here, this game-playing caused _at least_ the problem of
bringing Medical Center routers virtually to their knees as they attempted to
pass hundreds of broadcasts per second through to segments of the Med Center
network. Needless to say, the Medical Center network is an important element
of the medical instruction and research work there; it is a shame that
activities in an ACF lab caused a significant disruption there.
Such game playing, as an example of installing and using unauthorized software
in an ACF lab, is manifestly contrary to ACF policies. This is a particularly
bad example given its effect on the NYU network. All staff members should
note:
* The game DOOM, and any other unauthorized software, should be purged
* from lab microcomputers if found there. Anyone found playing or
* installing such software should be stopped.
* Given the serious effects the playing "DOOM" can have, I would ask
* that lab staff make a special effort to make sure that instances of
* this game are kept off our systems.
Date: 03-01-94 (22:41) Number: 1159 of 1825 (Refer# NONE)
To: ALL
From: DNELSON@AMISERV.XNET.COM
Subj: Re: Doom Modem League Info (DML)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM0q8o.D7u@amiserv.chi.il.us>
Newsgroup: alt.games.doom
Organization: XNet Public Access Internet, Naperville, IL (708-983-6435)
Richard Weber (avatar@esu.edu) wrote:
>Tom Servo (tomservo@netcom.com) wrote:
>: Three things will be needed to play Modem Doom.
>: a) The game DOOM
>: b) a 386 or greater
>: c) a 9600 baud or higher modem
>:
>: If you are reading this message, you obviously have a and b. If you do
> ^^^^^^^^^^^^^^^^^^^^^^^
>Hello! Tom Servo!!!!! Let's wake up! Some of us (like myself) are
>condemned to use the Unix based system at school because our pc's are at
>home. Let's get it straight about what you need to read the news first.
I think he meant it like 'if you bothered to read this message, you
obviously have access to a and b'. Why read a doom post if you can't play
the game? (some wierd torture maybe?) I'm sure many people read news on
unix machines at work/school, then go home and play doom -- I do!
-Dan Nelson // /\ /\/\ | (_, /\ "Hey, get those hands of fate at
\X/ 10 o'clock and 2 o'clock, mister!"
dnelson@xnet.com gendan@nccseq.noctrl.edu - Manos, Hands of Fate - via MST3k
Date: 03-01-94 (22:47) Number: 1160 of 1825 (Refer# NONE)
To: ALL
From: HARKINS@CIS.OHIO-STATE.EDU, hugh richard harkins
Subj: New DOOM utility package WadMaster, uploaded to wuarchive (W
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l127vINNo2m@python.cis.ohio-state.edu>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom
Organization: The Ohio State University Dept. of Computer and Info. Science
-- W A D M A S T E R --
version 0.5
DEDIT.EXE An editor (duh!)
WADMASTR.DOC Documentaion (duh!)
WADDIR.EXE Prints a directory of a .WAD file (duh duh!)
UPKWAD.EXE UnPacK .WAD file into a shitload of little files
PKWAD.EXE Duh
The results of too many long nights and near death experiences with job loss.
This program (DEDIT) operates only on UnPacKed .WAD files, not on the full
.WAD file directly. This gives one the ability to ADD stuff,not just overwrite
what is already there. This is a very early release of work in progress. DEDIT
allows viewing of the mysterious NODES/SSECTORS/SEGS file (see the .DOC file)
Date: 03-01-94 (20:21) Number: 1161 of 1825 (Refer# NONE)
To: ALL
From: CLEE@SHELL.PORTAL.COM
Subj: Re: Modem Doom - Locking COM port at 14.4?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM0Js7.BFL@unix.portal.com>
Newsgroup: alt.games.doom
Organization: Portal Communications Company
Craig Seman (dn846@cleveland.Freenet.Edu) wrote:
: I modified the sersetup source code to accept any baud connection but that
: just makes it choppier than 9600! I think the program is sersetup initilizes
: the port at 9600 in the line "regs.x.ax = 0xf3" the comment says f3 = 9600 n
8 1
: so what's the value for 14400 n 8 1??
: --Crai
regs.x.ax = 0xf3 is part of setting up for a bios call to initialize the
serial port to 9600 n 8 1. My IBM rom bios reference manual indicates that
for non-PS/2's 9600 baud is the max supported via bios calls. To go faster
than that, you'll need to do direct writes to the uarts registers.
regards,
Charles
clee@shell.portal.com
Date: 03-01-94 (23:14) Number: 1162 of 1825 (Refer# NONE)
To: ALL
From: UMLEHMA2@CC.UMANITOBA.CA
Subj: NetDOOM--> just another newbie needs help...
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l13qi$6g9@canopus.cc.umanitoba.ca>
Newsgroup: alt.games.doom
Organization: University of Manitoba, Winnipeg, Manitoba, Canada
Hi, just having trouble getting NetDOOM going. Ok, both machines have
LSL, IPXODI, etc loaded, and I start up DOOM for net play from SETUP.
I start one machine, and it says it's looking for another player, then I
start up the other machine and it says it's looking for another player,
and they never seem to find each other. This is probably a common
problem, but can someone help?
Thanks....
Date: 03-01-94 (23:41) Number: 1163 of 1825 (Refer# NONE)
To: ALL
From: GCASTEL@UXA.ECN.BGU.EDU
Subj: Boy, who would of thought....
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l15ee$qdm@uxa.ecn.bgu.edu>
Newsgroup: alt.games.doom
Organization: Educational Computing Network
Boy, who would of thought that this little 'ole game could cause so much
havoc on so many systems!
DOOM(ID):"So many networks, so little time!"
Brent
gcastel@uxa.ecn.bgu.edu
Date: 03-01-94 (23:12) Number: 1164 of 1825 (Refer# NONE)
To: ALL
From: MCMASTER@AC.DAL.CA
Subj: Get Yer Super DOOM NOW!!!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.001218.21461@dal1>
Newsgroup: alt.games.doom
Organization: Dalhousie University, Halifax, Nova Scotia, Canada
Hurry buy it now
------------Super DOOM-----------------
over 2000 sold in the first week
everyone satisfied. All you ever
wanted from DOOM . Play the way you
want to play ,how it was meant to
be played.
Act now . If you circulate this post
and provide proof you will get $5.00
off price for the low low price of $10.00
Regular $15.00
5 disks compressed to the max Super DOOM
Send cheque or money order to
Hatodz Inc. 6212. Chebucto Rd. Hfx. N.S. Canada B3L 1K8
Buy before it is to late .
Spread the word DOOM DUDES
Date: 03-01-94 (23:36) Number: 1165 of 1825 (Refer# NONE)
To: ALL
From: DMMST19@SHRIKE.LIS.PITT.EDU, Dennis M Moul
Subj: Surround Doom (-left & -right) gone in 1.2?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <DMMST19.94Mar1233653@shrike.lis.pitt.edu>
Newsgroup: alt.games.doom
Organization: University of Pittsburgh
In versions .99 and 1.1, you could start net play with options to give
you left and right views from the same player on separate machines
(i.e. 3 machines with monitors in a semicircle gave you peripheral
vision).
This was really cool, and an excellent VR demonstration, but I can't
seem to get it to work in v1.2. Has anyone been able to do this in
1.2?
Working only with 2 machines, I've tried the following setups:
doom -net 2 -left (left view)
doom -net 2 (controlling machine)
This gives a "doomcom buffer" error as it tries to load. The obvious
next choice is
ipxsetup -nodes 2 -left
ipxsetup -nodes 2
This runs, but with two independent players. The -left gets ignored.
Ok, maybe it needs -devparm. So, I tried
ipxsetup -nodes 2 -devparm -left
ipxsetup -nodes 2
and
ipxsetup -nodes 2 -devparm -left
ipxsetup -nodes 2 -devparm
and
doom -nodes 2 -left
doom -nodes 2
And all result in two independent players. I'd be very interested in
knowing if anyone else has gotten this to work. If not, perhaps the
FAQ should be updated.
Cheers,
Dennis
Date: 03-02-94 (00:02) Number: 1166 of 1825 (Refer# NONE)
To: ALL
From: ACI@WORLD.STD.COM
Subj: e1l8 (commercial) (the *end*)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM0u00.DMw@world.std.com>
Newsgroup: alt.games.doom
Organization: The World Public Access UNIX, Brookline, MA
Ok, I bought the commercial version (yes, *very* good service ordering
it, and only $3 more for '2day' UPS (for those who *can't* wait)).
I played all the way to the *last* level of episode 1. I kill the
brutes, look around, leap off the big platform, turn the switch,
walk up the ramp, step into the teleporter, and *bamf* I'm in the
middle of a rather obnoxious room.
I kill all the bad guys, but I'm *still* taking damage, and I can't
get out of the little square I'm in. *sigh*. I've done it a dozen
times and I'm no further along than the first time.
Any clues? (strike that -- I've given up on clues; I'd rather have
the answers)
Thanks!
--
Ben Bishop
Atlantic Consultants, Inc.
aci@world.std.com ...money is not the root of all evil; it is the fertilizer.
Date: 03-01-94 (23:31) Number: 1167 of 1825 (Refer# NONE)
To: ALL
From: RQO3606@ACF4.NYU.EDU
Subj: How to kill Barney?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l14r9$m6e@cmcl2.NYU.EDU>
Newsgroup: alt.games.doom
Organization: New York University
Hi all...
I have installed the Barney patch to doom, but do not know how to get to the
level to see Barney. What command do I need to type/level go to where I
can do this?
Thanks for any info.
Ron
Date: 03-02-94 (00:16) Number: 1168 of 1825 (Refer# NONE)
To: ALL
From: J-HOGAN@UX4.CSO.UIUC.EDU
Subj: Re: Get Yer Super DOOM NOW!!!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l17en$qlq@vixen.cso.uiuc.edu>
Newsgroup: alt.games.doom
Organization: University of Illinois at Urbana
mcmaster@ac.dal.ca writes:
>Hurry buy it now
>------------Super DOOM-----------------
>over 2000 sold in the first week
>everyone satisfied. All you ever
>wanted from DOOM . Play the way you
>want to play ,how it was meant to
>be played.
Send someone $15 for some vague product (how about telling us what "Super
Doom" IS?), taking his word for it that "everyone [is] satisfied?" Did
you call up each of the 2000 people who bought it the first week and ask
them what they thought of the game?
On top of it, it looks like an eighth grader who hasn't yet learned how
to use grammar or punctuation wrote this up on a C-64 (40 column mode?!)
It's going to take a lot more than "buy this its cool" for me to send my
$15.
*--------------------------*----------------------------------------------*
| James P. Hogan | What's black and white and red all over and |
| j-hogan@ux4.cso.uiuc.edu | can't turn around in a telephone booth? |
*--------------------------*----------------------------------------------*
Date: 03-01-94 (23:52) Number: 1169 of 1825 (Refer# NONE)
To: ALL
From: MIKEC@FRED.RCHLAND.IBM.COM, Michael Corrigan
Subj: Re: Doom Modem Game Speed
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l162h$lsn@locutus.rchland.ibm.com>
Newsgroup: alt.games.doom
Organization: IBM Rochester MN
In article <2ktiaq$11cb@hermes.acs.ryerson.ca>, myoung@acs.ryerson.ca (Marc
Young - MECE/F93) writes:
|>
|> I finally got doom to work over the modem, connecting at 14400. The thing
|> is, that the game plays VERY slow. Just so you know, I have a 486DX2-66
|> with an ATI Ultra Pro VLB 2M and a Zoltrix 14400. My friend has the same
|> system but he is using a Supra 14400. Has anyone (those select few who
|> have connected) found this same problem? The game is deadly slow (about
|> 1 frame per second). We have disabled all of the compression, etc. and it
|> seems to work at 14400. We have to keep the run button held just to get
|> anywhere in a respectable time. How fast (in comparison to non-modem hook
|> up) should the game play (frames per second)? If anyone can help, please
|> e-mail back.
|>
|> -The Sonics Warrior
My system is also a 486DX2-66 w/ATI Ultra Pro VLB 2M (Gateway 66V) and with an
Intel 144e modem. I've played with others with 486DX33 w/ATI Ultra Pro VLB.
Initially we found the game unplayable due to extreme jerkiness. It would
appear to run for 3/4 second then stop dead for maybe 1/2 second, then repeat
erratically. Eventually, (thanks to the source for sersetup being made
available) we have gotten it working as smooth as in solo play. We did it by
modifying sersetup to allow a 14,400 connection and turning on the "extratics"
flag in the sersetup program. These fixed all of the problems. Initially I
upped the speed to 14,400 and that improved the jerkiness somewhat, but when
I eventually set the "extratics" flag it really became smooth. I have heard
from others that setting the extratics flag at 9600 also makes it smooth
although I haven't personally tried that.
Don't ask me what the extratics thing actually does, I just saw it as a knob
that I could adjust just to see what it would do.
Mike Corrigan
corrigan@vnet.ibm.com
Date: 03-02-94 (00:25) Number: 1170 of 1825 (Refer# NONE)
To: ALL
From: GEORGEL@SUGAR.NEOSOFT.COM
Subj: Does anyone have a decent full color graphic of the DOOM log
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l180v$iqg@sugar.NeoSoft.COM>
Newsgroup: alt.games.doom
Organization: NeoSoft Internet Services +1 713 684 5969
I guess the title says it all. I'm looking for the Doom graphic title that
appears at the start of Doom in GIF, PCX,BMP, TIFF or JPG format. If any
kind soul out there would forward a copy via e-mail, I would greatly
appreciate it.
Thanx,
georgel@sugar.neosoft.com
--
georgel@NeoSoft.com |
George Livsey | Visualize Whirrled Peas!
Net's Worth |
(713) 994-0447
Date: 03-02-94 (00:20) Number: 1171 of 1825 (Refer# NONE)
To: ALL
From: MIKEC@FRED.RCHLAND.IBM.COM, Michael Corrigan
Subj: Re: 16550 is *not necessary* for smooth play
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l17m0$lsn@locutus.rchland.ibm.com>
Newsgroup: alt.games.doom
Organization: IBM Rochester MN
In article <CLysFt.CGI@esd.dl.nec.com>, gilbert@esd.dl.nec.com (Russell
Gilbert) writes:
|> Michael Corrigan (mikec@fred.rchland.ibm.com) wrote:
|>
-- bunch of stuff about actual cause of 2 minute slowdown deleted.
|>By the way, this modification also has its own bug. The variables inque.head
|>and outque.head are updated by the uart interrupt service routine. In the
|>original code, they were never modified by anything but the interrupt
|>service routine. This fix now has them modified both within the interrupt
|>service routine and in the Doom network service routine. Most likely the
|>Doom network service routine runs with hardware interrupts enabled
|>(I'm guessing here, since we can't see the Doom code, but it is most likely
|>true). If so, it is possible to take a uart interrupt in the middle of
|>updating inque.head or outque.head. If this happens, data will be lost.
|>
|>Agreed. We should probably put a call to disable() and enable() around the
|>added lines in sersetup.c that modify head and tail.
I think a better fix is to let the head and tail pointers go the way they were
originally, and change the array indexing to not use the mod function.
Instead of:
inque.data[inque.tail % QUESIZE]
it could be:
inque.data[inque.tail & (QUESIZE-1)]
Of course this only works when QUESIZE is a power of two, but as long as we
don't change QUESIZE this will work much faster than the mod function and
avoids having to artificially set the head and tail pointers back.
This is what I did in my version of sersetup.
I'm glad you cleared up the real reason that David Thomson's fix works,
I was spending altogether too much time trying to think of how it could
have helped, particularily since only some people seemed to have the
2 min problem. If it was as straightforward as overflow, everyone should
have had the problem.
By the way, I have an Intel modem, but the system to which I was connecting
did, in fact, have a Gateway Telepath I. I later connected to a system with
a Gateway Telepath II and the "extratics" fix was not needed just as you
observed. We never got any errors from the Telepath I (ie. no framing errors,
no parity errors, no overruns, etc.). I wonder if it is just very slow to
signal interrupts or something.
Mike Corrigan
corrigan@vnet.ibm.com
Date: 03-02-94 (00:25) Number: 1172 of 1825 (Refer# NONE)
To: ALL
From: MIKEC@FRED.RCHLAND.IBM.COM, Michael Corrigan
Subj: Re: New DOOM ideas for 1.
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l180q$lsn@locutus.rchland.ibm.com>
Newsgroup: alt.games.doom
Organization: IBM Rochester MN
|> > Beej! writes:
|> >
|> > Org. : California State University, Chico
|> >
|> > In article <2kteqj$1o8p@locutus.rchland.ibm.com>,
|> > Michael Corrigan <mikec@fred.rchland.ibm.com> wrote:
|> > >Now that I have modem Doom working, I find that it would be really
|> > >nice if I could have some prerecorded sounds to communicate with my
|> > >partner. Rather than having to type a message, it would be nice to
|> > >hit a function key to send things like "behind you!" or "I just died",
|> > >etc.
|> >
|> > Correct me if I'm wrong, but doesn't 1.2 have a really nice macro
|> > facility to accomplish just this? (It is a bitch to type something
|> > while imps are shoving fireballs down your gullet.)
|> >
|> > Beej!
|> >
You're certainly right and thanks for pointing that out. I'll give it
a try. On the other hand, I find it easy to miss the other player's
text when in the middle of a firefight. Sounds would be harder to miss.
--
Mike Corrigan
corrigan@vnet.ibm.com
Date: 03-02-94 (00:51) Number: 1173 of 1825 (Refer# NONE)
To: ALL
From: ANDRO@SNEEZY.CC.UTEXAS.EDU
Subj: Re: what's with the swastika?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l19ho$28e@sneezy.cc.utexas.edu>
Newsgroup: alt.games.doom
Organization: The University of Texas - Austin
In article <2l06vb$9os@galaxy.ucr.edu>, sunny yum <syum@yar.ucr.edu> wrote:
->In article <mph.45.00090058@oc.com>, Michael Hare <mph@oc.com> wrote:
->>
->>>jonesa@imhotep.cs.ucdavis.edu (Abram Jayson Jones) writes:
->>>>in episode one of DooM , why is there a swastika shaped platform
->>>>that descends with imps and humans on it? is ID just way too into
->>>>the NAZIs or what?
->>
->>It's a Game.. A G A M E !!!
->
->Well.. for starters, it isn't a Swastika. It is, technically, an
->Asian symbol.. I believe it is related to Budhism, but am not sure.
->However, if you really want to bitch, if you look up at the
->ceiling, the "mirror-image" of the oddly shaped floor presents itself
->as a swastika (the light sources up there). Anyway, I'm not bitching..
->probably an allusion to wolf-3d...
->--
->Sunny D. Yum (syum@ucrengr.ucr.edu)
That's no longer true. The symbol on the floor has been flipped over in
1.2, and it's now a genuine swastika.
I saw Schindler's List last week, and the damn movie was riddled with
swastikas! Does that mean it promotes Nazism?
Date: 03-02-94 (01:02) Number: 1174 of 1825 (Refer# NONE)
To: ALL
From: RETTER@UX4.CSO.UIUC.EDU
Subj: Re: ** Challenge to RGDMED programmer!! ** (actually...)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l1a5o$mm@vixen.cso.uiuc.edu>
Newsgroup: alt.games.doom
Organization: University of Illinois at Urbana
Yes, there is a reason why your changes do not save. The reason is that you
have the shareware version. The idea in leaving them in (as opposed to dis-
abling the editing options entirely) was to show that RGDMED is a real
working program. But they don't save so that you are encouraged to register
it... (kinda like releasing DOOM with only one level, so you want more....)
ignore this, as I'm still not used to vi ->
veompletely ork-
Date: 03-01-94 (21:43) Number: 1175 of 1825 (Refer# NONE)
To: ALL
From: MIKE.MATTSON@EXCHANGE.COM
Subj: PLEASE READ/RESPOND
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2d.5136.644.0N84FB03@exchange.com>
Newsgroup: alt.games.doom
Organization: EXCHANGE BBS *21 Nodes* Tidewaters "Window to the World" 14.4bis
(804)552-1010
Thanks for reading,
I have been trying to figure out what the .PPM format is that
DMGRAPH outputs....
PLEASE, if you know how I can view/convert/save graphic files
in this format, respond in this conference.
Appreciate any help......
Date: 03-02-94 (03:22) Number: 1176 of 1825 (Refer# NONE)
To: ALL
From: ALAN_YATES@HPC600.DESK.HP.COM, Alan Yates
Subj: Help - Forbidden Fortress
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM13AB.DMK@bri.hp.com>
Newsgroup: alt.games.doom
Organization: Computer Peripherals Bristol
I have just finished E2-L6 " the forbidden fortress".
It wasn't easy, with what seemed like an endless supply of
cacos and barons to deal with.
However I did it only to find that my secrets score was 0% !!
Are there any secrets to be found on this level ??
I found the coloured skulls but didn't do anything with them.
Help please !!!
thanks ALAN Y.
"My opinions not HP's.... "
Date: 03-02-94 (04:13) Number: 1177 of 1825 (Refer# NONE)
To: ALL
From: MHP1@RA.MSSTATE.EDU
Subj: Re: -- Complete V1.2 Episode 1 LMP (UltraV) w/ all secrets&i
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <mhp1.762599411@Isis.MsState.Edu>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom,tamu.games.misc
Organization: Mississippi State University
cpw8034@summa.tamu.edu (Alan) writes:
>>Seriously...... nice work. (You use mouse?)
>Nope. Keyboard <-- The ONLY way to play.
>There's a group I play net doom with in Houston and a few people here in
>College Station, TX and it seems the guys that get waxed the most are
>beginners and those who use the mouse. The mouse is a lot better for accuracy
>but terrible for running around precisely (eg play through a level running
>backwards)
If you set the '/' key to run backwards, then you can strafe, go backwards,
and run with your left hand, while moving forward, turning, and shooting
with the mouse in your right. Moving around is easier if you tweak the
mouse sensitivity in doom and using your mouse driver.
Mike.
Date: 03-02-94 (04:37) Number: 1178 of 1825 (Refer# NONE)
To: ALL
From: SCOTT@CS.SANTAROSA.EDU
Subj: Re: Deathmatch
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l1mok$s79@nic-nac.CSU.net>
Newsgroup: alt.games.doom
Organization: Information Resources and Technology
Olav K}re Malmin (okm@stud.unit.no) wrote:
> First, after my brother got a serial cable, doom has become even better.
> Deathmatch is one of the most thrilling things you can do on a PC.
> But , after playing deathmatch for a while i and my friends
> have found out that
> it is only the first level on the first episode that is really playable.
> Why :
> - The level is not that complex, so you can find your opponent
> easier. If you go to the next level, it is suddenly much more
> difficult to find your opponents. And if you come to level five,
> deathmatch has lost it's meanig, because the level is too big for
> two or three (i can also play doom on Ethernet) people to hunt
> each other.
Funny you should mention level 5 -- that's the favorite of our local "Doom
league." :) Every (shareware) weapon is there *and* every major area is
either defendable or has an escape.
Start it with a .bat file:
ipxsetup -nodes %1 -port %2 -devparm -wart 1 5 -deathmatch -skill 1
(From memory -- hope I got that right. :)
If you call the file "doomph.bat", then just type:
doomph <players> <socket>
example: doomph 2 17000
(Hmmm. You're using serial ports. In that case, forget the "-nodes"
and "-port" stuff, substituting whatever it is you do for
a null-modem connection. And use sersetup, of course...)
Anyway, "-skill 1" will allow players with 100% health to survive a rocket
blast. Players get four rockets, but after a few games, you'll learn to
avoid the extra rockets. :)
> - On level one there are not that many monsters, so after a few
> seconds they are away. On levels further out in the game there are
> so many monsters that deathmatch has lost it's meaning. You need
> to kill hundreds of badguys before you find your opponent. But
> before you find him , you die of your injuries you got while you
> blew the monsters to kingdom come. And so you pop up in a new room
> full of new badasses. Not that i can't handle mass murder mayhem ,
> but it's my friend i want to nail.
Better add "-nomonsters" to that command line. 8) However, they do have
a use -- in the beginning of the game, most players "go for the loot"
(armor, soul-sphere, etc.), so it's nice to have monsters that slow
down "favored" players (players that started out near loot).
> Therefore i wanted to make my own ultimate deathmatch level.
Id has built one that meets your specs. Try it!
> There should only be those monsters who carry guns and shotguns,
> not all that other crap, this will keep up the ammo 'refueling'
> and you will not die if you run into one.
Most levels have "sticky" weapons -- they don't go away when you grab
them. "Sticky" weapons in E1L5: two rocket launchers, three shotguns,
chainsaw, chaingun...teleporter... :)
The only problem is the distribution -- it would be nice if all
of the shotguns weren't in the same area. There's some good
areas in the later levels (Mt. Erebus!), but you didn't want a
level that was too big.
Now, if only E1L4 had a chainsaw...
-Scott
Date: 03-01-94 (21:58) Number: 1179 of 1825 (Refer# NONE)
To: ALL
From: DOUGLAS.YOUNG@SWCBBS.COM
Subj: ZOOM init string
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <b7.1002.157.0NB388A3@swcbbs.com>
Newsgroup: alt.games.doom
Organization: Software Creations BBS
ZOOM VFP 14.4 Fax/Modem init string for use with DOOM.
AT &F &Q6 S37=9 N0 &K0 %C0
&F Loads factory configuration
&Q6 Disables error-correction
S37=9 N0 Forces modem to connect at 9600
&K0 Disables flow control
%C0 Disables data compression
___ Blue Wave/QWK v2.12
Date: 03-02-94 (05:39) Number: 1180 of 1825 (Refer# NONE)
To: ALL
From: SAW@ENIAC.SEAS.UPENN.EDU
Subj: Get Verda020.zip!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l1qdl$20b@netnews.upenn.edu>
Newsgroup: alt.games.doom
Organization: University of Pennsylvania
If you want a really powerful Doom editor with an easy to
use interface, free and for DOS, check out Verda. It is in
wuarchive.wustl.edu pub/MSDOS_UPLOADS/games/doomstuff under
verda020.zip. It is made by Mike Carter, Bob Robinson, and
Robert Fenske. These talented guys have put together _the_
best Doom editor I have seen yet. You still can't create a
floor from scratch, but you can do anything else you want.
Raise/lower ceilings/floors, create secret doors that are
triggered by switches or crossing over into certain sections.
Geez, there is so much available here. The _one_ drawback is
that you can't remove/add things yet. But that will be in the
next version. It allows you to create PWADS or edit the wad
directly. It allows you to change wall textures, everything.
I have spent the last seven hours using it. One real cool thing
I did was to make the floor the sky. It made me sick to look at
it. But it was fun. I stood on the top of the E1M1 stairs and
looked down into the sky! Wow! A powerful editor that deserves
everyone's attention. Don't be afraid to offer complaints or
comments to the authors. They are very receptive to new ideas to
make their program better. Give it a look. You'll be very happy.
/------------------------------------------------------------------\
| Stuart Wexler | **** SNAPPY ONE-LINER HERE **** |
| CETS Trainee Consultant | **** INTRIGUING QUOTE HERE **** |
| saw@eniac.seas.upenn.edu | **** WHATEVER IS CUTE HERE **** |
|------------------------------------------------------------------|
| Seminars, n.: |
| From "semi" and "arse", hence, any half-assed discussion |
\------------------------------------------------------------------/
Date: 03-02-94 (06:04) Number: 1181 of 1825 (Refer# NONE)
To: ALL
From: SABO@SUNSET.USC.EDU
Subj: DOOM and NT- anyone got it working?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l1rs4$96k@sunset.usc.edu>
Newsgroup: alt.games.doom
Organization: University of Southern California, Los Angeles, CA
Just curious...
Jim
Date: 03-01-94 (12:40) Number: 1182 of 1825 (Refer# NONE)
To: ALL
From: WHEEGR@SATURN.WWC.EDU
Subj: Re: Getting Doom to work from Windows
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <wheegr.68.762543604@saturn.wwc.edu>
Newsgroup: alt.games.doom
Organization: Walla Walla College
In article<1994Feb28.172143.26857@usl.edu>cdo6143@c53.ucs.usl.edu.ucs.usl.edu
(Oyler Chris D,,,,6143) writes:
>From: cdo6143@c53.ucs.usl.edu.ucs.usl.edu (Oyler Chris D,,,,6143)
>Subject: Re: Getting Doom to work from Windows
>Date: Mon, 28 Feb 1994 17:21:43 GMT
>In article SM31767@arizvm1.CCIT.Arizona.EDU,SM31767@arizvm1.CCIT.Arizona.EDU
() writes:
>> DOOM manual clearly states, that it does not run under Windows.
>> However, if you insist, try this:
>> 1) While at Program Manager, press Alt-F4
>> 2) Answer YES to a prompt
>> 3) Start DOOM
>> :)
>
>
>Ummm...sorry, but Doom v1.2 _does_ run under Windoze. Don't know why anyone
>would want to, but the readme does say that it can.
>
>-Chris
If you make a PIF file and set the background task number to around 900,
instead of the 100 it defaults at, then all the juice your machine has
should be avaliable. Disk access may be slower.
Date: 03-01-94 (13:28) Number: 1183 of 1825 (Refer# NONE)
To: ALL
From: SARGEANT@WHITMAN.EDU
Subj: Problems with patch
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l01gf$2gg@saturn.wwc.edu>
Newsgroup: alt.games.doom
Organization: Whitman College
I'm having problems getting the dm1_2spt.zip to patch my
Doom 1.1 to 1.2. It keeps telling me that it can't find the old
exe file but that a file with the same name exists and no further
processing can be done.
What gives?
Date: 03-01-94 (19:57) Number: 1184 of 1825 (Refer# NONE)
To: ALL
From: FOOKILLA@U.WASHINGTON.EDU
Subj: Help! Ipx lockup after 30sec to 2min!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l0o91$dvc@news.u.washington.edu>
Newsgroup: alt.games.doom
Organization: University of Washington
A friend of mine and I are trying to run doom on an ipx net and it starts
out ok, but after about 30seconds to 2 minutes, one of the comptuers locks
up. Then, when the little picture of the disk shows up in the corner one
the other computer(disk access), the second computer locks. (on, not one^^)
<sigh> Anybody else have this problem? Thanks...
Date: 03-02-94 (06:36) Number: 1185 of 1825 (Refer# NONE)
To: ALL
From: SSIMPSON@WORLD.STD.COM
Subj: Re: Why does the serial slowdown fix work????
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM1C9C.H0w@world.std.com>
Newsgroup: alt.games.doom
Organization: The World Public Access UNIX, Brookline, MA
I looked at the code last night and figured the same thing. It must be
the mod function slowing down as the number gets bigger.
First off, if they stuck with a power of two for the QUESIZE then they
could just AND the bits with 0x03ff (using a define of course for the
value). then it wouldn't have to do the mod at all.
I've made some changes to the code last night and will try to post it up here
later this morning (I'm leaving on a flight this afternoon). It gets rid of
the mod code completely (and doesn't need the masking either). It uses the
data buffer as a circular buffer with the indexes wrapping around. I also
replaced write_byte with a routine that uses memcpy to boost up the
performance a little.
If I post it up, could someone try it out and let me know if helps with any
slowdowns?
Date: 03-02-94 (06:25) Number: 1186 of 1825 (Refer# NONE)
To: ALL
From: NWG@UKC.AC.UK
Subj: Re: New DOOM ideas for 1.
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <5286@raven.ukc.ac.uk>
Newsgroup: alt.games.doom
Organization: University of Kent at Canterbury, UK.
In article <1994Feb28.203348.1@uwovax.uwo.ca> 42_153@uwovax.uwo.ca writes:
>I'd like to see a few additional weapons, such as:
>
>Hand Grenades
>Machete
>Chairs (to break over offending heads)
>
I'd definitely agree on the hand grenades ... throw 1..2..3 ... fried demon.
Also , how about ...
Flame Thrower
Mine Layer ... laying land mines on the ground , and then
getting the beasties to walk over them ... this could be
especially fun in the multi player mode , and not too
strenuous to implement , since the explosion could be the
same as the barrels.
I don't know about the idea of vehicles , but how about something like
that Exoskeleton Loader thing from Aliens
My other thoughts...in the benefit of realism , maybe there should be
a limit on the number of weapons you can carry ... Ok , so this
marine's meant to be strong , but carrying a pistol , backpack ,
chainsaw , shotgun , chaingun , rocket launcher , computer map ,
plasma rifle , BFG and wearing heavy armour seems a bit excessive.
Neil.
--
Neil Gratton. 3rd yr U/G. Kent University Physics Laboratory.
Disclaimer : personally speaking , I prefer Marmosets.
Date: 03-02-94 (04:25) Number: 1187 of 1825 (Refer# NONE)
To: ALL
From: AARONB@COMTCH.IEA.COM
Subj: Re: e1l8 (commercial) (the *end*)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l1m28$acr@krel.iea.com>
Newsgroup: alt.games.doom
Organization: CompuTech Computer Technology / Digital Video Applications
: I played all the way to the *last* level of episode 1. I kill the
: brutes, look around, leap off the big platform, turn the switch,
: walk up the ramp, step into the teleporter, and *bamf* I'm in the
: middle of a rather obnoxious room.
: I kill all the bad guys, but I'm *still* taking damage, and I can't
: get out of the little square I'm in. *sigh*. I've done it a dozen
: times and I'm no further along than the first time.
: Ben Bishop
: Atlantic Consultants, Inc.
: aci@world.std.com ...money is not the root of all evil; it is the
: fertilizer.
That is the end of the level. That is how it is supposed to end. I know,
wierd ending, but thats the way it is.. you can use the cheat codes and
go in there and kill them all but then the level won't end.
Aaron Borg
Spokane Washington
Date: 03-02-94 (06:18) Number: 1188 of 1825 (Refer# NONE)
To: ALL
From: WEIGHTNA@VAX.SBU.AC.UK
Subj: Bad V_DrawPatch Error
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.111808.5218@vax.sbu.ac.uk>
Newsgroup: alt.games.doom
Organization: South Bank University
Doomees:
Gnash, gnash, gnash!
---------------
Bad V_DrawPatch
C>
---------------
Do these 2 lines look familiar to anyone?
Neil Weightman | Telephone: +44 (0)71 815 7923
School of Applied Science | E-Mail: WEIGHTNA@VAX.SBU.AC.UK
South Bank University |
London, UK | My opinions are my own, etc.
Date: 03-02-94 (01:45) Number: 1189 of 1825 (Refer# NONE)
To: ALL
From: THANATOS@ATLANTIS-BBS.COM
Subj: How to kill Barney?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <13846PDLYEBWTTXIUDO@atlantis-bbs.com>
Newsgroup: alt.games.doom
Organization: Atlantis BBS, San Jose CA 408-377-8510
IR>Hi all...
>I have installed the Barney patch to doom, but do not know how to get to the
>level to see Barney. What command do I need to type/level go to where I
>can do this?
>Thanks for any info.
>Ron
You type IDCLEV18 and BOOM there you are at the last level. I knew it
all along. Barney *IS* the Anti-Christ.
Thanatos
Atlantis BBS (408) 377-8510 - 18 Lines - Over 25 Multi-Player Games -
Over 50,000 Shareware files - Internet Mail - Usenet - Majornet -
More than 30 Door Games - Interlink - Action Chat - All ages -
TradeWars 2002 Multi-Player - Mutants! - Tele Arena - Cross-Wordz -
Date: 03-02-94 (02:51) Number: 1190 of 1825 (Refer# NONE)
To: ALL
From: SISSON@U.WASHINGTON.EDU
Subj: idea for DOOM v1.3
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l1gib$laj@news.u.washington.edu>
Newsgroup: alt.games.doom
Organization: University of Washington
How about an option to change color during network play? Id could
add several more colors than the allowed number of players, then litter a
power up or a clean uniform (they already have the radiation suit; they
could do something simple to it to indicate a clean uniform) in various
places. When a character picks it up, his uniform color changes to a
random, currently unused, color. This would certainly liven up a network
game! You wouldn't know who was friend and who was foe. In deathmatch
mode, it would confuse anybody who particularly has it in for you, since
he couldn't tell who you are unless he watched you change color. Of
course, the between player chat function would have to be altered to go
by player number rather than player color, but how difficult would that
be? The chat macros are toggled by alt-keynumber now.
How does this sound to you hardened deathmatch duelists?
Michael Sisson
sisson@u.washington.edu
"He who laughs at Groo's brains will find there is nothing to laugh about!"
-Groo the Wanderer
Date: 03-02-94 (07:53) Number: 1191 of 1825 (Refer# NONE)
To: ALL
From: LEWIS@LATROBE.EDU.AU
Subj: RE: NEW SERSETUP FIXES -- source and exe uuencoded
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l227m$c2o@Joanna.Wes.Army.Mil>
Newsgroup: alt.games.doom
Organization: La Trobe University, Victoria, Australia
> [ uuencoded file deleted ]
>
> I just uudecoded the file from this message, but when I tried to unzip
> it with PKZip 2.02g, I got errors. Has anybody got it to unzip?
> Could someone please upload it to wuarchive into the dir:
I uudecoded it and it unzipped fine. However when I and my partner ran it,
all it did was dial the other guy, establish a connection (all well and good)
and then proceed on both ends to start up doom as if we had both seperately
started one player doom: it went to the demo. I went back to the version
that only fixed the spillover/65535 thing or whatever, and that one works
fine. Hope this report of any symptoms helps.
Lewis
Date: 03-02-94 (08:39) Number: 1192 of 1825 (Refer# NONE)
To: ALL
From: E2315614@DINGO.CC.UQ.OZ.AU, Stephane Rebibou
Subj: Re: Pleeeeese ... help with memory probs
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l24u0$ah8@dingo.cc.uq.oz.au>
Newsgroup: alt.games.doom
Organization: University of Queensland
Steve Bonds (007) (sbonds@jarthur.cs.hmc.edu) wrote:
: In article <2jtkl4$85r@uxa.ecn.bgu.edu>,
: Sam C. Raley <muscr@uxa.ecn.bgu.edu> wrote:
: >Do you have 4 megs? Make a system disk and exclude all TSRs except for
: >EMM386 and maybe HIMEM (that is, if your using dos), reboot and try it
: >then.
: I would even leave out EMM386. The config.sys would look like:
: device=a:\himem.sys
: dos=high,noumb
: files=30
: buffers=30
: and the autoexec.bat file would be:
: prompt [DOOM] $p$g
: This should leave plenty-o-space for a 4MB computer.
: -- Steve Bonds
: --
: 000 000 7777 | sbonds@jarthur.claremont.edu and Steve_Bonds@hmc.edu
: 0 0 0 0 7 |--------------------------------------------------------
: 0 0 0 0 7 | Childhood is short... [Calvin & Hobbes]
: 000 000 7 | ...but immaturity is forever.
Date: 03-02-94 (08:47) Number: 1193 of 1825 (Refer# NONE)
To: ALL
From: SIMENTT@DHHALDEN.NO
Subj: Re: DOOM Wish List Ver 1.3+
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <simentt.121.2D749909@dhhalden.no>
Newsgroup: alt.games.doom
Organization: Ostfold College
In article <CLv17F.G26@cee.hw.ac.uk> mapleson@cee.hw.ac.uk (Ian CR Mapleson)
writes:
>>Hey... in the BarneyDoom patch it changed your face to Barney when in God
>>Mode.... can't someone just draw up a new, ...but female, face?
>>It wouldn't be that hard to replace with dmgraph and all.
>Has to be Ripley.
>Couldn't possibly be anyone else... :)
>Ian.
Right, or Vasqez(sp?)
'Anytime, anywhere.....' :-)
"HE WILL JOIN US, OR DIE."
-And that, basically, did it. It's not that I enjoyed doing it, of cource,
but still - one does what one must, right? Yea - I figured it that way.
So now I'm teaming up with the evil empire, but all this evil buisiness
isn't really all bad, you know - the pay is good, there are quite neat
retirement agreements, and I even get downpayments on the fancy black suit,
so - all in all, the deal could have been worse, you know?
-Luke(?).
Simentt@dhhalden.no
Date: 03-02-94 (08:57) Number: 1194 of 1825 (Refer# NONE)
To: ALL
From: SIMENTT@DHHALDEN.NO
Subj: Re: Doom Techniques Against Respawning
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <simentt.122.2D749B38@dhhalden.no>
Newsgroup: alt.games.doom
Organization: Ostfold College
In article <CLux3C.8q3@world.std.com> macintyr@world.std.com (Doug
MacIntyre) writes:
[Del'ted]
>Locked doors are espcially helpful, but only if they can be closed
>after you. Monsters cannot open them (don't know if this was true
>in 1.1 since I never had to worry about it). I've used them often
>to escape a very large pack of pursuers. By running and closing a
>locking door behind you, you need only worry about what's in front.
[Del'ted]
Locked doors are HELL(fanfare!) on nightmare in coop mode!
Each time a party member croaks, he has to fight his way past all the re-
animated monsters to rejoin his buddies, and collect all the keys too -
if the others are near the exit, this means you have to complete the whole
level ALONE - in nightmare mode.
You could of cource have your friends come back and help you (open the
doors a.s), but that way just more people croak.....
No - in my oppininion, coop nightmare is a NiGhTmArE!
"HE WILL JOIN US, OR DIE."
-And that, basically, did it. It's not that I enjoyed doing it, of cource,
but still - one does what one must, right? Yea - I figured it that way.
So now I'm teaming up with the evil empire, but all this evil buisiness
isn't really all bad, you know - the pay is good, there are quite neat
retirement agreements, and I even get downpayments on the fancy black suit,
so - all in all, the deal could have been worse, you know?
-Luke(?).
Simentt@dhhalden.no
Date: 03-02-94 (08:26) Number: 1195 of 1825 (Refer# NONE)
To: ALL
From: PLAROCHE@ETU.GEL.ULAVAL.CA, Patrice Laroche
Subj: Re: Help with TWINCOM 144/DF Modem?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM1HCH.D5I@athena.ulaval.ca>
Newsgroup: alt.games.doom
Organization: Departement de genie electrique, Universite Laval
Kevin Laws (kevin@oc3s-emh1.army.mil) wrote:
: I played with it for a couple of hours last night, and I can't seem
: to get the right initialization string for the Twincom 144/DF 14,400
: Data/Fax Modem. Anybody have any success with this?
I've got the same modem you do and was able to init it correctly.
However I'm not at home right now but I just wanted you to know there's hope
on the way. Just reply I'll answer you.
Patrice LaRoche
Date: 03-03-94 (06:35) Number: 1196 of 1825 (Refer# 1071)
To: GILBERT@ESD.DL.NEC.COM
From: NATHAN ANDERSON
Subj: Re: 16550 UART chips...ho
Read: NO Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Russell, Thanks for posting the patched UUENCODED SERSETUP source & EXE.
A Couple of Questions. Could you posibly UUENCODE IPXSETUP to me also?
I would Appreciate it! Also When you compiled your SERSETUP it is just
slightly on the large size, when run from a clean config, Doom Won't run
because it runs out of memory, I recompiled it in TC 2.0 and I got the
size down to 32k optimized for speed. (I have found for straight C, TC
compiles much better that BC 3.x) Would you be interested in me sending
you this UUENCODED? (I also had to change every blasted file from // to
the /* */ comment brackets!)
See ya, Nathan.
P.S. What does the EXTRATICS do that you changed? Also How hard would it
be to add CTS/RTS to sersetup? (I don't have any experience with programming
for the Modem).
■ OLX 2.1 TD ■ DOOM and Blake - Kings of the Hill
Date: 03-02-94 (10:05) Number: 1197 of 1825 (Refer# NONE)
To: ALL
From: GDARE@MAGNUS.ACS.OHIO-STATE.EDU, Geoffrey J Dare
Subj: Self-update to 1.2 possible?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l29vv$d2b@charm.magnus.acs.ohio-state.edu>
Newsgroup: alt.games.doom
Organization: The Ohio State University
I just got the registered version, and discovered upon running it that it was
1.1 I got 1.2 off of the bulletin board last night, but it doesn't look as
if I can simply replace doom.wad and run it.
Must I call ID and request a formal update to 1.2?
--
! "But... what about our relationship?" Geoff Dare, History of Art !
! "What? Fuck that!" -- Repo Man gdare@magnus.acs.ohio-state.edu !
! "What if someone calls us a pair of pathetic peripatetics?" -- Calvin !
Date: 03-02-94 (10:18) Number: 1198 of 1825 (Refer# NONE)
To: ALL
From: J-HOGAN@UX4.CSO.UIUC.EDU
Subj: Re: Get Verda020.zip!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2ao7$ded@vixen.cso.uiuc.edu>
Newsgroup: alt.games.doom
Organization: University of Illinois at Urbana
saw@eniac.seas.upenn.edu (Spawn) writes:
>Geez, there is so much available here. The _one_ drawback is
>that you can't remove/add things yet. But that will be in the
>next version. It allows you to create PWADS or edit the wad
>directly. It allows you to change wall textures, everything.
>I have spent the last seven hours using it. One real cool thing
>I did was to make the floor the sky. It made me sick to look at
>it. But it was fun. I stood on the top of the E1M1 stairs and
>looked down into the sky! Wow! A powerful editor that deserves
The quesion is, HAS ANYONE MADE A NEW LEVEL WITH IT YET? :)
*--------------------------*----------------------------------------------*
| James P. Hogan | What's black and white and red all over and |
| j-hogan@ux4.cso.uiuc.edu | can't turn around in a telephone booth? |
*--------------------------*----------------------------------------------*
Date: 03-02-94 (09:21) Number: 1199 of 1825 (Refer# NONE)
To: ALL
From: SS@WPI.WPI.EDU
Subj: Modem HELP
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <SS.94Mar2092102@wpi.WPI.EDU>
Newsgroup: alt.games.doom
Organization: Worcester Polytechnic Institute, Worcester, MA 01609-2280
Well finally got around to try a modem game, and of course we couldn't
get it to work :P We both used 14.4 modems set to 9600 with the error
correction and data compression off. Both had the Shareware 1.2 (my
friend only has the shareware), and we both used Kermit to connect the
modems. The Kermit connection works fine. ALT-X, and exit'd out of
Kermit, and did sersetup -com2 -deathmatch with and without the
-dial/-answer options. It starts up Doom, and says "Sending start
info..." something like that, and then just sits there. Also tried
setup.exe, and s4doom12, with no luck. Should we not use Kermit and
have sersetup dial for me? Any help will be much appreciated. Thanks.
--
Scott Streeter
ss@wpi.wpi.edu
Date: 03-02-94 (10:12) Number: 1200 of 1825 (Refer# NONE)
To: ALL
From: TMURPHY@SUN490.FDU.EDU
Subj: Weird modems
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.151224.8677@sun490.fdu.edu>
Newsgroup: alt.games.doom
Organization: Fairleigh Dickinson University
How come some modems report a "Carrier 9600" instead of the standard
"CONNECT" string? Seems to me to be a MAJOR FLAW. I know of a friend of
mine who tried to get his Nuvotel 14.4 modem working with his BBS.
Finally, we had to sit down, map out a stupid bitmap register to get the
connect strings to report a correct connect. It was a PAIN!
Some modem manufacturers are just clueless.
Date: 03-02-94 (10:18) Number: 1201 of 1825 (Refer# NONE)
To: ALL
From: TMURPHY@SUN490.FDU.EDU
Subj: Re: No Nightmare level in serial play?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.151842.8940@sun490.fdu.edu>
Newsgroup: alt.games.doom
Organization: Fairleigh Dickinson University
In article <2kr258$1mo@scapa.cs.ualberta.ca> brown@gsb020.cs.ualberta.ca
(Brown Neil Simpson) writes:
>
>The nightmare level is great, but I can't seem to get it
>to work when I play over a serial link! The most I can
>get is Ultra-Violence (I suppose).
>
>Anyone else have this problem? Is it supposed to work?
>
>
>Neil Brown
>(brown@cs.ualberta.ca)
Add a "-skill 5" on your sersetup command line.
Anyone ever try -wart # # on the sersetup line to play a specific level?
(Like -wart 1 5 for Phobos lab?)
Date: 03-02-94 (10:23) Number: 1202 of 1825 (Refer# NONE)
To: ALL
From: BHEIDORN@IAC.NET
Subj: Where To Get Doom!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2b25$p71@great-miami.iac.net>
Newsgroup: alt.games.doom
Organization: Internet Access Cincinnati 513-887-8877
Hi!!
I ordered my DOOM! game by calling 1-800-GAME-123... Hope this helps!
Date: 03-02-94 (10:33) Number: 1203 of 1825 (Refer# NONE)
To: ALL
From: BHEIDORN@IAC.NET
Subj: Where To Get Doom!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2bl7$pav@great-miami.iac.net>
Newsgroup: alt.games.doom
Organization: Internet Access Cincinnati 513-887-8877
I'm sorry but the number I posted to get the DOOM game was wrong.. That
number 1-800-game-123 was for Blake Stone: Aliens Of Gold..
The number to order DOOM! is 1-800-ID-GAMES.
Sorry for any inconvenience!
Date: 03-02-94 (10:45) Number: 1204 of 1825 (Refer# NONE)
To: ALL
From: CEJONES@SCIBORG.UWATERLOO.CA, Skullkrusher
Subj: Berserk punching. Does it do more damage with momentum?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM1nrI.MF1@watserv2.uwaterloo.ca>
Newsgroup: alt.games.doom
Organization: University of Waterloo
Has anyone else noticed that berserk punches seem to do more damage if
you run forward at the victim before letting loose with the punch? The
doom faq lists the damage for a berserk punch at 10. The demons are
supposed to have 15 but I have killed undamaged demons more than once
with one berserk punch. However if I stand still and punch, it always
takes two. Also the imps seem to splatter a lot better if you run and
punch them.
Anyways, I was wondering if anyone else has noticed this or if I'm just
imagining things that aren't real. Still if it's true then it is very
well thought out.
Skullkrusher <cejones@sciborg.uwaterloo.ca>
_ _ The sun is yellow.
/.\_____/.\
\_/ \_/ (Sometimes) None loves the bearer of bad news.
Date: 03-02-94 (10:53) Number: 1205 of 1825 (Refer# NONE)
To: ALL
From: DSRIFFLE@HELLCAT.ECN.UOKNOR.EDU, David S Riffle
Subj: Writing a DOOM editor...
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2cqc$q9@constellation.ecn.uoknor.edu>
Newsgroup: alt.games.doom
Organization: University of Oklahoma, Engineering Computer Network
I'm in the middle of writing a DOOM level editor/creator right now (the works,
XMS support, 256 color grafx, blood, sweat, tears, etc.), and would like
suggestions for features that people would like to see.
Thanks in advance for your $0.02! E-Mail would probably be best...
-Stu.
Date: 03-02-94 (10:43) Number: 1206 of 1825 (Refer# NONE)
To: ALL
From: JAMOORE@STUDENTS.WISC.EDU
Subj: Re: Net play - how does Doom find the others ?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <jamoore-020394094318@ether137.adp.wisc.edu>
Newsgroup: alt.games.doom
Organization: UW - Madison DoIT
In article <mbcstjy.134.000DC1E2@hpc.ph.man.ac.uk>,
mbcstjy@hpc.ph.man.ac.uk (James Youngman) wrote:
>I use a PC on a network with many Novell servers (over 100) listed by SLIST.
>What PCs can I play Doom against ? How (except by trying it) can I figure
>out which PCs I can reach and which I can't ?
>
> Regards,
> James Youngman mbcstjy@hpc.ph.man.ac.uk
> RA, SToMP group, Physics Dept, Manchester University (061) 232 9818
> "I've always favoured the bunghole theory myself"
Use Novell's userlist command. Type 'userlist /a'. This will give you a
list of all the users logged into the file server along with all sorts of
other info; the important item is their network number. You should be able
to Doom with all users that have the same network # as you do. Hope that
helps.
jamie....
+------------------------------------------------------------+
| Jamie Moore Telephone: (608) 263-7950 |
| Network Admin Internet: jamoore@students.wisc.edu |
| UW - Madison |
+------------------------------------------------------------+
"I've been bad Ren. You'll smack me!" - Stimpy
Date: 03-02-94 (10:48) Number: 1207 of 1825 (Refer# NONE)
To: ALL
From: M0T3@UNB.CA
Subj: RE: NEW SERSETUP FIXES -- source and exe uuencoded
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <02MAR94.12744852.0072@UNBVM1.CSD.UNB.CA>
Newsgroup: alt.games.doom
Organization: The University of New Brunswick
In article <2l227m$c2o@Joanna.Wes.Army.Mil> lewis@latrobe.edu.au (Lewis Beard)
writes:
>> [ uuencoded file deleted ]
>>
>> I just uudecoded the file from this message, but when I tried to unzip
>> it with PKZip 2.02g, I got errors. Has anybody got it to unzip?
>> Could someone please upload it to wuarchive into the dir:
>
>I uudecoded it and it unzipped fine. However when I and my partner ran it,
>all it did was dial the other guy, establish a connection (all well and good)
>and then proceed on both ends to start up doom as if we had both seperately
>started one player doom: it went to the demo. I went back to the version
>that only fixed the spillover/65535 thing or whatever, and that one works
>fine. Hope this report of any symptoms helps.
>
>Lewis
Could someone please start uploading the sersetup fixes to Wuarchive?
It would make things so much easier for some of us.
Damon.
m0t3@unb.ca
Date: 03-02-94 (11:06) Number: 1208 of 1825 (Refer# NONE)
To: ALL
From: F92BW@EFD.LTH.SE
Subj: MODOOM just freezes when the gun comes up?!!?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2dhe$gsn@nic.lth.se>
Newsgroup: alt.games.doom
Organization: Lund Institute of Technology, Sweden
Ok I hate to add yet another "MODOOM don't work" article but I feel I'm on
the very right track and theres just something left. We have dx2-66's one with
a supra internal v32bis 14400 fax and the other with a external usr 16k8DS.
First modoom hanged at the first possible hang-occasion, then after much
researching we got it to work. Both computers handshake, load doom, and the
music and the picture comes up and the gun, but you CANT MOVE! On very rare
occasions, the picture moves very slightly.
The comports are locked at 9600 (I tried this both with and without a fossil)
and with telix and the settings we can zmodem-transfer a file without errors
(yes we have great phonelines here!)... I mean, doom handshakes, it SHOULD
WORK!!! Something left we forgot....
Please help!!
*****************************************************************************
* Bjorn Wesen, Engineering Physics and Computer Design student at LTH *
* Email: f92bw@efd.lth.se | bjoern@df.lth.se *
*****************************************************************************
Date: 03-02-94 (11:42) Number: 1209 of 1825 (Refer# NONE)
To: ALL
From: CONRARDYSE%CS36@CADETMAIL.USAFA.AF.MIL, SHAUN E. CONRARDY
Subj: Help with DOOM sounds
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CONRARDYSE%CS36.17@cadetmail.usafa.af.mil>
Newsgroup: alt.games.doom
Organization: United States Air Force Academy
Is there a list anywhere of the what sounds correspond to what number/
position in the DOOM.WAD file? I would greatly appreciate it posted
or e-mailed.
Thanx!
Shaun
-----------------------------------------------------------------------------
___ |"Mister Order, he runs a very good pace...
/ \ | But old Mother Chaos is winning the race."
/ (0) \ |
/_______\ |
| e-mail: conrardyse95@cs36-34.usafa.af.mil
-----------------------------------------------------------------------------
Date: 03-02-94 (11:57) Number: 1210 of 1825 (Refer# NONE)
To: ALL
From: FNORD@PANIX.COM
Subj: Nightmare can be fun: e2l
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2gia$hf9@panix.com>
Newsgroup: alt.games.doom
Organization: Right Bleedin' Church of Libertine Obfuscatology
At least idclev works on Nightmare.
No way to just run for the exit, one must actually employ some strategy.
Took me about 50 tries, and I finally resorted to using a few save games.
I hit the exit transporter with exactly 1% health.
No .lmp though. Maybe next time.
e3l8 is also pretty neat, but extremely easy. The beachballs and
dumptrucks keep regenerating and going after the spider, sneak up on him
and unload the plasma rifle, or just wait.
--
/ \ The Reverend Sanitized-For-Your-Protection fnord@panix.com
/<0>\ Church of Obfuscatology, Inc.
/ \ "King Kong died for your sins!"
/_______\ "Don't just eat a hamburger, eat the HELL out of it!"
Date: 03-02-94 (12:31) Number: 1211 of 1825 (Refer# NONE)
To: ALL
From: DACOSTA@UNIXG.UBC.CA
Subj: sersetup.exe with hardware handshaking and other features.
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2ihm$3t7@nnrp.ucs.ubc.ca>
Newsgroup: alt.games.doom
Organization: University of British Columbia, Vancouver, B.C., Canada
This is a hack of id's serial device driver. It allows arbitrary baudrate,
hardware handshaking, and arbitrary irq. This will allow you to run your
V32bis modem at higher than 9600 baud. Also, some problems with dialing
and answering the modem have been fixed (some modems can not accept command
strings at full speed). The new structure of the modem.cfg file is described
in the accompanying modem.cfg file.
*Important: disable MNP5 compression, but leave V42bis running. Check your
modem manual for the required init string. With a 8250, do not lock the baud
rate higher than 19200 or doom will grind to a halt.
Many portions of the code were rewritten with optimization in mind. Two
machines with 8250s running a null-modem and a 19200 baud rate will yield
a fast game. The routine also provides diagnostics at the exit of doom which
indicate how many characters have been sent and how many have been received,as
well as how many TX and RX interrupts have occurred. With a 16550, the TX and
RX FIFO utilization statistics should be around 9-11%, if not something may
be wrong with your 16550. For anyone interested, ID had a crucial bug in their
code, they did not initialize the outque and inque pointers; this would cause
random slowdowns when the long int would run into negative numbers.
To use this fix, rename the original sersetup.exe in your doom 1.2 directory.
Copy the new file into your doom 1.2 directory,along with the samplemodem.cfg.
Use as you would the normal setup.exe to launch a modem game. Play doom!
Modified from original ID code by:
Tony da Costa, U.B.C. Electrical Engineers, (cdacosta@ee.ubc.ca)
March 2, 1994
If you would like to see some other controls added to the modem.cfg file, drop
me a line at my Internet address.
+--------------------------------------------+--------------------------------+
| Antonio L. da Costa (dacosta@unixg.ubc.ca) | EEEE 2 U U BBBB CCC |
| Electrical Engineering (cdacosta@ee.ubc.ca)| E U U B B C C |
| University of British Columbia, | EEE U U BBBB C |
| Vancouver, British Columbia, Canada | E U U B B C C |
| "Who? Sweet, innocent me?" | EEEE UUU BBBB CCC |
+--------------------------------------------+--------------------------------+
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M!!0 ( ( &Y*8ASA=$CG'0$ ,@! ) 34]$14TN0T9'15 [3\,P&-PC
MY3_<5$"R4-PT0$,S5&*#"75B^U([M=74#GY0E5^/TY)V\>-\=[[[UIO9>SG+
ML_7F*\_*ET51Y!G/L[3FV8<V$AS:(R@);730U.M?"MH:^."TV3U>>?.)YU4,
MPAXG!L-1Z:U*L(V]@"*S0QS.S'[4W>L.PMEA2-P\>]M\)HHW=P'4.TGB] R
M DYZF2!SPD".#C)(YW&R,7GLY2U$.85H*281A>0O9$>Q#\WRJ2@8?E(#4>-R
MX<OYN)UK,U3/%Y!7"7VX>BXF3T5.',F-!R.\HGU*7(,WUC 4C>VZVU_\)J^N
M\W/?,/'02E>C0&<=_MFOF*^:]+IJ>#7)/$JV8!6V9-"F2<DNH.W)[-FD\ABC
M1"_%N?X?4$L! A0 % @ $TEB'!")VZPG-@ GE8 P @
M %-%4E-%5%50+D5815!+ 0(4 !0 ( (E*8AQ_@WGBLP, -<&
M * $ ( %$V !214%$344N5%A44$L! A0 % @ ;DIB
M'.%T2.<= 0 R $ D 0 @ +#H $U/1$5-+D-&1U!+!08
1 P # *D !P.P
end
Date: 03-02-94 (12:39) Number: 1212 of 1825 (Refer# NONE)
To: ALL
From: DONP@HOOD.UOFPORT.EDU
Subj: NetDoom comments
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <Pine.3.89.9403020931.A599-0100000@hood>
Newsgroup: alt.games.doom
Organization: UTexas Mail-to-News Gateway
1.1 seems to work better than 1.2 as far as using command line options
for a netdoom game.
We're trying to get a netdoom game with left and right views for
each player. We have achieved this in 1.1 (very slow, of course) with
doom -devparm -net 6 -left
doom -devparm -net 6
doom -devparm -net 6 -right
6 players are specified for a 2 player game with left and right side
"drones". This works fine with doom 1.1. Doom 1.2 gives a "DoomBuf Invalid"
error. Any ideas?
NetDoom is GREAT fun but more than 4 players in a game would be nice too.
Don
---
Don Park pager:423-3415 \"The Internet - Its the information superhighway,
2109 S.W. Caldew KB7YZK \without the information." -- Unknown
Portland, OR 97219 246-0025 Asst. System Administrator - U. of Portland
Date: 03-02-94 (12:00) Number: 1213 of 1825 (Refer# NONE)
To: ALL
From: SCHREGLE@ATHENE.INFORMATIK.UNI-BONN.DE, Roland Schregle
Subj: Re: DOOM 1.2 patch & comments
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2gmi$fk8@olymp.informatik.uni-bonn.de>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom
Organization: Rheinische Friedrich-Wilhelms-Universit"at Bonn,
Informatikinstitut, R"omerstr. 164, 53117 Bonn
Kevin Burfitt (zaph@torps.apana.org.au) wrote:
: In <1994Feb21.053828.7117@emba.uvm.edu> efisher@moose.uvm.edu (Eric Fisher)
: writes:
: >Kevin Burfitt (zaph@torps.apana.org.au) wrote:
: >: Well, DOOM 1.2 is here, and it was worth the wait!!
: >: However, does everyone else have the problem that the
: >: two patches fail to work ???
: >: They complain that DOOM.EXE is the wrong version...
: >: Zaph
: >If you have edited any of the original files... then the patches won't
: >work...you'll have to reinstall, then do the patch
: No, thats not the problem, the problem is that there
: were 2 version 1.1's released, and Australia got the
: wrong one (in the first few days, anyway)
: Zaph
Not just AussieLand, mon... I think I'm stuck with an old 1.1 too. :(
Date: 03-02-94 (11:56) Number: 1214 of 1825 (Refer# NONE)
To: ALL
From: SCHREGLE@ATHENE.INFORMATIK.UNI-BONN.DE, Roland Schregle
Subj: Re: Patch problems 1.1 -> 1.2
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2ggh$fk8@olymp.informatik.uni-bonn.de>
Newsgroup: alt.games.doom
Organization: Rheinische Friedrich-Wilhelms-Universit"at Bonn,
Informatikinstitut, R"omerstr. 164, 53117 Bonn
Gabriel White (gabriel@werple.apana.org.au) wrote:
: Staffan Larsen (d93-sla@mumrik.nada.kth.se) wrote:
: : DOOM.EXE gets throught all right. But that still means I don't have 1.2!
: : I have run out of ideas - anyone have some good ones?
: : Imagine yourself not being able to play 1.2. It ain't fun! :-(
: : I had the same problem.....:( I guess I'll just have to d/l the whole
: : thing again
: gabriel
I get the same old ept0035 (?) message when I try to patch DOOM.WAD:
File not found, however a file of the same name exists. No changes made
since file contents do not match.
I still got this AFTER reinstalling the whole thing!!!
So what the hell is this?
GanjaTron
Date: 03-02-94 (12:54) Number: 1215 of 1825 (Refer# NONE)
To: ALL
From: GCASTEL@UXA.ECN.BGU.EDU
Subj: all of the uuencode files here
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2jt6$ln8@uxa.ecn.bgu.edu>
Newsgroup: alt.games.doom
Organization: Educational Computing Network
Has anyone noticed that all of the files UUENCODED to this post never
seem to decode correctly?
Can someone please tell these people (and me!) how to do it properly!
Thanks in advance,
Brent
gcastel@uxa.ecn.bgu.edu
Date: 03-02-94 (12:49) Number: 1216 of 1825 (Refer# NONE)
To: ALL
From: WMA6617@TAMSUN.TAMU.EDU
Subj: DOOM 1.3 Dos 1.7 Windows 4 32-bit blah blah blah
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2jim$d1k@tamsun.tamu.edu>
Newsgroup: alt.games.doom
Organization: Texas A&M University, College Station
O.k. I've reading in all the computer mags about Windows 4.0, and Dos
7.0 (Chicago Code). According to all of them this will be a real
32-bit o.s. OS-2 users don't flame me yours is real too, just not
well supported yet. Anyway my point. What is the scoop about all this
and how fast do we have to wait for Doom 1.3 for Chicago ...
Oh by the way for a real challenge try nightmare level with no sound.
you can't hear the beasties teleport behind you. (I'm too poor for
a sound card)
regards
Bill
whats's the most satisfying sight in Doom...
a narrow corridor, a bunch of pinkies, and a sharp chainsaw :-)
Date: 03-02-94 (13:02) Number: 1218 of 1825 (Refer# NONE)
To: ALL
From: MVJONES@NOVELL.COM
Subj: 1.2 cheats, editors, etc...
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2kbr$1bf@bantu.provo.novell.com>
Newsgroup: alt.games.doom
Organization: Novell, Inc.
OK... can anyone tell me of a sound editor, saved game editor or map
editor that work with v1.2? Help!
MVJONES@NOVELL.COM
Date: 03-02-94 (13:19) Number: 1219 of 1825 (Refer# NONE)
To: ALL
From: TEDV@LOON.CS.UMN.EDU
Subj: Re: Bad V_DrawPatch Error
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <tedv.762632390@loon>
Newsgroup: alt.games.doom
Organization: University of Minnesota, Twin Cities
In <1994Mar2.111808.5218@vax.sbu.ac.uk> weightna@vax.sbu.ac.uk writes:
>Doomees:
>Gnash, gnash, gnash!
> ---------------
> Bad V_DrawPatch
> C>
> ---------------
>Do these 2 lines look familiar to anyone?
Once. Here's what I did...
I turned on cheat mode, went to 1-8, blasted everyone with a chainsaw,
etc. etc. Then I was doing funky stuff in the map. I tried turning on
iddt (Funky "coincidence": the initials of Dave Taylor, one of the doom
programers, are ddt. I think KFA may be kevin's, but I don't know).
So I'm zooming in and out on the map with - and + (side note: Turn on iddt
and zoom in as much as possible. Check out what your arrow looks like!), and
running around with the chainsaw held down and no clipping. I walk through
a wall and it crashes with the same Bad V_DrawPatch.
Were you in cheat mode at the time?
Date: 03-01-94 (16:16) Number: 1220 of 1825 (Refer# NONE)
To: ALL
From: NAUGHTON@HTC.COM
Subj: Re: NetDoom and Randoom 1.52
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l0bbu$7ep@gilligan.htc.com>
Newsgroup: alt.games.doom
Organization: Hull Trading Company
In article <2ko6e2$ev@scratchy.reed.edu>,
Mark Drunken SkullPopper Chen <gchen@envy.reed.edu> wrote:
>the first is really easy to solve:
>all the wad files have to be identical for all the computers
>that means that you can't run randoom on all of your machines because
>since it is random the doom.wad files won't be the same...
Randoom works just fine for networked games! We use it
all the time and have no problems. All you have to do is agree on
a seed. We usually do a `randoom -d` before each network session,
and then announce the seed. Something like: "The seed is 'r'".
Then everybody does a `randoom -m2 -wdeath.w -cr`. We have no
problems and it's a lot easier to copy the death.w file to each
machine than a 10MB wad file. Remember that no (repeat "no")
computer can generate a truly random number, they all need a seed.
If you can all choose the seed all the wad files will end up the
same.
Tom Naughton naughton@htc.com Hull Trading Company (312)697-2715
"The Net interprets censorship as damage and routes around it."
-John Gilmore
Date: 03-02-94 (12:17) Number: 1221 of 1825 (Refer# NONE)
To: ALL
From: TRAVISH@METRONET.COM
Subj: Secrets 100%??
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM1s1s.LCE@metronet.com>
Newsgroup: alt.games.doom
Organization: Texas Metronet, Internet for the Individual 214-705-2917 (info)
Has *anyone* gotten 100% secrets on the registered levels of Doom?? I can
get 100% every time on Knee-Deep. However, in The Shores and Inferno,
there always seem to be secrets missing. I can't find everything.
Help! Anybody?
Date: 03-02-94 (13:41) Number: 1222 of 1825 (Refer# NONE)
To: ALL
From: VIDESSOS@DOW4.ENGIN.UMICH.EDU, Dieter Andrew Schweiss
Subj: Re: Help with DOOM sounds
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2mklINN3mc@srvr1.engin.umich.edu>
Newsgroup: alt.games.doom
Organization: University of Michigan Engineering, Ann Arbor
In article <CONRARDYSE%CS36.17@cadetmail.usafa.af.mil>,
CONRARDYSE%CS36@cadetmail.usafa.af.mil (SHAUN E. CONRARDY) writes:
> Is there a list anywhere of the what sounds correspond to what number/
> position in the DOOM.WAD file? I would greatly appreciate it posted
> or e-mailed.
>
> Thanx!
>
> --Shaun
When you use the DOOM Audio Editor (DMAUD.EXE), it gives a brief description
of each sound position as a new sound is stored or an existing sound is
played. DMAUD.EXE doesn't include a complete list of sounds per se. I have a
list of the sounds that I made when I listened to each sound in the .WAD with
DMAUD.EXE one at a time, and it took me about 5 to 10 minutes to make.
That's probably your best bet. I don't have the list with me at the moment,
or else I'd include it here. Sorry!
Good luck,
Videssos
Date: 03-02-94 (13:45) Number: 1223 of 1825 (Refer# NONE)
To: ALL
From: TULIP@CHOPIN.UDEL.EDU
Subj: Init string req: Hayes 9600
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <Pine.3.89.9403021342.A3254-0100000@chopin.udel.edu>
Newsgroup: alt.games.doom
Organization: The Ohio State University
Does anyone out there know an Init string that would work on a Hayes 9600
Smartmodem? many thanks...
Date: 03-02-94 (13:22) Number: 1224 of 1825 (Refer# NONE)
To: ALL
From: 008025A@AXE.ACADIAU.CA
Subj: HELP please...
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <008025a.297.2D74D97B@axe.acadiau.ca>
Newsgroup: alt.games.doom
Organization: Acadia University
Just a few things you people can help me with...
Mail me back. My email address is below.
I get an out of memory error when playing doom without a system disk, but can
play it with my system disk. I have a COMAX 486 PC, windows, wp51, lotus, and
a few other games that all work fine. EXCEPT MY FAVE!!!
Where can I get the DOOM sound shit? (you know, DOOMWEIRD, etc) I don't know
the ftp site.
By the way, as you should know, I loooove this game!
Phil Ashton
008025A@AXE.ACADIAU.CA
Date: 03-02-94 (13:52) Number: 1225 of 1825 (Refer# NONE)
To: ALL
From: SCHAEFER@GAB.UNT.EDU
Subj: Re: alternative nightmare (Re: Doom1.2-Nightmare)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <schaefer.37.762634330@gab.unt.edu>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom
Organization: UNT College of Arts and Sciences
>% I still haven't got very far through the Military Base and it's getting
>% a bit tedious now. You find yourself wondering "what's the point of killing
>% this monster; it'll only come back in a few seconds". And then you die.
>%
>% >% Tony Lezard
>% tony@mantis.co.uk
>% PGP public key via finger or keyservers
>I have been wondering about the same thing when I heard about
>respawning. What's the point for this "killing this monster and it
>will come back in few seconds"? I like Doom because it's not
>just an action game but also a strategy-thinking game also
Just a thought, but doesn't respawning necessitate strategy. It does for
me. And for those of us who have memorized all the levels, this is a
welcome additional challenge. Without the respawn the nightmare mode would
be a joke. I don't care how fast you make the monsters or how fast their
fire balls are. They still become lifeless piles of fertilizer when they
die. Once all are killed they just become scenery. How boring.
>But now with this Nightmare mode, it's become an action-only game because
>you have no time to look at the map or observe.
Don't consider this a flame, but... what!!!??? Observe? Hmmm, curious.
>Maybe it's a requirement >that you remember the map by heart when you try
>Nightmare mode. >|-( But Id can do better.
>What you folks think about this alternative nightmare?
>
>KVT
Just my two cents but I really like it the way it is. :)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)
^ THE GREAT )
^ )
Michael Schaefer ^ STATE )
(30 min left), (H)elp, More? CS Student ^ )
University of North Texas ^ )
E-mail: schaefer@gab.unt.edu ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^)
^ O' )
^ )
^ TEJAS :) )
^ )
^ "Baby you just jealous! )
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Date: 03-02-94 (13:34) Number: 1226 of 1825 (Refer# NONE)
To: ALL
From: JDWEINER@BU.EDU
Subj: Re: cool doom article!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2m6v$t3o@news.bu.edu>
Newsgroup: alt.games.doom
Organization: Boston University
revar (revar@panix.com.) wrote:
: screen shot of their Doomedit development software on the next, it has
: a built in cad program for room creation and buttons/menus for all of
: dooms visuals....where can i buy that?
I assume you're joking...it's written in NeXTStep, so I doubt
you'd be able to run it even if they would sell it to you.
JD
Date: 03-02-94 (13:57) Number: 1227 of 1825 (Refer# NONE)
To: ALL
From: JR7877@EHSN12.CEN.UIUC.EDU, Jason V Robertson
Subj: Re: DOOM 1.3 Dos 1.7 Windows 4 32-bit blah blah blah
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2ni4$56t@vixen.cso.uiuc.edu>
Newsgroup: alt.games.doom
Organization: UIUC Engineering Workstation Labs
In article <2l2jim$d1k@tamsun.tamu.edu> wma6617@tamsun.tamu.edu
(William Monroe Ashe) writes:
>O.k. I've reading in all the computer mags about Windows 4.0, and Dos
>7.0 (Chicago Code). According to all of them this will be a real
>32-bit o.s. OS-2 users don't flame me yours is real too, just not
>well supported yet. Anyway my point. What is the scoop about all this
>and how fast do we have to wait for Doom 1.3 for Chicago ...
>Oh by the way for a real challenge try nightmare level with no sound.
>you can't hear the beasties teleport behind you. (I'm too poor for
>a sound card)
>regards
>Bill
You'll see a Chicago version when (if) you see a Windows version. They will
probably be identical except Chicago may be able to use Win32. It would be a
full screen Ap, so I fail to see the point when you should be able to run it
under Dos emulation. (Although I am hypocritical- I would like to see an OS/2
specific version). And you would never catch me dead running Chicago or any
Microsoft OS (at least for awhile). Chicago will be big, slow, and buggy in
its first incarnation. OS/2 is fast, efficient, and it IS supported fairly
well.
--
Jason Robertson
jroberts@uiuc.edu
Take my left olive and with the gun try to befit your proper place in this
hall.
Date: 03-02-94 (13:40) Number: 1228 of 1825 (Refer# NONE)
To: ALL
From: DAVIDLEE@BNR.CA
Subj: Re: Video Card (DOOM)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2mi0$rac@bmerha64.bnr.ca>
Newsgroup: alt.games.doom
Organization: Bell-Northern Research, Norcross, GA
In article <16F6BD55A.00158442@ysub.ysu.edu> 00158442@ysub.ysu.edu writes:
>In article <2kpcrv$j9j@auggie.CCIT.Arizona.EDU>
>jiangh@helium.gas.uug.arizona.edu (Howard C Jiang) writes:
>
>
>I'm currently running a local bus accelerator for Windoze, which is fine and
>dandy, but i'd like to speed up my DOS apps (well, okay, DOOM) but still keep
>some speed for Windoze. Any suggestions on what type of card (or more
>specifically, chipset) to look for, which will give me a balance between the
>two?
>
>I read about Tseng's W32i (or something similar) card in Computer Shopper
>which gives good performance in DOS and Win. Any suggestions?
>
>I've been hearing and reading lots of good things about the Hercules Dynamite
>Pro. It uses the W32i chip and I've noticed it winning best buy awards in at
>least two recent magazines. It can be found for different bus versions, in
>1 meg and 2 meg sizes. For ISA and VLB it sells for $159 for 1 meg, and $199
>for 2 meg from USA Flex which is advertised in the back of computer shopper.
>I am planning on purchasing this card myself. Hope this helps.
>
Along the same lines has anyone gotten any performance info concerning
the #9 GXE cards (Level 11)? Jerry Pournelle reviewed it well in BYTE. Since
Jerry is usually clueless I wanted other opinions. Windows and DOS (Doom)
performance are equally desired.
Thanks,
David Lee
David Lee -*- Bell Northern Research -*- Home : (404)513-2984
davidlee@bnr.ca -*- Atlanta, GA -*- Office: (404)246-2269
=============================================================================
Opinions are mine. Not BNR/NT's and most likely not yours.
Date: 03-02-94 (13:43) Number: 1229 of 1825 (Refer# NONE)
To: ALL
From: UMHEINRI@CC.UMANITOBA.CA
Subj: Re: NEW SERSETUP FIXES -- source and exe uuencoded
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2mnp$odl@canopus.cc.umanitoba.ca>
Newsgroup: alt.games.doom
Organization: The University of Manitoba
In <2l227m$c2o@Joanna.Wes.Army.Mil> lewis@latrobe.edu.au (Lewis Beard) writes:
>I uudecoded it and it unzipped fine. However when I and my partner ran it,
>all it did was dial the other guy, establish a connection (all well and good)
>and then proceed on both ends to start up doom as if we had both seperately
>started one player doom: it went to the demo. I went back to the version
>that only fixed the spillover/65535 thing or whatever, and that one works
>fine. Hope this report of any symptoms helps.
Same problem here. I too went back to nuser.exe .
Matt
---------------------------------------------------------------------------
In the beginning, there was nothing. And God said:
"LET THERE BE LIGHT."
And there was still nothing, but you could see it.
Date: 03-02-94 (13:59) Number: 1230 of 1825 (Refer# NONE)
To: ALL
From: KVT@LONGS.ATT.COM
Subj: Re: DOOM: a better monster AI needed
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM1wrt.A67@bigtop.dr.att.com>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom
Organization: AT&T
In article <cam.762590881@ss1> cam@adied.oz.au (Cindy Mann) writes:
%
% It would be nice if Id made their Doom Monsters a little bit
% more intelligent rather than the "move towards the player in
% a straight line" approach. It's too easy to get the monsters
% trapped.
%
% I'd like to see the monsters have a bit of AI built into
% them - so they can negotiate their surroundings a bit
% better.
%
% c.
Are you sure you've seen ALL DOOM monsters? |-; I'd recommend you
try Cyberdemon or Spiderdemon to see how much AI they have in
nailing you. |-;
KVT
Date: 03-02-94 (14:18) Number: 1231 of 1825 (Refer# NONE)
To: ALL
From: ICEMAN@GILL.MICRO.UMN.EDU
Subj: Mouse fix for doom 1.20!!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM1xM8.vK@news.cis.umn.edu>
Newsgroup: alt.games.doom
Organization: University of Minnesota CIS
I used microssoft ver 7.2 mouse driver, and had no problems playing net doom
for over 2 hours. With ver 9.0 I had a autofire problem after a few minutes.
Date: 03-02-94 (14:04) Number: 1232 of 1825 (Refer# NONE)
To: ALL
From: GEA4@MIDWAY.UCHICAGO.EDU
Subj: HELP ME GET DOOM
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.190451.14189@midway.uchicago.edu>
Newsgroup: alt.games.doom
Organization: University of Chicago
I want to be able to download Doom (in compressed form) onto disks, but when
I try to copy harddrive onto disk drive. I get message not enough mem. So I
need a program that I will compress, then put the program onto multiple disks
so that when I load it onto my computer, I will be able to sucessfully
integrate the various disks' programs into one compressed program and extract
it as a whole. I hope this makes sense.
please help,
Date: 03-02-94 (14:20) Number: 1233 of 1825 (Refer# NONE)
To: ALL
From: SMCPEEK@RS6000.CMP.ILSTU.EDU, Shawn D. McPeek
Subj: Re: all of the uuencode files here
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.192032.24978@rs6000.cmp.ilstu.edu>
Newsgroup: alt.games.doom
Organization: Illinois State University
Carol Catelloni (gcastel@uxa.ecn.bgu.edu) wrote:
: Has anyone noticed that all of the files UUENCODED to this post never
: seem to decode correctly?
: Can someone please tell these people (and me!) how to do it properly!
: Thanks in advance,
: Brent
: gcastel@uxa.ecn.bgu.edu
I think I've grabbed about 4 things off of this and have not had one problem
yet.
Date: 03-02-94 (14:24) Number: 1234 of 1825 (Refer# NONE)
To: ALL
From: HOLLAND@ACCESS1.DIGEX.NET
Subj: ID article in Game Developer
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2p50$k4l@access1.digex.net>
Newsgroup: alt.games.doom
Organization: Express Access Online Communications, Greenbelt, Maryland USA
There is an article about ID in the latest (premier) issue of
Game Developer magazine. The article is titled "Monsters from
the Id: The Making of Doom" by Alexander Antoniades. It's worth
reading for those of you in need of an ID fix.
Those of you who sat around waiting for your registered copies
will be interested to read that ID split with Apogee because
the "staff felt that Apogee wasn't equipped to handle the onslaught
of phone orders that would accompany Doom." Believe it or not,
it could have been worse.
Brian
Brian G. Holland Phone: (202) 785-9100
Morrison & Hecker Fax: (202) 785-9163
1150 18th Street, N.W. Suite 800 CIS: 70703,1307
Date: 03-02-94 (14:39) Number: 1235 of 1825 (Refer# NONE)
To: ALL
From: BU031@CLEVELAND.FREENET.EDU, Julie M. Turner
Subj: Help! I'm new to this newsgroup and have questions!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2q15$r03@usenet.INS.CWRU.Edu>
Newsgroup: alt.games.doom
Organization: Case Western Reserve University, Cleveland, OH (USA)
Hello everybody. I need some help. I just found this newsgroup and I'm
glad I did. But, I have a question: I have Doom 1.1 right now. What are
the advantages to getting Doom 1.2 and where can I find it? Is it an
upgrade like 1.0 -> 1.1 is or is it a whole new program? Is it shareware?
What FTP site and directory can I find it in?
E-mail is HIGHLY appreciated since I don't have alot of time to search thru
Usenet groups. Thank ya much!
Date: 03-02-94 (14:35) Number: 1236 of 1825 (Refer# NONE)
To: ALL
From: DEVOE@BU.EDU
Subj: Help with Doom Add-Ons
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2pp4$1kt@news.bu.edu>
Newsgroup: alt.games.doom
Organization: Boston University
Hi, I just got registered Doom 1.2 and I'm really anxious to get some good
add-on programs for Doom that are out there. Can anyone recommend some really
good sound and visual editors for Doom. There's just so much out there that
I don't know what to get. Any help would be appreciated. Thanks a lot!
-devoe@acs.bu.edu
Date: 03-02-94 (12:40) Number: 1237 of 1825 (Refer# NONE)
To: ALL
From: MKELSEY@RAYSHADE.EECS.WSU.EDU, Michael Kelsey - EECS (Cp
Subj: Re: Survey, what controls do you use?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.174009.5409@serval.net.wsu.edu>
Newsgroup: alt.games.doom
Organization: Washington State University
>
>Well, IMHO the best combo would be keyboard combined with mouse. As argued
>before, this is the best of both worlds. The mouse is used for turning, and
>moving forward (via left button), while the keyboard controls the strafe,
>speed, and backwards buttons, by 'W' and 'E' ; 'R' , and 'Q'
>respectively. This way, you can always change weapons with very little
>thought, and almost no hand movement. Plus, with the mouse for aiming,
>the accuraccy is unmatched. Again, IMHO. I consistantly get twice the
>frags of all I play. Try it for a little, and let me know what you think.
>Blue Skies!
>Josh
>****************************************************************************
>* -But did it wake? Did its * ' ' ' ' ----- *
>* laser vision scan the silent * -= RAINMAN =- | *
>* fall of midnight snow? * Blue \ / \ / *
>* - Mona Lisa Overdrive * Skies... \ / *
>* FALLONJB95%CS14@CADETMAIL.USAFA.AF.MIL *
>****************************************************************************
>* When the first living thing existed, I was there waiting. *
>* When the last living thing dies, my job will be finished. *
>* I'll put the chairs on the tables, turn out the lights, *
>* and lock the universe behind me when I leave. - Death *
>****************************************************************************
>
I tried this combo a long time ago -- it didn't suit my fancy. Then, I
stepped over to keyboard since some friends and I were playing netDOOM on
some lab PC's. Finally, I got my PC back and started testing out joystick.
I used to be incredibly good with keyboard (on skill 5 getting 580% of the
kills while my buddies got 280% -- and the aren't newbies either), but, now I
can't even get close to the performance of joystick. FYI, I have a rewired
CH Apple II joystick with the primary (left-most and lower) button assigned
to run (a must have), strafe (another must have), and open. When I walk up
to a door, I let off of run and poke the open/run/strafe key again.
This way, I have only two buttons to press, saves time and thinking,
especially when first trying out the configuration. Also, the secondary
button is assigned to shoot. Plus, if you have a DX2/66, like I do, the
aiming with your joystick is not affected by your FPS (usually running about
35 FPS).
There is only one draw-back to my configuration: you can't turn fast (LSHIFT)
since the strafe key will be activated. Despite this minor limitation, you
learn to adjust to strafing through hallways. This is faster, too, but only
if you know your way around the complex.
-----------------------------------------------------------------------------
-=#| Michael Kelsey |#=- "I used to like Macs, until I got my PC" <grin>
-=#| mkelsey@eecs.wsu.edu |#=-
-----------------------------------------------------------------------------
Date: 03-02-94 (13:00) Number: 1238 of 1825 (Refer# NONE)
To: ALL
From: SETZERKL@VVCS
Subj: Re: Doom Modem Summary Please?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.180005.796@news.vanderbilt.edu>
Newsgroup: alt.games.doom
Organization: Vanderbilt University
Here's some modem init's:
some helpful hints, and a couple of uuencoded programs to assist
in the quest for ModemDOOM!
My only additions to the fray are:
Using 486dx2/50
Dos 6.2
SbPro
Ati Graphics Ultro Pro (1meg)
8 megs Ram
USR Sportster 14.4 Fax/Modem Internal
16550 UART
I tried briefly (for about 10 minutes), and had no success in getting
Doom to talk to my modem. Eventually, with a little T&E, I found 2
things that seem to make the difference.
1) Remove the 'Z' from the init, it resets your modem to the
saved settings, and ignores the rest of the line.
2) At the DOS prompt type: 'echo at > comX' BEFORE starting setup.
After doing this, setup would dial my modem, and connect at 9600,
haven't tried connecting to another DOOMer yet, though.
I'm looking for some ModemDOOMers in Nashville (615), e-mail me
Last, I will honor polite requests to e-mail this thing...we deliver
anywhere in the world :-)
later,
Kelly
_______________________________________________________________
Unknown:
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
AT &Q6 &K S37=11 S46=136 S48=128 N %C0 \N0
AT&Q6S37=9N0%C&K0
________________________________________________________________
14.4 external bocamodem,
AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
________________________________________________________________
USR Sportster 14.4k:
AT S0=1 S7=60 E1 Q0 V1 &C1 &D2 &K0 &N6 &A3 &M0 &H0
AT &F&A0&K0&M0
ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
AT &K0 &M0 &H0 &N6 &B0 &I0 &R1
AT&F&H0&M0&K0&N6
AT &N6 &K0 &M0 &B1 &H0 &I0
AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0
________________________________________________________________
USR Courier 16.8:
AT &a0&m0&k0&n6b0s0=0X7
________________________________________________________________
Zoom:
AT&Q6S37=9N0%C&K0
AT&Q6S37=9N0&K0%C0
AT %C0 &Q0 &K0 S37=9 N0
AT%C0&K0&Q6&D2\N0
________________________________________________________________
Practical Peripherals:
atS0=1
________________________________________________________________
SupraFaxModem 14.4:
AT Z S37=9 &Q0 &D2 N \N1 &K
AT \N0 &D2 &K0 S48 = 8
AT%C0&K0&Q6&D2\N0
%C0 disables compression (v.42bis)
&K0 disables flow controll
&Q6 sets normal async mode
&D2 enables DTR, so doom can drop carrier
\N0 disables error correction (v.42)
________________________________________________________________
Viva 14.4 Fax/Modem:
AT S11=50 S37=9 S95=52 L0 N0 S46=0 &Q0 &D2 \N1
________________________________________________________________
Digicom connection 96+s .. softmodems:
AT Z \N0 &D2 &K0 S48=0
ATZ*E0*N3*S0*M0*F0&D2
________________________________________________________________
MACRONIX 14.4:
AT S36=3 S37=9 &K0 %C0 \G0
________________________________________________________________
Intel 400/i Fax/Modem
AT Z\N0 %C0 "H0 S31=9 &Q0 &D
________________________________________________________________
Helpful hints:
1) You need 16550 uarts
2) Don't use setup, use sersetup
(sersetup -com3 -skill5 -episode3 -dial *70,5551212 -deathmatch )
(or whatever)
3) Doom does not properly hangup the modem-
I have to run commo and reset the modem after a game, or I can't
start a new one.
________________________________________________________________
As someone has already mentioned, DOOM apparently does
not support hardware control. Since this is the default
configuration for USR modems, you need to either:
1 - load the software flow control template
2 - just type the following in "terminal" mode
"AT&H2&I2&R1"
If you go back to DOS and try the DOOM setup program again,
it will at least initialize the modem and dial the given
phone number. Personally, I haven't been able to get further
than this because my friend is having trouble with his modem
(i.e. his modem won't even pick up the phone).
As to what you need in the modem.cfg file, I can only guess.
However, you should note that if you chose option #2 above,
your initialization string can not begin with "AT Z" because
the "Z" part of it will reinitialize the modem using the template
currently saved in NVRAM.
________________________________________________________________
USRobotics Sportster 14400 Fax Settings:
B0 E1 F1 L2 M1 Q0 V1 X3
BAUD=9600 PARITY=N WORDLEN=8
DIAL=HUNT OFF HOOK
&A3 &B0 &G0 &H1 &I0 &K0 &M0
&N6 &P0 &R1 &S0 &T5 &Y1
We first go into our respective comm programs and set the SERIAL port
rate to 9600. Then we type: AT &N6 &K0 &M0 &B0
We then connect, quit the comm program and run Doom under 'Already
connected'.
________________________________________________________________
USR:
AT &N6 &B0 &M0 &K0 &H0 &I0 &R1 &A0 S27=32
You may wish to reload the factory settings first if you have
saved to the NVRAM other settings not mentioned above, in which case
just include an "&F" statement immediately after the AT signal in the
above example. The key command to all this is the "S27=32", we got
no where until this was set properly. BTW, My machine was the 'host'
which may make a difference as well. If you notice in the manual in regards
to the s27 command the 32 is the value from 'Bit 5' with 'Bit 4' remaining
at 0.... but the value you type is still 32. I had no luck with adding
values together with this statement so don't even bother trying (ie. in
order to disable v32 operations the value should be 4 but when added to
the 32 value (36 total), everthing came back on! So the bit info values
are different then the other values mentioned. Do not worry about the fact
that the MNP may still be active (ie. s27=16 instead of 32) as the other
& statements will take care of that baby 8)! (namely the &M and &A cmds.)
________________________________________________________________
Here's some batch files (Zipped and UUencoded) that work great for
USRobotics Dual Standards and USR Sportsters.
----->Bob
willmod@remus.rutgers.edu
begin 600 doomusr.zip
M4$L#!!0 @ ( %:<5!R[Z81C%P$ )<! ) 4$A/3D4N0D%455#+:L,P
M$+P;] _S ;5I0GO)H<2-!0FU28E36GJ3[74L*GN-'H3^?86;'JK#HD$[#\V6
MVH'!?2^275F+9('%\5AAE:V1XJT^<<->MPXC=S2B5<;HZ0++P>N)1"(C([L1
M*_5%<,$2OCF .NWA!^W0:T/PC'90TR7>!L(\\$28PMB079ZB[AV4NRE=R9B(
MEM5=3#.S]8NHBN+!Q00WSS_K9V[PKHT9V?])+*C;6AJ#RVSP%[(NHR[\)^9G
M?&)_CR>T/*Y%(I+-!C7]IER:.,F\J&0F/R1ZMK&'&$%//4,UL81EKR'#5\S*
MJI%\M!&)BY-\F)$6A[S$X^]!&C\3>RUD?MY7^7FW1UJ_',H2#TCEZZ$^%A(K
MD?P 4$L#!!0 @ ( %:<5!R7[@"$* $ ,L! * 04Y35T52+D)!5&60
M06^"0!!&[R3\A^_$#0+6]I1--(JV0JOI#62038 QRQ+3?]\MM8UM#[O9
M>9EYF_FF=*P87):V-5\GMC64T78;(_!&</&2[#AG+8\=&BZH0=9V%U)0W&O9
MDFT),^!=YT0A-=)*=BAE3::UP+'*VA-!5X2YD9XSE36D2770/- S*XUW[I$I
M0M_)]G2U?4MGG&,OZ[IA?267H2JFBIJ^\U2O3\;G4='_'@Q3O&'AX_'SY]$M
M_$MF/@YCB #//EX#.+$/9V7.SKPW]W#".SA&Y"S_R1+_(?AAMC69(*&O;8<,
M=R*,8N&)@T#)RB1H=I1MR<ARD]_0EU/-EYM<;*LS-^G^##?<)'NQ@_NIAQN)
M,%W$83I?P$U6R_4:8[CB:9EL(X' MCX 4$L#!!0 @ ( %:<5!RI,/6*0@
M (H + 1DE,15])1"Y$25J[=81HL)^7:[,"$+CX^_LJ&.H9*>@JA 8'
MY2?EEV0F%ROXYJ>DYBH4IY:4%H 4*6SFY3I A*'1AOJ&L4>.W.3E @!02P,$
M% " @ 5IQ4'(K$ 0 8 @ .00 D !-3T1%32Y46%1E4\UJW# 0OAO\
M#I-;"ZFA/>94VE":0TCIM@\@6[,K$5D2^HGQDP4,O1ER7;;0Y^F,G#C>UEB6
M-#_??-_,;EW!^7-]=W<+[YL/\ YNG<0>OADQPJ"3@I^[[ZYU27=Q<<6ZJJL;
M4.(!0:$($I(2"7IA1_#HO$$0 =FO[0%2<+DETP%3XOM:*#D87+BOJU(D*=3A
M_U*7$!W<@,1.2Y0E1VD/V8. /0[0BM0IV&N#Q(I"\0'#"*V3(W3"<E'.\:2%
M:_=%F72N;S8:T';&148?'-';;4'AC5?.8D,F$%;2B@,&OKY=5%LLM.JJ1>B<
MUPO)T>6P*)4Z8)<<D>)T(J#W'!.-/JAD1@X.N#<4P\HZ55>?*<N[D!BD-#)'
MYL[I U=,:+"0 IO[%D.)&X0M2CMA3-'V"?>.<MF7(\*2\!S [2L,G?=DMNF2
MAG>/$#-E%%6*QT<=#=EN)!<.-"CPP1V"Z(EY) 9KX (Z#)>J@J!#DU3:/Q0
M.C(4M(B6J,=$XIWE0<-U%@9VB4!%D+& LWG'XBDN+..*!><K#^I+MA<7?%M_
MM7_F^?'Y^++#Z7SG[;1)F<K[<CP_3*_;],__ ^9YFN<-SM,\'Q\7 D\O+"9F
M]%CVTRL.Q9Q*!!V*]YP-K6G]K RGE>FTDCYN;5N4(P'_@M_KAY_-[0CK.B[Q
MQ5U<&Q1MJ>D6TQ4,VAAJ_L> ?8Y-R.F (38H<UW]!5!+ 0(4 !0 @ ( %:<
M5!R[Z81C%P$ )<! ) * ! 4 (*A_+ !02$].12Y"050' )P!
M9&J%(_VR&N9IWR@>V' S%@E1-.B<RNWH@*P[L)TO6YKBXUBA4][FP\[_;#\%
M32!XE%S+B*DB15F():'HSNKAU2$\H6DX!E3'&ZY-M[Q??!3W*Y831SEBM7NZ
M9.*)Q7B-'!XU[XI_TF0-GEE6;>R1$,C(#YWT6^E=TGVOOCKI_=",7IO[)=@H
MMAEUN>%7+PE[8]AD@NX@EMJD8HAK"%=[]&+76_9<F $XC%>39XMW]J*5]&@?
M8(LW((:T^W1;KH9QO]1BE>%/?J0E>EK1AHJ;!0RWF^$YC^ZZ'8^]PG)8^7\\
MCHQRW8&!ILZ#<8;BT'HM._F *.6SXC'$_C.LHSI,!C,&0_I@JZOD6#I]@RD)
MC]S'^?T0T3A$ %$5?NUB,O<V);&-@\MX^<&RGF0!E,Y/=9B)@FO7JFM?U6W2
MG7R:>A[UJ%]H\:-=%#BB]YVP\%NF8)>DJJ :8!@B0V*08Y:/6(E"TY<3)"NU
M1L0@Y01S.4IX2!@CJ36 >P)8;KX#*^YC9,\)V#\^0>,*O[$;=C.S+8%&_1GR
M!Z':04V5B%!+ 0(4 !0 @ ( %:<5!R7[@"$* $ ,L! * 4
M(!&'2SX! !!3E-715(N0D%44$L! A0 % " @ 5IQ4'*DP]8I" B@
M L !0 @7TZ-C@( $9)3$5?240N1$E:4$L! A0 % " @ 5IQ4
M'(K$ 0 8 @ .00 D !0 @I&4X^0( $U/1$5-+E185%!+!08
1 ! $ '\" X!0
end
________________________________________________________________
DOOM's SETUP.EXE and SERSETUP.EXE apparently don't correct some PC's
com port speeds to 9600, as communications programs DOOM. These ports
may be set to 2400 on boot-up, and when you play the game, you're only
doing it at 2400bps. What happens is that you'll get the music going,
be able to transmit messages, get the menu up, etc., but are unable to
move, or are only able to move very very slowly.
Generally, you can use DOS's MODE program to change the com port's
speed. From the DOS line, type MODE COMx:9600 to do this. MODE,
however, does not support com3 or com4. In that case, you can use a
communications program to connect DOOM, or change the port speed with
utility programs such as DMODE.EXE.
What follows is a uuencoded copy of DMODE. Clip and use. You can
avoid the work-around with the communications program, etc.
Good luck, and have fun.
begin 600 dmode.zip
M4$L#!!0 ( +2%P1IY2T!T% 4 $@* ) 1$U/1$4N1$]#;59M3^-&
M$/Y,U/R'J50).!DK3@@'5ZD5.JC*2< )[G3MQXUW'&^Q=ZW==4+^?6=FXR3H
MB 0XZYEGGWGFC?%H/+JY?[RY'8]6Z(-Q%HI\<CX>38JS+[T]NYJQQ4EY"L75
MU2R#&[4R&C[G<%_>JQ#))8/KIH$GLZQC@"<,Z%>HV>E;;0)TWNF^C$"/VH3H
MS:*/J$$%>/[[^NGV!_WD %_5ID4K5OC:8<DFE?/C4>EL-+:GKWU <!7$0U!5
M$0$Z0IA-0*L-X$HUO8H<18?>.)TSD6>T&GZ;YY,)?'_.H*RQ? 'GH>R]1UMN
MP-EFDT%TG]CZZ.<0Z;"83R_ABVJ1B$>/&.GLWEGO<&6:!C/X>@U0S(OS"\;X
M92<KAZ1@I;Q)M"0$A)O'9Y#7I6M;1?0T:E,JCCLZ8 U-:>R2;<<C^FI4 YWS
MI#!A*/CZF1T[@EPT*(^DJB<ATYW:$4WK(H2^8Z\$0U&A@PI5[#V])R9L3$X_
M:A4//;43UDWCUD*6I/=,BV1?>M6.1PO5:_#$-D#E70OS";\N2".2>-$%PKS6
MVG# A$+2<H24D%IU 5KGB8QIF9BRD5^GN^7" !O7,UK*$E^?TA0I3%N99>]W
M0I*E?ZN.I/OSX_U,;J2'<U >"3FX00O4Q.X;P1X'NEXKKX_%%Y36)$N@F!03
M5"'T;2I#9A%PJ__)[/:R%O@I/9P2V%UB F$3(K:L5MB#C4>.O!E"V823P=J;
MB- BK$VL)<3]W>2M!5W!HE'VA;OF!6-D1G3*QJF2/2ZYGY(8%:(XW1%DTT#@
M@F<=%:FM364(<^AN5VTK,T\]BL3;1O6ZJTS)11]-8^(&3)">@.'SQ\U0M?]\
MXBK(.D7!;#*MHLI"=!W9<M^^Y\! XLCG7/>]Y9*79I4B=; @-ABE-SG]1/ND
MR*;9+#L__3V5G3BG2LM@_O&"_\PNS_E/<26'5W+V49[/+^4]GQQPFHHY&;"3
M6!1BG<#D^YQ_S<[S.2'1SWQ"UZ=0B8!UEK*(*[3,U&EB^9#!;0:/S)*E$);D
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MM?Q?'V("<JT8YN^SF/YT\YL;FV8'( /OH+TRB)L.!Z@/@O^OZZ%5&W#=,'$@
M=%B::B/0NVD%;SE6QO/3VHU'9:V\*GG4PXD*R6X8T:<4;([Y-A%\SP+!8^<Q
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M)L:#@R=L4 4\@MY61+VWI! O+8\M<6"X8>?=\3S0*0L\R5R+:TG<T='ANGY3
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MAL$:X,2^X/<$ !P"0 "0 $1-3T1%+D581>55[VM;U1M_[KU)VH9F[(6*
MB&S/H(2MW(7<_&B;]#I7VRC;[ ^:ZN:&8IK>V6AR;[PY-]U\LXQ(BZF,_0EC
M@B]BOE\J#*D,LFB@_AB#S5=#0="]N3.SSA]@I&/UG',[6T0' U\(GLN]YSG/
MS\_SG'.>.WHT+[A!! D UM<![@ ;+\(./A<IY:;OYDA.#0T?^D]^X%\T!/CG
MQ\CH^$@"BTH@&,'=Z3VHQ&)A'$D5,S,X',#1]&BJ0#2S@/<;067O04O?&PO[
MO#XO3,UJ6#BID]0)-(XCH2LGAD4RV0PYB9E"?-.T%Z?&<3+QS('D5&(2DXFQ
M$>R)!H)!?"Y))7'L]7GQ04;OQOQW&6SUM\_!E39R1^+3*6M&SJ=,"E">29&4
M7"!&?HL_)1H:P(.IG%; )#$UC>"F/\-\4'RCAFX:6C&3S6HR3@PQ]TJD[S[X
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MS\LRY.8*S248E#':W\>F\$"$34J,,V.<U\_IR "7,\X65"&N3A68$==0N+;C
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MS9G. #(N3F=(@6JPC7'R8+(0\HUBL@ K4N)$ ''*H*7(:FGB9(73^8),X^+&
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M ',,=C:C:RS;D_E[5^PX59C5LOD TS^@%U-9>@GN.47=RDUK9H#=^COVZ["\
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M_=3:O^*A$&NJC^SBI'C)L\7<1Z1JZW:H4:U[H-WD"D*[^9M#2>WFI0HL#X^_
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M5BO7[8N"?\7M\Z\D!"_]B%"O@'V1!BSMFP=Q[F'/\GZ:7&7'/(36#UV[X5_L
MZ&CYEFV)B24B+=OB.PM4^W^7#HN>;1W^P81(NLJ?=/K+3X#UHW_1W<%"+7Y.
M@TTLE5:/3"Y>^^%H396MM9JM0_BK0'S!+Y'.X?*:R_RY-5BY?/4;]C@:7(R;
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end
________________________________________________________________
NOTE: This was NOT written by me, Hank Leukart. I am merely posting
this for a user who's news server is not work.
From: Stephen Sprunk
----------------------
Seeing as how no one else in the world is capable of figuring out how to
play netDOOM over a modem, I will graciously tell you all how to do it.
1) Get your manual(s) out (learn japanese if necessary).
2) find the code(s) to turn off error correction.
3) find the code(s) to turn off data compression.
4) find the code(s) to call only at 9600.
That was the part id told everyone.. Now here's the part they forgot:
5) find the code(s) to turn off all hardware and software flow control.
6) put this all in the init string for DOOM.
NOTES: different modems use VERY different codes for each of the above
(stupid manufacturers). Your friend's codes won't work unless you have
the same brand and model of modem!
The only setup I know is for the USR line of modems. (v32&v32bis only)
AT Z &H &I &K &N6 &R1 &S &M
Stephen
Stephen Sprunk <ssprunk@nox.cs.du.edu>
PGP 2.2 Public Key by finger/keyserver
Printed on 100% recycled bits.
--
**** ** *** *** ** **** : CALL OF THE | Hank Leukart
* * * * * * * * * * * : SHADOWS | (ap641@cleveland.freenet.edu)
**** **** *** * * * **** :Apogee//Cygnus| "Official" DOOM FAQ Writer
* * * * * * ** * * : Mid-February | FAQ at ftp.uwp.edu and by E-mail
________________________________________________________________
----- PHONE.BAT ----- BEGIN ---
@echo off
echo AT Z H0 > com3
sersetup -DIAL 1234567 -COM3 -SKILL 4 -EPISODE 1
----- PHONE.BAT ----- END -----
----- ANSWER.BAT ---- END -----
@echo off
echo AT Z H0 > com3
echo AT Z > com3
echo AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0 > com3
echo ATS0=1 > com3
sersetup -ANSWER -COM3 -SKILL 4 -EPISODE 1
----- ANSWER.BAT ---- END -----
Please change the com ports from COM3 and com3 throughout to reflect
you modem's COM port. Also change the phone number in phone.bat.
The first time around I always need to run the answer and phone
batch file TWICE. Just press escape after running it once and then
run them again. Make the answering party is running the batch
file first with a waiting for ring message before you dial up.
Please post to tell me if it works . I'm curious to know if this is
generic enough for most systems. It has not failed on our setup for very
many attempts.
Hope this is useful,
Salut,
Eric
=================================================================
Eric Masson - ericm@finnegan.ee.mcgill.ca - FAX: 514 398 4470
=================================================================
________________________________________________________________
I have a Digicom Connection 96+ Softmodem and this works for me.
AT \N1 &d2 %c0 s37=9 &K0
After much hassle, I managed to get the Wang 14/14 modem to work
with DOOM. Here is the string I used:
ats46=0s37=9n0&k0%c0%m0&q0&d2\n1
AT&T Dataport: AT&FX7S62=0\Q2\N0&W
AT&T Dataport 2001: AT&F%VFX7S62=0%VG9\Q2\N0&W
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<> satori: a state of intuitive _illumination_ / setzerkl@vuse.vanderbilt.edu
<>
<> sought in Zen Buddhism. /
<>
<> /
<>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Date: 03-02-94 (14:18) Number: 1239 of 1825 (Refer# NONE)
To: ALL
From: PCSIGLER@WHALE.ST.USM.EDU
Subj: Re: Modem Players in MS
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2oqi$i23@server.st.usm.edu>
Newsgroup: alt.games.doom
Organization: University of Southern Mississippi
William T. Dalton (wtdalton@whale.st.usm.edu) wrote:
: yo I'm from Mississippi....in the Burg....
: and I play doom and know what the internet is.....
: I live here in hattiesburg...
: wtdalton@whale.st.usm.edu
We'll have to get together and play sometime. If you call Digital Domain,
look on there for some files called: COMSW.ZIP S4DOOM.ZIP RDM2_0.ZIP ...
They make it easy as pie to get connected and playing.
##### #### #### # #### # ###### #####
# # # #### # # # ##### # # @ whale.st.usm.edu
##### # # # # ### # # #####
# #### #### # #### ##### ###### # #
Date: 03-02-94 (14:48) Number: 1240 of 1825 (Refer# NONE)
To: ALL
From: UN020246@WVNVMS.WVNET.EDU
Subj: WHAT DOES "-drone" DO IN DOOM???????
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.144854.9736@wvnvms.wvnet.edu>
Newsgroup: alt.games.doom
Organization: West Virginia Network for Educational Telecomputing
Does any one know exactly what the "-drone <player#>" command
line option does. If so would someone be kind enough to explain its
function and tell me how to use it. It has been my understanding and
hope that this function would allow someone to play with or against a
computer player. Is this true or am I off my rocker? I would greatly
appreciate any help that the users of the news could give on this
subject. Please either reply or e-mail me.
Thanks a bunch!!!!!
stewy
kaiser@wvugeo.wvnet.edu
Date: 03-02-94 (15:01) Number: 1241 of 1825 (Refer# NONE)
To: ALL
From: MHP1@RA.MSSTATE.EDU
Subj: Re: NEW SERSETUP FIXES -- source and exe uuencoded
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <mhp1.762638443@Ra.MsState.Edu>
Newsgroup: alt.games.doom
Organization: Mississippi State University
lewis@latrobe.edu.au (Lewis Beard) writes:
>I uudecoded it and it unzipped fine. However when I and my partner ran it,
>all it did was dial the other guy, establish a connection (all well and good)
>and then proceed on both ends to start up doom as if we had both seperately
>started one player doom: it went to the demo. I went back to the version
>that only fixed the spillover/65535 thing or whatever, and that one works
>fine. Hope this report of any symptoms helps.
It works fine for me. I finally managed to get modem doom working without
another programs.
Mike.
Date: 03-02-94 (15:27) Number: 1242 of 1825 (Refer# NONE)
To: ALL
From: HRH@AISUN.AIINET.COM
Subj: Re: New DOOM utility package WadMaster, uploaded to wuarchiv
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2ss0$6m7@aisun.aiinet.com>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom
Organization: Applied Innovation, Inc.
In article<2l127vINNo2m@python.cis.ohio-state.edu>harkins@cis.ohio-state.edu
(hugh richard harkins) writes:
>
> -- W A D M A S T E R --
>
> version 0.5
>
>DEDIT.EXE An editor (duh!)
>WADMASTR.DOC Documentaion (duh!)
>WADDIR.EXE Prints a directory of a .WAD file (duh duh!)
>UPKWAD.EXE UnPacK .WAD file into a shitload of little files
>PKWAD.EXE Duh
Oh, you might want to know just where this was uploaded. Yes, it was put
in wuarchive.wustl.edu:/pub/MSDOS_UPLOADS/games/doomstuff/doom.
Oh yeah, there are two of us involved in this mess:
Rich Harkins (hrh@aiinet.com)
John Milton (jbm@aiinet.com)
Please send all bug reports, as we are still hacking on this thing.
--
----_____ _ _____ | TurboD A.K.A. H. Richard
---/_ _/_ _ ____ //__ ____ /_ __ \ | Harkins hrh@aiinet.com
----/ / ///// __// o // o / _//_/ / | & harkins@cis.ohio-state.edu
---/_/ \_//_/ /___//___/ /_____/ |
Date: 03-02-94 (15:13) Number: 1243 of 1825 (Refer# NONE)
To: ALL
From: MHP1@RA.MSSTATE.EDU
Subj: Re: alternative nightmare (Re: Doom1.2-Nightmare)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <mhp1.762638686@Ra.MsState.Edu>
Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom
Organization: Mississippi State University
schaefer@gab.unt.edu (Mike Schaefer ) writes:
>>I have been wondering about the same thing when I heard about
>>respawning. What's the point for this "killing this monster and it
>>will come back in few seconds"? I like Doom because it's not
>>just an action game but also a strategy-thinking game also
> Just a thought, but doesn't respawning necessitate strategy. It does for
>me. And for those of us who have memorized all the levels, this is a
>welcome additional challenge. Without the respawn the nightmare mode would
>be a joke. I don't care how fast you make the monsters or how fast their
>fire balls are. They still become lifeless piles of fertilizer when they
>die. Once all are killed they just become scenery. How boring.
I believe that his point was not that it didn't require strategy, but that
it changes the game. Some of us like doom the way it was. When you kill
a monster it is dead and it's body in a pool of blood STAYS there. Playing
doom with the -respawn option is fun every now and then, but not when it
HAS to be on for a level. I think nightmare would be an awesome level
WITHOUT the respawning.
>>But now with this Nightmare mode, it's become an action-only game because
>>you have no time to look at the map or observe.
> Don't consider this a flame, but... what!!!??? Observe? Hmmm, curious.
What he means is that without respawn, the game is more realistic. You don't
have to constantly move. You have time to catch a breather behind a corner.
You have time to think about where you wish to go next, what weapon to use,
etc. On nightmare as it currently is, you only have time to run for the exit
and kill a few people if they happen to get in your way. That is not fun.
It gets old quick.
>>What you folks think about this alternative nightmare?
>>
>>KVT
>Just my two cents but I really like it the way it is. :)
It sucks the way it is. Nightmare should be the same but without the respawn.
It should be an option only. It changes the game to much.
Again, I'm not saying nightmare isn't fun, it's just not the game I want to
play. Fighting fast humans, fast fireballs, and truely demonic demons
would be awesome. Having them pop back up a few seconds later just
changes the game to much.
Mike.
Date: 03-04-94 (11:19) Number: 1244 of 1825 (Refer# NONE)
To: ALL
From: Patrick Steele
Subj: e1l8 (commercial) (the *e
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
A >
A > Ok, I bought the commercial version (yes, *very* good service ordering
A > it, and only $3 more for '2day' UPS (for those who *can't* wait)).
A >
A > I played all the way to the *last* level of episode 1. I kill the
A > brutes, look around, leap off the big platform, turn the switch,
A > walk up the ramp, step into the teleporter, and *bamf* I'm in the
A > middle of a rather obnoxious room.
A >
A > I kill all the bad guys, but I'm *still* taking damage, and I can't
A > get out of the little square I'm in. *sigh*. I've done it a dozen
A > times and I'm no further along than the first time.
A >
A > Any clues? (strike that -- I've given up on clues; I'd rather have
A > the answers)
A >
A > Thanks!
A >
A > --
A > Ben Bishop
A > Atlantic Consultants, Inc.
That's the end of episode 1. Register the game for Episode's 2 and 3. You
won't be dissapointed!
.. OFFLINE 1.50 "No, sir, I didn't get it done. I was in DEATHMATCH mode.. "
Date: 03-02-94 (15:49) Number: 1245 of 1825 (Refer# NONE)
To: ALL
From: SABO@SUNSET.USC.EDU
Subj: Re: Mouse fix for doom 1.20!!!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2u3v$aed@sunset.usc.edu>
Newsgroup: alt.games.doom
Organization: University of Southern California, Los Angeles, CA
iceman@gill.micro.umn.edu (Kin Tung Tam) writes:
>I used microssoft ver 7.2 mouse driver, and had no problems playing net doom
>for over 2 hours. With ver 9.0 I had a autofire problem after a few minutes.
Hey, dude, want to make millions of PS/2 mouse port users your friends for
life?
POST IT POST IT POST IT POST IT POST IT POST IT POST IT POST IT POST IT !!!!!
'Nuff said. Don't think MicroSoft's gonna care if we share an ancient driver
they don't care about any more...
Jim
Date: 03-02-94 (15:24) Number: 1246 of 1825 (Refer# NONE)
To: ALL
From: ANON0B24@NYX10.CS.DU.EDU
Subj: Re: YOU'VE BEEN PLAYING DOOM TOO LONG WHEN... (suggestions?)
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <1994Mar2.202435.9729@mnemosyne.cs.du.edu>
Newsgroup: alt.games.doom
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
gfab@netcom.com (Dan Fabulich) writes:
>Really, isn't this kind of stuff what DOOM iNsAnItY was designed for?
>--
> /-----------------------------------------------------------------
> / Dan Fabulich | You haven't got any bullets! You've just go
\
> / gfab@netcom.com | two coconuts and you're bangin' 'em together
\
>< (310) 822-5801 | --------------------------------------------
- >
> \ (310) 822-5401 Data | My opinions are not those of my employer's,
/
> \ Toenails! Bolo on! | if only because I am no longer employed.
/
> \-----------------------------------------------------------------
Inform me of what Doom insanity is about, please?
Date: 03-02-94 (14:19) Number: 1247 of 1825 (Refer# NONE)
To: ALL
From: JOHN@MSUS1.MSUS.EDU
Subj: Re: Doom Effects Survey. You can still reply!
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <John-020394141455@electron.mankato.msus.edu>
Newsgroup: alt.games.doom
Organization: Mankato State University
In article <CLxsJu.22o@bri.hp.com>, Alan_Yates@hpc600.desk.hp.com
(Alan Yates) wrote:
>
> In article <CLs4oD.2x5@cee.hw.ac.uk>, mapleson@cee.hw.ac.uk
> (Ian CR Mapleson) says:
>
>
> If you ARE thinking of mailing me about Doom effects, please include the
> following (I try to reply to every message, but my replies are going to
> be somewhat shorter now, as I'm short on time. If you miss out any of the
> items listed below, I'll have to e-mail you to ask for them anyway):
>
> Please say:
>
> 1. Where you are mailing from,
Mankato State Univ.
> 2. Your age,
31
> 3. What gender you are (you may think this is obvious from your name,
> but the mail headers I get usually leave out your full name)
Male
> 4. What effects from Doom (and Wolfenstein 3D, if you play that game too)
> are you experiencing. Effects to consider include:
>
> (a) dizzyness and/or motion sickness (especially when when watching
> others play),
yes
> (b) after images,
> (c) dreams (and/or nightmares) about Doom,
> (d) fear/panic/obsession with playing the game,
> (e) behavioural changes (strafing round corners, thinking in 'Doom'
> terms about every day situations),
> (f) ducking/diving/dodging in front of the screen when playing,
yes
> (g) having Doom 'flashbacks' (ie. seeing an everyday object that, when
> seen, triggers a 'Doom' like response. eg. seeing a wall panel and
> getting the urge to push it),
> (h) getting sh*t scared when playing the game (eg. when getting
> surprised by an imp *scratch!*, or getting interupted whilst
> playing by the phone/a friend, etc.),
> (i) any other effects not listed above, or even...
I played doom for about 3.75 hours once, and experienced dizziness which
lasted for about 4 hours. It seriously impaired my ability to get around,
not at all unlike being stoned.
I have also found that doom effects (and the game it self) for myself are
intensified by listening to the musical score from the movie "Aliens",
preferably at high volume, while playing the game.
In the music from the movie "Aliens" there are times when the score was
made to coincide with a sudden frightening point in the movie itself (the
"sudden corpse" effect). For some reason, the "sudden corpse" effect in
the music occurs at the same time some really nasty creature comes around
a corner at high speed (in the game). It scares the sh*t out of me. And
it seems to happen quite often.
Go figure.
===================================================================
John Biederstedt |
Computer Services |
Mankato State University | Marketing is the root of all Evil
Mankato, MN 56002 |
44 8'N 93 59'W El. 1000' |
===================================================================
Date: 03-02-94 (15:30) Number: 1248 of 1825 (Refer# NONE)
To: ALL
From: PA1@CBNEWSE.CB.ATT.COM
Subj: Point Totals for Doom ?
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <CM20zJ.3py@cbnewse.cb.att.com>
Newsgroup: alt.games.doom
Organization: AT&T
Fellow Doomers,
Can anyone tell me if the Registered version of Doom contains
a score keeping (or point totaling) feature that the Wolfenstein
games have.
Most of you have probably played Wolf or Spear of Destiny, and you
may recall that as you navigated through each floor/episode, you
would accumulate points for kills, treasure, finding secret floors, etc.
I was wondering whether or not Doom has this feature. Bragging rights
was often tied to who had the most accumulated points per episode.
Does the registered version of Doom keep a score (other than the
percentages for kill, items, secrets at the end of each building) ???
I was thinking of getting the registered version of Doom, but I like
to compete/compare points with my friends.
Any comments,
Paul Arras
Date: 03-02-94 (16:03) Number: 1249 of 1825 (Refer# NONE)
To: ALL
From: KHALEY@NOVA.GMI.EDU
Subj: Re: NetDoom comments
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <khaley.762642204@nova>
Newsgroup: alt.games.doom
Organization: GMI Engineering&Management Institute, Flint, MI
donp@hood.uofport.edu (Donald Park) writes:
>1.1 seems to work better than 1.2 as far as using command line options
>for a netdoom game.
>We're trying to get a netdoom game with left and right views for
>each player. We have achieved this in 1.1 (very slow, of course) with
>doom -devparm -net 6 -left
>doom -devparm -net 6
>doom -devparm -net 6 -right
>6 players are specified for a 2 player game with left and right side
>"drones". This works fine with doom 1.1. Doom 1.2 gives a "DoomBuf Invalid"
>error. Any ideas?
I've noticed the same thing (Doom 1.1 seems to work better on the command
line than 1.2). Also, I've noticed that if you install Doom on the server,
and have all machines run Doom straight from the server, there is less
chance of error than running it simultaniously from 4 machines. While I
don't have any specific solutions for your problem, I've noticed the same
type of differences between 1.1 and 1.2.
>NetDoom is GREAT fun but more than 4 players in a game would be nice too.
Can you imagine a game of 6 player NetDoom?! Boy, that could get really
intense (especially in deathmatch)! However, with more players, the levels
may not be big enough to accomodate them: between 6 or 8 people, there
wouldn't be much in the levels to explore.
/Kevin
>Don
>---
>Don Park pager:423-3415 \"The Internet - Its the information superhighway,
>2109 S.W. Caldew KB7YZK \without the information." -- Unknown
>Portland, OR 97219 246-0025 Asst. System Administrator - U. of Portland
Date: 03-02-94 (16:12) Number: 1250 of 1825 (Refer# NONE)
To: ALL
From: SCANTOR@MAGNUS.ACS.OHIO-STATE.EDU, Scott E Cantor
Subj: Re: DOOM banned from Microsoft
Read: (N/A) Status: PUBLIC MESSAGE
Conf: games.doom (157) Read Type: GENERAL (+)
Message-ID: <2l2vf1$f7l@charm.magnus.acs.ohio-state.edu>
Newsgroup: alt.games.doom
Organization: The Ohio State University
In article <CM0MrB.L8L@world.std.com>,
Lawrence Foard <entropy@world.std.com> wrote:
>In article <CLyH8C.Cp0@cmutual.com.au>,
>Mark Hammond <MHammond@cmutual.com.au> wrote:
>>Hi all,
>> In our local papers Tuesday computer section (the Age) there is
>>an article talking about how MSoft Australia has banned DOOM from
>>the building.
>>
>>Apparently, at 6:00pm each night, their Network would crawl to a stop. It
>>seems they where often playing their mates in the states!
>>
>>Just an interesting tidbit to show how far doom has reached!
>
>Serves them right!
>
>They helped to make sure that the "standard" networking for MS-LOSS screws
>up networks. If doom used a daemon and TCP/IP to transmit the info I doubt
>there would be any problem.
Just a small question....What the hell are you talking about?
Microsoft has nothing to do with IPX. They didn't design it, they don't
use it, and they certainly had nothing to do with ID software's network
killing algortihm. Sheesh! Stick your head in a Linux box and flip the
switch.
------------------------- ---------------------------------
Scott Cantor scantor@magnus.acs.ohio-state.edu
University Systems cantor@usmssmtp.us.ohio-state.edu
The Ohio State University cantor.2@osu.edu
If you love something, set it free.
If it doesn't come back, hunt it down and kill it.