Text File
DOSDOOM VERSION 0.64 - Source Code.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Please Note: This is a highly experimental version.
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-This port is now developed by the DOSDoom Team (acbaker@lineone.net)
-This port was originally written by Chi Hoang (cyhoang@acs.ucalgary.ca)
-The official DosDoom homepage now at http://www.frag.com/dosdoom
-DOSDoom has been developed with help from various authors (see credits.htm)
-DOOM is copyright ID software (www.idsoftware.com)
-This port is not endorsed by id software, so don't bug them about it
-No responsibility is taken for any damage that may be done by this program
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This is DOSDoom, a port of linux doom. You can run all your original DOOM wads
with DOSDoom It has loads of new features for players and level designers of
the original Doom. Please read coders.txt contained within the ZIP files, you
will need to knwo this info as a coder.
Whats New over the Original Doom:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Hi-Colour Mode
Higher Resolutions (up to 1280x1024, compared to 320x200 in the original)
3 Levels of Translucency
Jumping
180-degree turn
user-definable gravity
Controls Configurable in the Game
8-Player Support
New gameplay options
Mouse-look
Radius Scripting for existing and new levels
Music support for MP3, MOD and loads more
CD Audio
Overlap Map Function
Rotate Map Function
LOADS MORE!
Make sure you unzipped with directories!!!
You can get the original linux-doom source at ftp://ftp.idsoftware.com/source/doomsrc.zip
What files you need to now about:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Program Files (needed for DOSDoom):
-/dosdoom.exe - The Program itself
-/dosdoom.wad - WAD file containing additional info needed by DOSDoom
-/dosdoom.cfg - DOSDoom Config for Software Wavetable
-/default.cfg - DOSDoom Main Config File
-/cwsdpmi.exe - DPMI Provider, need if you don't have DPMI normally
Documentation:
-/docs/text/dosdoom.txt - Text Version of this File
-/docs/text/rts.txt - Text Description of Radius Triggers
-/docs/text/things.txt - Text List of Radius Triggers Thing IDs
-/docs/text/sounds.txt - Text List of Radius Triggers Sound IDs
-/docs/text/doomlic.txt - ID's License regarding the source code
-/docs/text/history.txt - History description
-/docs/text/sprites.txt - Text Sprites-in-a-Bugfix description
-/docs/text/linux.txt - Text Linux Notes
-/docs/html/dosdoom.htm - This File
-/docs/html/music.htm - Details of how to config DOSDoom for various music types
-/docs/html/sprites.htm - HTML Sprites-in-a-Bugfix description
-/docs/html/radius.htm - HTML Radius Triggers Information
-/docs/html/credits.htm - Credits
-/docs/orig/ - directory of all original doom source docs files
-/logs/changes.log - Log of all code changes from V0.61 onwards
Whats new (in v0.64):
^^^^^^^^^^^^^^^^^^^^^
-added needed wads to source dist
-added some troubleshooting notes to the end of the user notes
-sky fixed in all resolutions. Thanks to Matthew J Legowski <legowski+@andrew.cmu.edu>
-Updated Dutch support. Thanks to Arno Slagboom (arnos@freemail.nl)
-Many linux improvements contributed by Eduardo Casino-Almao (eduardo@medusa.es)
-New music and sound code
Support for MUS, MOD and MP3 music files (see music.htm).
- CD Atmosphere support
- MOD and S3M support based on JGMOD.
http://www.geocities.com/siliconvalley/vista/8890/
- MP3 support based on dosamp based on amp-0.7.5 by Tomislav Uzelac
dosamp is by Ove Kaaven
amp-0.7.5 is by Tomislav Uzelac
- Missile Teleportation off/on/silent
- Player Teleportation Speed normal/quick/quickest
- Fixed the crosshair so it re-adjusts when full screen.
- Pulsating crosshair.
- Extended network setup packet, sends all the information from the
gameplay menu to all other machines so there are no consistency errors.
- Fixed the demo's so they play properly again, (AdvancedAI was using
P_Random, so the demo's were getting the wrong numbers) There is now a
J_Random :) function which should be used for random numbers for addons to
stop this from re-occuring.
- disabled the gameplay menu also while in a netgame (you can undo
that if you wish, but I personally think it's better to reduce consistency
errors).
-Radius Scripting (player goes within a radius causes an event - check this out!)
Scripting for new levels or existing ones (see radius.htm).
-Options menu reorganised and graphical titles used
-new deadly former humans setting (spider demon is also a nightmare here)
-new startup sequence
-monster respawn setting in the menu
-monster infighting setting in the menu
-graphical titles for menu
-cd audio volume in the menu
-code clean up (rationalising etc)
-updated german support (Thanks to TwoFace)
-new cheat codes:
'idgive1' - gives chainsaw.
'idgive2' - gives shotgun + full ammo.
'idgive3' - gives double-barrel shotgun + full ammo.
'idgive4' - gives chaingun + full ammo.
'idgive5' - gives missile launcher + full ammo.
'idgive6' - gives plasma rifle + full ammo.
'idgive7' - gives BFG + full ammo.
'idunlock' - gives all the keys.
'idloaded' - gives all the ammo.
'idsuicide' - suicide.
'idtakeall' - takes all stuff away.
'idinfo' - replaces 'showinfo'.
'idkillall' - replaces 'hotaru'.
-'idinfo' gives numerical x,y coordinates for scripting
-menu uses coloured text (configurable)
-Spectres can be setup as Visible/Partly Visible/Translucent/Stealth
-Lost Soul can be setup as Visible/Partly Visible/Translucent/Stealth
(The not so good things....)
-dehacked support REMOVED temporarily
-new ENEMY AI REMOVED temporarily
-human madness and human explodings REMOVED
User Notes
^^^^^^^^^^
-use wads from doom v1.9!!!!!!!!
-networking should only be compatible with doom v1.9 if you don't use extra features
(ie: everything in gameplay options must be turned off, gravity should be at default)
-Everything in gameplay options MUST be the same for all computers in
a network game.
-played demos should be from doom v1.9
-if you have an order video card without vesa2 linear frame buffer, you
might be able to speed up doom by getting SDD at http://www.scitechsoft.com
-On a slower machine, dosdoom is slower than the original doom.exe, while
on a newer machine, dosdoom is faster than the original doom.exe
-using double-buffering may improve speed significantly, but it also could
slow things down.
-to do networking, rename dosdoom.exe to doom2.exe and run dm.exe
(dm.exe is DeathManager which comes with doom v1.9)
-You could use CapLock to always run - when its on, use shift to walk
-i pumped up maxvisplanes, maxopenings, maxdrawsegs, maxvissprites, and
max savegame size for u level designers out there :)
-If the DOSDOOM environ var exists, dosdoom will look in that directory
for default.cfg
-320x100 mode is availiable :)
-new cheatcode: type 'idkillall' to kill all monsters
-new cheat code 'idinfo', which will show fps/time/position/kills/etc
in single player and fps/time in multiplayer
-'idinfo', 'cdnext', 'cdprev', and 'idmus??' are allowed in deathmatch
-MIDI support is now in DosDoom - just use the midi file in place of the
mus file
-You can press PrintScreen to take a screenshot at any time
-player 5-8 starts are things 4001-4004 (for you level designers out there)
-you need a new ipxsetup for 8 player support
-If the mouse hangs, you could try adding mouse=ms to dosdoom.cfg
NOTE TO PROGRAMMERS: Please see coders.txt if you wish compile DOSDoom.
New Command Line Parameters:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-gwaddir dir Sets the location of the doom wad
-width ??? Sets x resolution to ??? (default 320)
-height ??? sets y resolution to ??? (default 200)
-hicolor Enables hicolor mode
-forcevga Use standard vga for 320x200 even if a vesa mode is availiable
-dblbuffer Use hardware double buffering. Might be faster, especially at
hi-res and hi-color modes. You could use timedemo to check.
This may not work on all computers. (Note: on most video cards,
this will be slower if you use lotsa translucency)
-heapsize ??? Sets heapsize to ??? megabytes. (default 6) Increase if you
get out of memory errors at very-high resolutions or big maps
-censored Use this to censor quit messages
-cdaudio Turns on cd-audio support. Use the new cheat codes CDNEXT
and CDPREV to go forward or back a track. Use IDMUS?? to
change to a specific track.
-digmid Enables software wavetable. You will have to edit the
included dosdoom.cfg, so that the patches= line points
to either a default.cfg file (from a set of GUS patches)
or a .dat file (which can be created from a SoundFont (.sf2)
file with the pat2dat utility availiable on my webpage). You
can get SoundFont files and GUS patches by following the links
at http://www.talula.demon.co.uk/allegro/digmid.html
-readmus Read music card from default.cfg instead of trying to autodetect
-readsfx Read sfx card from default.cfg instead of trying to autodetect
-nosound Turns off all sound
-gfixspr \
-gfixflt |
-gfixpat |- Sprites-in-a-pwad bugfix (Thanks to Martin Howe)
-gfixsfp | See readme.sprites for more details.
-gignrot |
-gfixall /
-dutch \
-french |
-german1 |
-german2 |-These will replace the text in doom with
-turkish | a translated version where possible.
-swedish |
-spanish /
-doom2f \
-doom2 |
-plutonia | These let you specify which wad to load. This allows you to
-tnt +-keep all the doom wads in one directory. (-doom2f is the
-udoom | french version of doom2)
-doom |
-shareware /
These Command-line Parameters can be Configured in the Options Menu:
-mlook Enables mlook, so when you move the mouse up or down, it'll
tilt your view up or down
-invertmouse Makes it so when you move the mouse up, your view tilts down
and vice-versa. Only useful with -mlook
-vspeed Sets the vertical speed for both -mlook and the keyboard
look up/down keys. (default 1000)
-novert Turns off vertical mouse movement. Useful if you are used
to +mlook.
-newnmrespawn Makes monsters in Nightmare respawn in place
-lessaccurate Stop monsters from being 100% accurate
-itemrespawn Item Respawning
-stretchsky Stretches Sky for Better mlooking
-rotatemap Makes the map view rotate, instead of having the player rotate
-newmap New automap-overlay mode. Press tab to switch to it.
(Thanks to Dave Pearson)
-swapstereo Swaps the stereo channels
Known Bugs: (don't email us about them)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-status bar shows before wipes when using double-buffering
-very large heapsizes don't work
-some demos get out of sync in dosdoom
-Shoot up/down doesn't work in net play. I'm still thinking of the best
way to solve it without breaking network compatibility