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- Short: V0.8 Beta(!) 3. Fast doom port.
- Author: steger@pass.dnet.it (Georg Steger)
- Uploader: steger@pass.dnet.it (Georg Steger)
- Version: 0.8
- Type: game/shoot
- Requires: OS 3.0, 68020, some fast memory, AGA or Gfx-Board, a WAD file
-
- ***************************************************************************
- * *
- * D O O M A T T A C K 0 . 8 B E T A 3 *
- * *
- ***************************************************************************
-
-
-
- INTRODUCTION
- ============
-
- This is not the final version 0.8. Several things are missing such
- as the installation script, several new translations for the prefs
- program, graffiti support, etc. The program might and probably will
- be buggy, as I have converted many new routines to assembly but
- without doing many tests.
-
-
- INSTALLATION
- ============
-
- Copy the files in the "data" directory to your Doom directory. Be
- sure to copy everything (with the exception of the exe versions
- you are not going to use) and not to change the directory structure.
-
- It's probably a good idea making a backup of the old executable
- first.
-
- Example: Installation with the Workbench (for BEGINNERs)
- ¯¯¯¯¯¯¯¯
-
- 1) Open the "data" drawer
- 2) Delete the executable versions you are *not* going to use
- 3) Rename the executable version you are going to use to
- "DoomAttack"
- 4) Open your "doom" drawer
- 5) Activate the "data" drawer window and do a "Select All"
- (Workbench menu).
- 6) Hold down SHIFT, click on one of the entries in the "data"
- drawer window (don't release mouse button) and drag everything
- into the "doom" drawer window. Now you can release both SHIFT
- and the left mouse button.
- 7) In the requester saying "... already exists. Do you want ..."
- you can select "Replace All"
-
-
- CHANGES SINCE V 0.8 BETA 2
- ==========================
-
- o Possibility to look up and down. Based on DosDoom. It might not look
- perfect, as it uses a rather simple trick but it's always better than
- nothing. Related options (DoomAttackPrefs):
-
- Game/No auto aiming:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Usually the vertical aiming is done automatically as there was
- no up and down looking implemented in the original (PC) Doom.
- With this option switched on you have to do the vertical aiming
- by looking up and down which can be done with the keyboard and
- the mouse (set Mouse/Vertical mouse movements to Look).
-
- To make aiming easier you can activate a crosshair by pressing
- <X> during game. Actually there are four different crosshairs.
- Press <X> again to switch between them.
-
- WARNING: "No auto aiming" must not be activated if you want to do
- ======== a multiplayer game. You will get consistency errors if you
- do so.
-
- Keys 2:
- ¯¯¯¯¯¯¯
- In this page you can set the keys for looking up/down and for
- centering the look. Further you can specify the look "speed".
-
- Mouse/Look speed:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Speed of "Mouse Look" (set "vertical mouse movements" to "Look",
- first)
-
- Video/Sky stretch factor:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- In order to make up/down looking work correctly, the sky must be
- stretched vertically, otherwise you would see a wrap around effect.
- If you are not going to use up/down lookings you can set this to
- "1".
-
- The stretched sky does not look very nice, I know, but I'm planning
- to make a tool with which you can change the different sky textures
- with a paint program.
-
- Video/Auto look centering:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Automatically centers the look angle when you start walking/running.
- It is still possible to do small steps withouth having the look
- angle changed.
-
-
- o Possibility to jump. Set the key (jumping with joystick or mouse is
- not yet possible) in DoomAttackPrefs/Keys 2. The jump power can be
- set in DoomAttackPrefs/Game/Jump Power.
-
- Note : You will not be able to jump through every window, because of
- the WADs usually marking walls with a window as not traversable.
-
- Warning: You should not jump if you are doing a multiplayer game, al-
- though it should theoretically work if both players are running
- DoomAttack with the same jump power. Might also work with Dos-
- Doom - the jump routines are based on this program.
-
-
- o Possibility to change the gravity (DoomAttackPrefs/Game/Gravity). You
- must specify it in fixed point format (like the jump power):
-
- - Fixed point to floating point conversion: divide by 65536
-
- - Floating point to fixed point conversion: multiply by 65536.
-
- So 65536 means 1.0, 32768 is 0.5, etc. Try 10400 for moon feelings.
-
- Warning: You should not change the gravity if you are doing a multiplayer
- game, although it should theoretically work if both players
- are running DoomAttack with the same gravity.
-
-
- o New 060 version of doomsound.library (from Joe Fenton). The old one
- was buggy.
-
- o Fixed long outstanding bug in error requesters, when DoomAttack was
- started from WB. You should not get cryptic error messages (like
- "Error: $ß%i not found") anymore.
-
- o It's possible to select a vertical resolution of 240 in DoomAttackPrefs.
-
- o Changed DoomAttackPrefs to auto set vertical resolution after having
- selected a new screenmode.
-
-
- CHANGES SINCE V 0.8 BETA 1
- ==========================
-
- o Nullmodem Plugin should now work with the 060 version, too. The problem
- was, that the plugins, which were written with the MaxonC Compiler
- (InitModules() function) changed the rounding mode of the FPU. DoomAttack
- needs the rounding mode of the FPU to be set to "round toward smallest
- number" to work correctly.
-
-
- o Bug fix: Demo recording did not work correctly. Now it should. Example
- on how to record a demo:
-
- DoomAttack -record mydemo -maxdemo 50
-
- This will create a file called "mydemo.lmp" in the Doom directory. The
- maximum file size will be 50 KBytes (not Bytes!). The default maximum
- file size is 128 KBytes. It's possible to stop demo recording by pressing
- 'q' in the game. If you do not stop demo recording with 'q' then recording
- will stop automatically when the maximum file size is reached.
-
- To replay the demo type in:
-
- DoomAttack -playdemo mydemo
-
-
- o New option to lock mouse running. By switching the relative option on in
- DoomAttackPrefs -> "Mouse", moving the mouse will be limited to let the
- player turn left or right (and strafe).
-
-
- o MIDI routines from Joe Fenton are now in a library (doomsound.library).
- You don't need to copy the library to "LIBS:" It can aswell be in the
- Doom directory or in a subdirectory "libs" inside the Doom directory.
- Note that there's also a 060 version of the library. So if you ara a 060
- user then delete "doomsound.library" and rename "doomsound.library.060"
- to "doomsound.library"!
-
- The old doom sound server files aren't needed anymore. You can delete
- the following files:
-
- DoomAttackSupport/plugin/DAMusic_ADoomSndServer.plugin
- DoomAttackSupport/prefs/ADoomSndServerPrefs
- DoomAttackSupport/config/DAMusic_ADoomSndServer.config
-
- You can also delete "ADoom_SndSrvr" in the doom directory, but if you are
- using ADoom you probably should not. I don't know if the most recent ver=
- sion is already using the library instead of this file.
-
-
- o ASL requesters for screen mode selection and screenshot saving are now
- centered on the screen. Another change for the screenmode requester is
- that the "window on screen" modes appear in the list.
-
-
- o Possibility to specify start options with DoomAttackPrefs: Some of Doom-
- Attacks' options cannot be configured directly in DoomAttackPrefs. Now
- you can specify the options (for example "-fps" or "-forcedemo") you want
- to use permanently in DoomAttackPrefs -> "Program" -> "Start Options".
-
-
- o Possibility to set default configuration file for DoomAttackPrefs by
- setting it's file comment to: "#filename". For example:
-
- filenote DoomAttackPrefs "#DoomAttack.config"
-
- tells DoomAttackPrefs to use "DoomAttack.config" as default configuration
- file (you should of course do the same thing with DoomAttack). This can
- be overridden by using the CLI argument or Workbench tooltype "CONFIGFILE"
-
-
-
- CHANGES SINCE V 0.7
- ===================
-
-
- o SOME BUG FIXES
-
-
- o SUPPORT FOR ANALOG JOYSTICKS (routines from Piotr Pawlow)
-
- To activate it set "Controller Type" (DoomAttackPrefs -> "Joystick")
- to "Analog Joystick".
-
-
- o SUPPORT FOR MEDRES RESOLUTIONS
-
- Now DoomAttack supports some higher resolutions such as 320 x 256,
- 320 x 400, 320 x 480, 320 x 512. There are no 640 x ? screenmodes,
- because from what I have heard ADoom, which supports this, in such
- high resolutions isn't playable even if one has an 68060 with 66
- Mhz.
-
- To activate the new medres resolutions select an appropriate screenmode
- (DoomAttackPrefs -> "Video" -> "Screenmode") and set the "Vertical
- Resolution" to the relative height.
-
- NOTE: To avoid aspect problems and maybe some other strange things
- (this new feature hasn't been tested very much, as it is simply
- to slow on my 68030/50) you should only use the 320 x 400
- mode.
-
- If the game is running too slow, try switching Remapping to
- "FAST" (DoomAttackPrefs -> "Video"). This will eat lots of
- memory!
-
-
- o POSSIBILITY TO PLAY DOOMATTACK IN A WINDOW
-
- It's now possible to play DoomAttack in a Window on the Workbench or
- on the default public screen. This is actually only usable (but not
- tested) on GFX Boards (and maybe CD32/AKIKO), because the actual
- c2p routines all work on a non interleaved bitmap -> you will get a
- terrible flickering.
-
- To activate the window mode select "Window on Workbench" or "Window
- on def. Public Screen" from the ASL screenmode requester (DoomAttack-
- Prefs -> "Video" ->"Screenmode")
-
- o MIDI SOUND
-
- It's now possible to get the original music from the WAD files with
- two new plugins, which are both based on the ADoom music routines
- from Joseph Fenton. Both plugins can slow down the game quite a
- bit (especially the one using ADoomSndSrvr), much
-
- DAMusic_Midi:
- =============
-
- This uses the routines from older versions of ADoom. To get it to work
- you need the "Midi_Instruments" file from ADoom (put it to the Doom
- directory).
-
- DAMusic_ADoomSndSrver:
- ======================
-
- This uses the new ADoomSndServer from ADoom 1.2 to give you very
- good music and sound FX (!) with 16 channels. Unfortunately the
- slowdown in the game is rather high on my 68030. It is possible
- to configure ("Music only"/"Sound only") this plugin by first
- selecting the plugin (DoomAttackPrefs -> "Audio") and then clicking
- on the "?" gadget.
-
-
- o GUI TO CONFIGURE THE P61A MUSIC PLUGIN
-
- First select the P61A music plugin (if it is not yet selected)
- and then click on the "?" gadget.
-
- The GUI has a very powerful AppWindow support, which means that
- you can drag icons from the Workbench over the window. This makes
- it very comfortable to use. You can drag an icon directly over an
- entry of the listview gadget - which will be immediately set to
- the filename of the icon you have dropped. If you drop the icon
- over the string gadget, then the active entry of the listview
- gadget will get the new filename, instead.
-
- With DEL you can "inactivate" an entry, which means that the
- plugin will play the "DEFAULT MUSIC" (= first entry in the
- listview). With SHIFT DEL you can inactivate all entries at once.
-
- Important: The P61A plugin does not load it's settings from ".musicrc"
- anymore. Now it loads:
-
- "DoomAttackSupport/config/DAMusic_P61A.config"
-
- The format of the settings file has not changed so you can
- copy your old ".musicrc" to this directory and rename it
- to "DAMusic_P61A.config"
-
-
- o NULLMODEM PLUGIN
-
- It's finally possible to do a null modem game between two computers.
- There are two plugins, one for AMIGA/PC and one for AMIGA/AMIGA
- (not tested, if it does not work try the one for AMIGA/PC, it should
- work between AMIGA/AMIGA, too). The plugins can be configured by
- first selecting them (DoomAttackPrefs -> "Multiplayer") and then
- clicking on the "?" gadget:
-
- You can select the serial device to use (if possible use a fast one such
- as "8n1.device".
-
- - How to start DoomAttack for AMIGA/AMIGA game:
-
- Player 1: doomattack -net 1
- Player 2: doomattack -net 2
-
- - How to start DoomAttack for AMIGA/PC game:
-
- Amiga player: DoomAttack -net 1 -pcchecksum -forceversion 109
- PC player: sersetup.exe -14400
-
- "-forceversion 109" is for PC Doom 1.9. If the PC player has
- version 1.666 use "-forceversion 106".
-
- If you want to use a higher baud rate change the settings in
- DoomAttackPrefs (as described above) and on the PC start
- sersetup.exe with "- <baudrate>". Watch out that PC Doom does
- not support 28800 bps!
-
- IMPORTANT:
-
- On 060 machines the nullmodem plugins will probably only work if
- the second computer has a 060 cpu, too. At least on AMIGA/PC
- either the Amiga Doom or the PC Doom aborts with an "consistency
- failure" as soon as one of the players starts moving around.
- I guess the reason is the FPU which is used on 060 for FixedMul
- and FixedDiv. Because of the higher precision it probably gives
- different results every once and then.
-
-
- o MMU SPEEDUP ROUTINES FOR 040/060 CPUs
-
- There are two modes (DoomAttackPrefs -> "Program" or cli argument
- "-mmu" and "-mmu2"). Try them out both (the second one will only
- work if there's no other program using the MMU)
-
-
- o NEW OPTONS
-
- Use "-wad" to specify the main wad file. This allows you to have
- for example "doom.wad" (from Doom 1) and "doom2.wad" (from Doom 2)
- in the same directory.
-
-
- o POSSIBILITY TO USE ANOTHER CONFIG FILE BY CHANGING FILE COMMENT.
-
- If you are using other ports of Doom, too, then it might be annoying
- to see, that the DoomAttack config file gets "corrupted" every
- time you start one of those other ports. When launching DoomAttack
- from WB, one can add "-config <configfile>" to the tooltypes, but
- when shell, using "-config <configfile>" every time might be too
- complicated. Therefore it's now possible to tell DoomAttack which
- config file to use by setting it's file comment:
-
- filenote DoomAttack "#DoomAttack.config"
-
- for example tells DoomAttack to use "DoomAttack.config". You must
- use the "#" char, otherwise DoomAttack ignores the comment. You
- must also tell DoomAttackPrefs the new filename. Actually this
- can only be done with the "CONFIGFILE" tooltype, if you start
- DoomAttackPrefs from Workbench, or with the "CONFIGFILE" CLI
- option if you start DoomAttackPrefs from Shell.
-
-
- *** FINAL NOTE ***
-
- If you encounter some bugs, let me know. If you are using the 060
- version of DoomAttack then have a try with one of the other versions,
- too, to see whether the bug is also in the "normal" versions.
-
-
- ---------------------------------------------------------------------------
-
- Georg Steger: steger@pass.dnet.it
-