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- =============================
-
- Post-Release v6.666 - STANDARD revision
- Last Updated: DOOMSDAY, 1994
- December 10, 1994 EST: Anniversary Edition
- Written by: Hank Leukart (ap641@cleveland.freenet.edu)
- "DOOM: Where the sanest place... is behind a trigger."
- "DOOM: Such mayhem the likes of which have never
- been witnessed in this particular dimension!"
- -----------------------------------------------------------------------------
-
- ----------
- DISCLAIMER
- ----------
-
- This FAQ is to aid in informing the public about the game DOOM
- and DOOM II, by id Software. In no way should this promote your killing
- yourself, killing others, or killing in any other fashion.
- Additionally, Hank Leukart claims NO responsibility regarding ANY
- illegal activity concerning this FAQ, or indirectly related to this FAQ.
- The information contained in this FAQ only reflects id Software
- indirectly, and questioning id Software regarding any information in
- this FAQ is not recommended.
-
- ---------------------
- TRADEMARK INFORMATION
- ---------------------
-
- All specific names included herein are trademarks and are so
- acknowledged: id Software, DOOM, DOOM II, Apogee, Wolfenstein 3-D,
- Creative Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis
- UltraSound (GUS), Gravis Gamepad, Forte, Roland, Roland Sound Canvas,
- Pro Audio Spectrum, IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any
- trademarks not mentioned here are still hypothetically acknowledged.
-
- ----------------
- COPYRIGHT NOTICE
- ----------------
-
- This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved.
- You are granted the following rights:
-
- I. To make copies of this work in original form, so long as
- (a) the copies are exact and complete;
- (b) the copies include the copyright notice and these paragraphs
- in their entirety;
- (c) the copies give obvious credit to the author, Hank Leukart;
- (d) the copies are in electronic form.
- II. To distribute this work, or copies made under the provisions
- above, so long as
- (a) this is the original work and not a derivative form;
- (b) you do not charge a fee for copying or for distribution;
- (c) you ensure that the distributed form includes the copyright
- notice, this paragraph, the disclaimer of warranty in
- their entirety and credit to the author;
- (d) the distributed form is not in an electronic magazine or
- within computer software (prior explicit permission may be
- obtained from Hank Leukart);
- (e) the distributed form is the NEWEST version of the article to
- the best of the knowledge of the distributor;
- (f) the distributed form is electronic.
-
- You may not distribute this work by any non-electronic media,
- including but not limited to books, newsletters, magazines, manuals,
- catalogs, and speech. You may not distribute this work in electronic
- magazines or within computer software without prior written explicit
- permission. These rights are temporary and revocable upon written, oral,
- or other notice by Hank Leukart. This copyright notice shall be governed
- by the laws of the state of Ohio.
- If you would like additional rights beyond those granted above,
- write to the author at "ap641@cleveland.freenet.edu" on the Internet.
-
- ---------
- CONTENTS:
- ---------
-
- [1] Introduction
- *1-1* A word from Hank Leukart
- [1-2] About the "Official" DOOM FAQ
- (1-2-1) About the "Official" DOOM ASCII Logo
- [1-3] Getting the "Official" DOOM FAQ
- [1-4] Adding to the FAQ
- [1-5] The DOOM Mailing List
- [1-6] Acknowledgments
- [1-7] Accurate Information
-
- =SECTION ONE= PRELIMINARY INFORMATION
-
- [2] What is DOOM?
- [3] What makes DOOM different from Wolfenstein 3-D?
- [3-1] Texture-Mapped Environment
- [3-2] Non-Orthogonal Walls
- [3-3] Light Diminishing/Light Sourcing
- [3-4] Variable Height Floors and Ceilings
- [3-5] Environment Animation and Morphing
- [3-6] Palette Translation
- [3-7] Multiple Players
- [3-8] Smooth, Seamless Gameplay
- *3-9* New Monsters and Artificial Intelligence
- *3-10* Weapons
- [3-10-1] What does BFG9000 stand for?
- [4] Who created DOOM?
- [4-1] How can I contact id Software?
- [5] What are the differences between the different releases of DOOM?
- (5-1) What is the shareware release?
- [5-2] What is the mail-order release?
- [5-3] What makes the six versions different?
- (5-4) What is the commercial release?
- [5-5] I bought DOOM in a store, is it illegal?
- (5-6) What is WinDOOM?
- *5-7* What other DOOM ports are in the works?
- [6] Where can I get DOOM and related information?
- [6-1] How can I get the shareware release?
- *6-1-1* What are the file names?
- [6-1-2] How can I get DOOM using FTP?
- [6-1-3] How can I get DOOM using AFS?
- [6-1-4] How can I get DOOM on a BBS?
- *6-2* How can I get the mail-order release?
- *6-3* How can I get the commercial release (DOOM II) and patch?
- [6-4] How can I get the DOOM Specs for creating add-on utilities?
- [6-5] Where can I get the serial play and node building source code?
- [6-6] What books about DOOM are available?
- *6-7* Where can I find World Wide Web sites about DOOM?
- [7] What is needed to run DOOM?
- *7-1* What is REQUIRED to run DOOM?
- *7-2* What sound cards does DOOM support?
- [7-3] What game controllers does DOOM support?
- [8] How can I use multiple players in DOOM?
- [8-1] How does the multi-player gameplay work?
- [8-1-1] How does pausing, saving, and loading work?
- [8-1-2] What are the different uniform colors for?
- [8-1-3] How does a player see what others are doing?
- [8-1-4] How do players communicate using Chat Mode?
- [8-1-5] How do the weapons work?
- [8-1-6] What happens when a player dies?
- [8-1-7] Can players exchange supplies?
- [8-1-8] Miscellaneous
- [8-2] What exactly is "DeathMatch" mode?
- [8-3] How does DOOM work with networks?
- (8-3-1) What are the network command line parameters for DOOM?
- [8-3-2] How does DOOM determine player colors?
- [8-3-3] How can I use DOOM on Novell Netware Lite?
- [8-3-4] How can I use DOOM on other types of networks?
- [8-3-5] How can I set up a small inexpensive DOOM network?
- [8-4] How can I play DOOM by serial link?
- [8-5] How can I play DOOM over the Internet?
- (8-5-1) How can I play DOOM using IHHD?
- *8-5-2* How can I play DOOM using iDOOM?
- [8-6] How can I setup DOOM to be played on a multi-player BBS?
- (8-7) Where can I find multi-player partners?
-
- =SECTION TWO= CHEATS AND SPOILERS
-
- [9] How can I cheat in DOOM?
- *9-1* What are the DOOM cheat codes?
- *9-2* What command line parameters exist?
- [9-2-1] What do the dots that appear in development mode mean?
- [10] Can someone tell me how to...?
- [10-1] Where are the DOOM secret levels?
- [10-1-1] Knee-Deep in the Dead?
- [10-1-2] The Shores of Hell
- (10-1-3) Inferno
- (10-2) Where are the secret doors in DOOM?
- *10-2-1* DOOM I Secrets
- *10-2-1-1* Secret Master List
- *10-2-1-2* Secrets in Detail
- *10-2-2* DOOM II Secrets
- *10-2-2-1* Secret Master list
- *10-2-2-2* Secrets in Detail
- [10-3] When should I use each weapon?
- [10-4] Where can I get each weapon for the first time?
- [10-5] Where can I find the various powerups in the game?
- *10-5-1* DOOM I
- *10-5-2* DOOM II
- *10-5-3* How much do health and armor items help me?
- [10-6] How powerful is the ammunition?
- [10-6-1] How much ammunition is obtained from picking up
- the various types?
- [10-7] How many enemies are in the entire game?
- *10-7-1* DOOM I
- *10-7-1-1* The entire game
- *10-7-1-2* Knee Deep in the Dead
- *10-7-1-3* Shores of Hell
- *10-7-1-4* Inferno
- *10-7-2* DOOM II
- *10-7-2-1* Levels 1-11
- *10-7-2-2* Levels 12-22
- *10-7-2-3* Levels 23-32
- [10-8] How many shots does it take to kill each enemy?
- (10-9) Which enemies will attack each other?
-
- =SECTION THREE= DOOM ADD-ON SOFTWARE
-
- *11* What is DOOM add-on software and where can I get it?
- *11-1* If I don't have FTP access, how can I get these files?
- [12] What cheating utilities have been made for DOOM?
- [13] What add-on utilities allow me to alter DOOM?
- [13-1] BSP v1.2x
- *13-2* DEHACKED v2.1
- (13-3) Deframed v1.0
- *13-4* DEU v5.3
- *13-5* DMapEdit v3.01
- [13-6] DMAUD v1.1
- [13-6-1] DMFE v0.0.1
- [13-7] DMGRAPH v1.1
- [13-8] DMMUSIC v1.0a
- *13-9* DOOMCAD v4.3 and v5.0
- [13-10] DOOM Color Changer
- *13-11* DOOM Construction Kit v1.1a
- [13-12] DOOMDump v0.9
- [13-13] DOOM Editor: The Real Thing v2.60b4
- *13-14* DOOMLaunch v1.00
- [13-15] DOOMTOOL
- [13-16] DOPE v1.02
- *13-17* EdMap v1.23
- [13-18] IDBSP v1.0
- [13-19] Jumble v3.0
- [13-20] MDE: My DOOM Editor v0.90b
- [13-21] Move Level v2.0
- [13-22] MUS2PWAD v1.0
- [13-23] NodeNav v0.8
- [13-24] RanDOOM v1.65
- [13-25] REJECT v1.0
- [13-26] Renegade Graphics DOOMED v1.1c/e
- [13-27] RENWAD
- *13-28* UltEd v1.00b
- [13-29] VERDA v0.20
- [13-30] VERDA Node Builder v1.05
- *13-31* WADED v1.42
- [13-32] WAD Extended Tools v1.0
- [13-33] WAD Hacker v2.0
- [13-34] WADMASTER v0.5
- [13-35] WADNAME
- [13-36] Wads_Up v1.1
- [13-37] WAD Tools v1.0
- [14] What add-on data files exist for DOOM?
- *14-1* Graphics
- [14-2] Missions
- *14-2-1* DOOM DeathMatch WAD Ranking
- [14-2-2] PWAD Authoring Template v1.4
- *14-3* Sounds
- *14-4* Music
- *14-5* LMPs (Recordings)
- *14-6* DEHACKED patches
- [15] What other miscellaneous DOOM add-ons exist?
- *15-1* APCiDOOM v5.1
- [15-2] BNUDOOM v1.26
- *15-3* DeuTex and DeuSF v2.9
- [15-4] DIRPWAD
- [15-5] DOOMBSP Source Code
- *15-6* DOOM Color Changer v2.0
- *15-7* DOOM Control Center v3.0
- *15-8* DOOM EasyWAD v1.11
- *15-9* DOOMED v1.666
- *15-10* DOOMED v1.6b
- *15-11* DOOM Front End v3.10
- *15-12* DOOM!gate v1.6
- [15-13] The DOOM Hacker's Tool Kit v1.0
- (15-14) The DOOM Help Service
- (15-15) The DOOM Honorific Titles
- *15-16* DOOMLaunch v1.00
- [15-17] DOOM Launcher for OS/2 v1.1
- [15-18] The DOOM Level Design FAQ v1.1
- [15-19] DOOMLOAD v4.0
- *15-20* DOOM/Master v3.0
- *15-21* DOOMenu v17.0
- [15-22] DOOM Modem Contact List R7
- [15-23] DOOMPICS.ZIP
- [15-24] DOOM Serial Connection Manager v1.06b
- [15-25] DOOM Utilities v0.1
- [15-26] DOOM WAD Manager v1.30c
- *15-27* DOOM.WAD Patch v1.666
- [15-28] The DOOM IPX Network FAQ v1.2
- *15-29* iDOOM v1.1
- *15-30* Internet DOOM Client/Server System v0.12
- [15-31] LNTYP v1.01
- [15-32] MIDI2MUS
- [15-33] OLDIPX.ZIP
- *15-34* SER6.ZIP
- [15-35] The Ultimate DOOM Maps
- *15-36* The Unofficial DOOM Specs v1.666
- [16] Future add-on software
- [16-1] Add-on software wish list
- [16-2] Add-on software in the making
-
- =SECTION FOUR= TROUBLESHOOTING
-
- [17] Why won't DOOM work correctly?
- [17-1] How can I use SMARTDRV.EXE with DOOM?
- [17-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
- [17-3] Why does DOOM crash when I start it?
- [17-4] How can I run DOOM under OS/2?
- [18] Why won't my sound card work with DOOM?
- [18-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
- [18-2] Why won't my Sound Blaster Pro work with DOOM?
- [18-3] Why won't my Gravis UltraSound work with DOOM?
- [18-4] Why does the game crash when using my Gravis UltraSound?
- [18-5] Why won't my Pro Audio Spectrum 16 work with DOOM?
- [18-6] Why won't my ATI Stereo-F/X work with DOOM?
- [19] Miscellaneous DOOM problems
- [19-1] Why won't my mouse work with DOOM?
- [19-1-1] Why does my mouse start moving itself during play?
- [19-1-2] Why won't my two button mouse work with DOOM?
- [19-1-3] Why won't my IBM PS/2 mouse work with DOOM?
- [19-2] Why does netDOOM seem to crash at certain times?
- [19-3] Why won't my modem work with DOOM?
- [19-4] Why is my network slowing down when using DOOM?
- [19-5] Why won't the v1.666 patch install correctly?
- [19-6] DOOM is too easy
- [19-7] DOOM is too hard
- [19-8] I get motion sickness when playing DOOM
-
- =SECTION FIVE= MISCELLANEOUS
-
- *20* The Night Before DOOM: A Poem From the Past
- *21* Other literature available from Hank Leukart
- [22] Conclusion
- [23] Revision History
- [23-1] Pre-Game-Release FAQs
- [23-2] Post-Game-Release FAQs
-
- -------------------------
- CHAPTER [1]: Introduction
- -------------------------
-
- *1-1*: A word from Hank Leukart
- ===============================
- Happy DOOM Birthday!
-
- It's not often that someone can ask me, "What were you doing at
- this very moment, one year ago?" and I would be able to answer. Today,
- December 10th, 1994, is one of those rare occasions in which I know
- exactly.
-
- Actually, I'm sure if I asked about half the readers of this
- FAQ, they would be able to give me details about their activities too.
- Most of us were sitting on Internet (or using every free moment to log
- on) waiting for DOOM to be released. I remember staying up most of the
- night, disappointed when it wasn't release by 8am EST. I waited,
- waited, and waited, until finally everyone located it on "ftp.uwp.edu"
- all at the same time. Wow! All the die-hard-DOOM-fans-to-be let out a
- sigh of release as the suspense was lifted.
-
- In retrospect, it has been an incredible experience. After 11
- revisions and thousands of pieces of E-mail, I'm still alive and sane!
- DOOM has taken up a large portion of my life (it's so addictive) and
- now, here I am, one year, later.
-
- I hope everyone enjoys this "Anniversary Edition" of the
- "Official" DOOM FAQ v6.666. It contains DOOM I and DOOM II information,
- the latest on DOOM ports, and all the coolest add-on utilities.
-
- Now, I have a feeling it's going to all start over again with
- Quake! Watch for the game in late 1995 from id. Although this may or
- may not be last "Official" DOOM FAQ, it will definitely be awhile until
- the next revision--this covers just about everything.
-
- Above all, "Keep on DOOMing!"
-
- -Hank Leukart
-
- [1-2]: About the "Official" DOOM FAQ
- ====================================
- Welcome to the post-release v6.666 of the "Official" DOOM FAQ.
- What does that mean? Post-release is after the game is released,
- version 6.666 is a standard revision written after 5.8, "Official" means
- absolutely nothing, DOOM is the name of the game, and FAQs are
- [F]requently [A]sked [Q]uestions.
- Here's how revision classification works. If a new version of
- the FAQ only has a small amount of information changed or added, the version
- number is increased by 0.1. This is called a "minor revision." If a new
- version of the FAQ has a substantial amount of new information changed or
- added, the version number is increased by 0.5. This is called a "standard
- revision." If a new version of the FAQ has a huge amount of added or changed
- information, major parts of the FAQ are rearranged, or major parts of the FAQ
- are rewritten, then the version number is increased by 1.0. This is called a
- "major revision."
- You may be wondering why chapter numbers are enclosed in either
- []'s, ()'s, or **'s. The definition of these is as follows:
-
- []: Chapters enclosed in brackets mean that the information
- contained in the chapter has not been updated in this or the
- previous FAQ.
- (): Chapters enclosed in parenthesis mean that the information
- contained in the chapter has not been updated since the previous
- FAQ.
- **: Chapters enclosed in asterisks means that the information
- contained in the chapter is new or has been updated for the
- current version of the FAQ you are reading.
-
- (1-2-1): About the "Official" DOOM ASCII Logos
- ==============================================
- Thanks to Frans P. de Vries (fpdevries@hgl.signaal.nl), an
- incredible ASCII DOOM logo was added to the beginning of the document in
- v5.5 of the FAQ.
- The DOOM II logo was added in v6.666 of the FAQ.
- Please keep in mind that, as is rest of this document, the logos
- are copyrighted. This FAQ may not be split into parts and distributed.
- Therefore, the logo may not be used independently from the "Official" DOOM FAQ
- in any other documents apart from the "Official" DOOM FAQ, the Unofficial
- DOOM Specs, and DOOM iNsAnItY.
- Thank you for respecting U.S. and global copyright laws.
-
- [1-3]: Getting the "Official" DOOM FAQ
- ======================================
- I am sorry to announce that my DOOM Mailing List has been
- canceled, due to numerous problems. Anyone who has had a subscription to
- the list in the past will no longer receive updates, and no new
- subscriptions are permitted. There is a new mailing list, however. See
- Chapter [1-5] for more information.
- The "Official" DOOM FAQ can still be requested from me, however. My
- Internet E-mail address is "ap641@cleveland.freenet.edu." Please make the
- subject of your E-mail "DOOM FAQ Request."
- The "Official" DOOM FAQ is posted every two weeks (or earlier
- if a new version is released) on the following Usenet groups.
-
- (1) comp.sys.ibm.pc.games.action
- (2) comp.sys.ibm.pc.games.announce
- (3) comp.sys.ibm.pc.games.misc
- (4) rec.games.computer.doom.announce
-
- The "Subject:" line of the post will be "'Official' DOOM FAQ v??.??"
- where "??.??" is the version number of the FAQ.
-
- New releases of the "Official" DOOM FAQ are uploaded to the
- following Internet FTP sites.
-
- (1) ftp.uwp.edu IN /pub/incoming/id
- IN /pub/msdos/games/id/home-brew/doom
- (2) infant2.sphs.indiana.edu IN /pub/doom/incoming
- IN /pub/doom/text
- (3) wuarchive.wustl.edu IN /pub/MSDOS_UPLOADS/games/doomstuff
-
- The file name of the upload will be "doom??.faq" where "??" is the
- version number of the FAQ. This filename is for FTP sites only. BBS
- filenames are below.
-
- New releases of the "Official" DOOM FAQ are uploaded to Software
- Creations BBS (and other BBSes) under the file name "dmfaq??.zip" where "??"
- is the version number of the FAQ.
-
- Software Creations BBS:
- (a) (508)-365-2359 2400 baud
- (b) (508)-368-7036 9600-14.4k v.32bis
- (c) (508)-368-4137 14.4-16.8k HST/DS
-
- ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all
- other information services. PLEASE conform to the naming standard of the
- "Official" DOOM FAQ when placing this file on your system. The file name
- should be "dmfaq??.zip" where the "??" is the version number of the FAQ or
- "dmfaq??.txt" if the FAQ is a text file instead of PKZIPped.
-
- [1-4]: Adding to the FAQ
- ========================
- If you want something added to the FAQ, please send E-mail to
- "ap641@cleveland.freenet.edu" (no quotes), explaining what your addition is.
- It will be reviewed, and if accepted, added to the next FAQ version. In
- the E-mail, please supply your name and E-mail address.
- Please note that all submissions to the FAQ become the property of
- the author (Hank Leukart) and that they may or may not be acknowledged.
- By submitting to the FAQ, you grant permission for use of your submission
- in any future publications of the FAQ in any media. The author reserves
- the right to omit information from a submission or delete the submission
- entirely.
-
- [1-5]: The DOOM Mailing List
- ============================
- The DOOM Mailing List is run by an automatic server.
-
- TO SUBSCRIBE:
-
- Send E-mail to "listproc@cedar.univie.ac.at", with NO subject. In the body
- of the E-mail put the words:
-
- subscribe dooml Space E. Marine
-
- (obviously, replace "Space E. Marine" with YOUR first and last name)
-
- TO UN-SUBSCRIBE:
- Send E-mail to "listproc@cedar.univie.ac.at", with NO subject. In the body
- of the E-mail put the words:
-
- unsubscribe dooml
-
- To POST a message to the whole list, send E-mail to
- "dooml@cedar.univie.ac.at".
-
- [1-6]: Acknowledgments
- ======================
- I'd like to thank id Software for creating such a GREAT
- game! It definitely exceeds expectations. I'd also like to thank them
- for helping me out, and getting involved with on-line users. I'd like to
- thank the following on-line users for the following reasons:
-
- ID SOFTWARE IN ALPHABETICAL ORDER:
-
- John Romero (help@idsoftware.com)
-
- What a guy! He's been putting up with my infinite
- cross-examinations for six months now, and he still hasn't killed me! He
- also read through the ENTIRE FAQ to give me a list of corrections for this
- release. A BIG thanks, John! (oh yeah, he also programmed that game --
- what was it called?! :))
-
- David Taylor (help@idsoftware.com)
-
- Three cheers for David Taylor! His once-in-a-while "idNews" Usenet
- postings always seem to cut down the amount of E-mail I get for a few
- hours. He also, has put up with me, and answered numerous questions.
-
- Jay Wilbur (help@idsoftware.com)
-
- You've got to admire this guy. He puts his life and his family's
- life on the line everytime he posts a release date (or "within two weeks")
- on Usenet. He's a great CEO, a great net representative, and handled the
- small island travel arrangements at a time in which we thought we might be
- pummeled. :)
-
- And to everyone else at id Software, thanks for a great game!
-
- ALPHABETICAL ORDER:
-
- Christoph Anderson (psycho@asl.uni-bielefeld.de) - Enemy count info
- Marco Arriaga (marco@fidev.pwcm.com) - Novell Netware Lite information
- Kent Bentkowski (dpmh69a@prodigy.com) - DOOM Book information
- Barry Bloom (barry@noc.unt.edu) - Modem Initialization Strings
- Steve Bonds (sbonds@jarthur.claremont.edu) - IPX FAQ information
- Vesselin Bontchev (bontchev@fbihh.informatik.uni-hamburg.de) - Major help
- on grammatic and
- other problems
- Larry J. Brackney (brackney@ecn.purdue.edu) - Jaguar Specs
- Scott Browser (browersr@cnsvax.uwec.edu) - Information on SMARTDRV
- Jason Brunette (stimpy2129@aol.com) - Command line parameters
- Kevin Burfitt (zaph@torps.apana.org.au) - Command line parameters
- Tom Cannon (inkblot@leland.stanford.edu) - Location of the chain saw
- TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information
- Scott Coleman (tmkk@uiuc.edu) - The TCPSetup DOOMer's FAQ
- Jay Cotton (jay@calc.vet.uga.edu) - The TCPSetup DOOMer's FAQ
- David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
- Seth Delackner (dax@crl.com) - Command line parameters
- James Dicke (jdicke@carroll1.cc.edu) - DOOM DeathMatch WAD Ranking
- Vinc Duran (vincd@ile.com) - ATI Stereo F/X information
- Joakim Erdfelt (joakim.erdfelt@swsbbs.com) - Great DOOM Utilities, and help
- with the FAQ
- Paul Falstad (pf@z-code.z-code.com) - HUGE amount of secret info (big
- thanks!)
- Matt Fell (matt.burnett@acebbs.com) - DOOM Specs writer
- David Few (dfew@cix.compulink.co.uk) - OS/2 settings info
- Mark Harrop (harrop@telecom.jorn.gov.au) - Information classification
- Jarkko Tapio Heinonen (jtheinon@cc.helsinki.fi) - Small grammar help
- Fred Homewood (fred@meiko.com) - Novell Network Lite info
- John Iodice (jiodice@telesciences.com) - HUGE grammatic fixes list
- John Thomas Lemke (jtl10@ciao.cc.columbia.edu) - Frames per second info
- Henry Liang (liangh@eniac.seas.upenn.edu) - IHHD information
- Ian CR Mapleson (mapleson@cee.hw.ac.uk) - PS/2 Mouse information
- Bill McCormick (billmcc@microsoft.com) - WinDOOM information
- Samer Meshreki (meshreki@udel.edu) - Gravis UltraSound information
- Christian Metcalfe (uk05624@mik.uky.edu) - Weapon shot conversions
- Michael Millard (michael.millard@swcbbs.com) - Making sure the FAQ got
- finished :)
- Neal Miller (millen3@rpi.edu) - For putting up with my seemingly inability
- to get his add-on software in correctly :)
- "Minstrel" (minstrel@u.washington.edu) - IPX Network info
- "Motop" (ekschult@vela.acs.oakland.edu) - Network card supply
- Tom Neff (tneff@panix.com) - DOOM Design FAQ, monster information
- Joe Pantuso (73633.2517) - Miscellaneous info, putting up with my seemingly
- inability to get the RGD Editor entry correct :)
- Elias Papavassilopoulos (ep104@cus.cam.ac.uk) - Cheat codes and parameters
- Walter Pullen (cruiser1@stein.u.washington.edu) - INCREDIBLE amount of
- secret info and saving me
- at the last second from
- definite DOOM :)
- Charlie Ray (exuchar@exu.ericsson.se) - DOOM: Opening a door to hell
- Tobey Reed (treed@world.std.com) - DOOM v1.2 information
- Owen Salava (osalava@vaxsrv2.royalroads.ca) - Keeping my nose to the grind-
- stone and making sure my
- mailbox is filled <g>
- Joost Schuur (zxmsu01@studserv.zdv.uni-tuebingen.de) - Miscellaneous info
- Wouter Slegers (wsbusr3@urc.tue.nl) - DOOM Secrets FAQ information
- Stanley Stasiak (stasiak@tartarus.uwa.edu.au) - Motion sickness/secrets
- Stephen Sprunk (ssprunk@nox.cs.du.edu) - Modem information
- Stephen Stibler (stibler@watson.ibm.com) - Two button mouse information
- Ajaipal S. Tanwar (tanwar@utxvms.cc.utexas.edu) - Secret level information
- Aaron Fredrick Tiensivu (tiensivu@student.msu.edu) - Command line parameters
- John Van Essen (vanes002@maroon.tc.umn.edu) - DOOM Mini FAQ/Miscellaneous
- Jim Urbas (jimu@point.cs.uwm.edu) - DOOM DeathMatch WAD Ranking
- Frans P. de Vries (fpdevries@hgl.signaal.nl) - The cool ASCII DOOM logo,
- lots of grammatic help, and
- never ending FAQ attention
- "Zhar" (cerberus@hade.eqinox.gen.nz) - Fixing the "*" search method
-
- Forgive me if I am missing anyone, so many people have helped me!
- #- THANK YOU! -# If, for some reason, I did miss you, PLEASE send
- me E-mail!
- Finally, I'd like to thank everyone who reads this FAQ, you
- are what the FAQ is for!
-
- [1-7]: Accurate Information
- ===========================
- An attempt has been made to make the information in this FAQ as
- accurate as possible. Unfortunately, due to the fact that the game
- was recently released, and updates, add-ons, and new information are being
- worked on each second, it's hard to keep up. I had to stop myself from
- adding to the FAQ, because if I didn't it would have never been released!
- The original press release dated from January 1993 listed a few things that
- didn't go in the final game. Some of those things were impossible to do
- after rewriting the 3-D engine 4 times over (for speed and size); other
- things just made no sense with the rest of the design. Trust id Software.
- They know what they are doing. DOOM is one great game!
-
- =====================================
- =SECTION ONE= PRELIMINARY INFORMATION
- =====================================
-
- --------------------------
- CHAPTER [2]: What is DOOM?
- --------------------------
-
- DOOM is a three dimensional, virtual reality type action game
- created by id Software. In some ways, it is similar to Wolfenstein 3-D
- (id Software, Apogee).
- In DOOM, you're a space marine, one of Earth's toughest, hardened in
- combat and trained for action. Three years ago you assaulted a superior
- officer for ordering his soldiers to fire upon civilians. He and his body
- cast were shipped to Pearl Harbor, while you were transferred to Mars, home
- of the Union Aerospace Corporation.
- The UAC is a multi-planetary conglomerate with radioactive waste
- facilities on Mars and its two moons, Phobos and Deimos. With no action for
- fifty million miles, your day consisted of suckin' dust and watchin'
- restricted flicks in the rec room.
- For the last four years the military, UAC's biggest supplier, has
- used the remote facilities on Phobos and Deimos to conduct various
- secret projects, including research on inter-dimensional space travel.
- So far they have been able to open gateways between Phobos and Deimos,
- throwing a few gadgets into one and watching them come out the other.
- Recently however, the gateways have grown dangerously unstable.
- Military "volunteers" entering them have either disappeared or been
- stricken with a strange form of insanity--babbling vulgarities,
- bludgeoning anything that breathes, and finally suffering an untimely
- death of full-body explosion. Matching heads with torsos to send home
- to the folks became a full-time job. Latest military reports state
- that the research is suffering a small setback, but everything is
- under control.
- A few hours ago, Mars received a garbled message from Phobos. "We
- require immediate military support. Something fraggin' evil is coming
- out of the gateways! Computer systems have gone berserk!" The rest
- was incoherent. Soon afterwards, Deimos simply vanished from the sky.
- Since then, attempts to establish contact with either moon have been
- unsuccessful.
- You and your buddies, the only combat troop for fifty million miles
- were sent up pronto to Phobos. You were ordered to secure the perimeter of
- the base while the rest of the team went inside. For several hours, your
- radio picked up the sounds of combat: guns firing, men yelling orders,
- screams, bones cracking, then finally silence. Seems your buddies are dead.
- Things aren't looking too good. You'll never navigate off the
- planet on your own. Plus, all the heavy weapons have been taken by
- the assault team leaving you only with a pistol. If only you could get your
- hands around a plasma rifle or even a shotgun you could take a few down on
- your way out. Whatever killed your buddies deserves a couple of pellets in
- the forehead. Securing your helmet, you exit the landing pod. Hopefully you
- can find more substantial firepower somewhere within the station. As you
- walk through the main entrance of the base, you hear animal-like growls
- echoing throughout the distant corridors. They know you're here. There's no
- turning back now.
-
- ------------------------------------------------------------
- CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?
- ------------------------------------------------------------
-
- [3-1]: Texture-Mapped Environment
- =================================
- DOOM offers the most realistic environment to date on the PC.
- Texture-mapping, the process of rendering fully-drawn art and scanned
- textures on the walls, floors, and ceilings of an environment, makes the
- world much more real, thus bringing the player more into the game experience.
- Others have attempted this, but DOOM's texture mapping is fast, accurate,
- and seamless. Texture-mapping the floors and ceilings is a big improvement
- over Wolfenstein 3-D. With their new advanced graphic development
- techniques, allowing game art to be generated much faster, id brings
- new meaning to "state-of-the-art".
-
- [3-2]: Non-Orthogonal Walls
- ===========================
- In other games (such as Wolfenstein 3-D), walls were always joined
- at ninety degrees to each other, and were always eight feet thick. DOOM's
- walls are at many angles, and of any thickness. Walls have see-through
- areas, like windows. This allows more natural construction of levels. If
- you can draw it on paper, you can see it in the game.
-
- [3-3]: Light Diminishing/Light Sourcing
- =======================================
- Another touch adding realism is light diminishing. With distance,
- your surroundings become enshrouded in darkness. This makes areas seem huge
- and intensifies the experience. This also creates some amazing effects;
- sometimes the lights go out, and you'll have to look for a light switch or
- light amplification visors. Light sourcing allows lamps and lights to
- illuminate hallways, explosions to light up areas, and strobe lights to
- briefly reveal things near them. These features make the game
- frighteningly real.
-
- [3-4]: Variable Height Floors and Ceilings
- ==========================================
- Floors and ceilings can be of any height, allowing for stairs, poles,
- altars, plus low hallways and high caves-allowing a great variety for rooms
- and halls.
- In DOOM, monsters can be shot on levels that are higher or lower than
- you are. All you have to do is aim horizontally, and DOOM will do the rest!
-
- [3-5]: Environment Animation and Morphing
- =========================================
- In DOOM, the world reacts to you. Many surfaces animate.
- A glowing wall-plate may change in appearance when you touch it. Radioactive
- ooze could seethe and bubble.
- In earlier versions of the FAQ, I talked about environment animation
- and morphing. id Software removed information terminals, access stations,
- and wall weapon damaging. DOOM does include "crushing ceilings," however.
-
- [3-6]: Palette Translation
- ==========================
- In earlier versions of the FAQ, I talked about many different
- types of palette translation. Most of the palette translation has been
- removed from DOOM. The only palette translations that are currently
- implemented in DOOM are for multi-player mode (other players are in
- different colors), invincibility mode and a few other special effects.
-
- [3-7]: Multiple Players
- =======================
- Up to four players can play over a local network, or two players
- can play by modem or serial link. DOOM v1.2 supports modem play.
- You can see the other player in the environment, communicate with him or her,
- and in certain situations you can switch to their view. This feature, added
- to the 3-D realism, makes DOOM a very powerful cooperative game and its
- release a landmark event in the software industry. This is the first game to
- really exploit the power of LANs and modems to their full potential. In
- 1994, id Software fully expects to be the number one cause of decreased
- productivity in businesses around the world. See Chapter [8] for more
- information on multi-playing.
-
- [3-8]: Smooth, Seamless Gameplay
- ================================
- The environment in DOOM is frightening, but the player can be at
- ease when playing. Much effort has been spent on the development end to
- provide the smoothest control on the user end. And the frame rate (the rate
- at which the screen is updated) is high, so you move smoothly from room to
- room, turning and acting as you wish, unhampered by the slow jerky motion of
- most 3-D games. On a 386DX, the game runs well, and on a 486/33, the normal
- mode frame rate is almost as fast as television. This allows for the
- most important and enjoyable aspect of gameplay: immersion.
-
- *3-9*: New Monsters and Artificial Intelligence
- ===============================================
- Wolfenstein 3-D is basically made up of a lot of closed rooms. When
- you open a door, the guards get a chance to see you and opening the door
- connects your sound area to the revealed room's sound area, so a gunshot will
- be heard in both places. Guards in both places will respond to this kind of
- action. In DOOM it's much more complex. DOOM isn't made up of a bunch of
- rooms; it's a cohesive world. You might blast your shotgun and the sound
- could travel through a window or slime-river tunnel to another entirely
- different area and alert some monsters. Then, they'll come looking for
- you! Opening doors, going down stairs, wading through slime, etc. You are
- still able to get the drop on them from behind, just like in Wolfenstein
- 3-D -- but you have to be sneakier about it.
- There is a huge amount of enemies in DOOM and DOOM II. Here is a
- list:
-
- FORMER HUMANS (dudes in filth-covered combat suits): Just a few days
- ago, you were probably swapping war stories with one of these guys. Now it's
- time to swap some lead upside their head. They are the weakest of all
- enemies.
-
- FORMER HUMAN SERGEANTS (dudes in black armor, also filthy):
- Same as above, but much meaner and tougher. These walking shotguns
- provide you with a few extra holes if you're not careful!
-
- IMPS (brown thorny hominids): You thought an imp was cute
- little dude in a red suit with a pitchfork. Where did these brown
- bastards come from? They heave balls o' fire down your throat and take
- several bullets to die. It's time to find a weapon better than that
- pistol if you're going to face more than one of these S.O.B.s.
-
- DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved
- gorilla, except with horns, a big head, lots of teeth, and harder to
- kill. Don't get too close or they'll rip your fraggin' head off.
-
- SPECTRES (vague, half-formed shapes): Great. Just what you
- needed. An invisible (nearly) Demon.
-
- + LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire.
- Flying skills with a hot temper. They like to go for a screaming
- head-on collision.
-
- + CACODEMONS (gigantic floating one-eyed heads): They float in the
- air, belch ball-lightning, and boast one Hell of a big mouth. You're toast
- if you get too close to these monstrosities.
-
- BARONS OF HELL (you'll know `em when you see `em): Tough as a dump
- truck and nearly as big, these goliaths are the worst thing on two legs since
- Tyrannosaurus Rex. Watch out for the green plasma they fling at you.
-
- + CYBERDEMON (rocket shooting colossus): When you get to the end of
- the second episode of DOOM, you'll know. Get ready to see this guy a
- lot more often in DOOM II.
-
- + SPIDER MASTERMIND (huge robotic chaingun shooting spider): It
- will make you wish you never were playing DOOM in the first place.
- Watch for it at the end of the third episode of DOOM, and numerous times
- in DOOM II.
-
- # HEAVY WEAPON DUDE (overweight sergeants with chain guns): These
- guys are probably the first new enemy you will encounter in DOOM II.
- They are more disgusting looking that sergeants, and are also more
- deadly due to their chain gun.
-
- # HELL KNIGHT (brown colored Baron of Hell): Slightly easier to
- kill than our friend the Baron, but appear in larger numbers.
-
- # ARACHNOTRON (toddler version of the Spider Mastermind): Smaller
- than the Spider Mastermind, and a lot harder to kill, but there are a
- lot more of these guys. Watch for its BFG9000-like green plasma.
-
- # PAIN ELEMENTAL (even more disgusting huge Cacodemon-like blobs):
- Watch out for these guys, they fly around and fire Lost Souls at you.
- If you don't kill them quick enough, the Lost Souls will eat you for
- lunch.
-
- # REVENANT (skeletons with a bad temper): These huge skeletons
- are just cruel. They punch and kick the life out of you, and also enjoy
- launching flaming rockets into your torso.
-
- # MANCUBUS (overweight walking blob with guns for arms): He is
- fat, ugly, and like shooting enormous fireballs into you from his arms.
-
- # ARCH VILE (flaming spirits): Not only does he summon the fire
- elementals to watch you go up in flames, he revives already dead demons
- while he's at it.
-
- +: Not found in the shareware version of DOOM
- #: Only found in DOOM II
-
-
- *3-10*: Weapons
- ===============
- Here's a list of weapons that are in DOOM. Don't try using these at
- home. :)
-
- (1) Fist
- (2) Chain Saw
- (3) Pistol
- (4) Shotgun
- # (5) Super Shotgun (double barreled)
- (6) Chain Gun
- (7) Rocket Launcher
- + (8) Plasma Rifle
- + (9) BFG9000
-
- +: Denotes a weapon not implemented in the shareware version.
- #: Denotes a weapons found only in DOOM II.
-
- [3-10-1]: What does BFG9000 stand for?
- --------------------------------------
- Being the most powerful weapon, the only thing BFG9000 could stand
- for would be "Big Fraggin' Gun." :)
-
- ------------------------------
- CHAPTER [4]: Who created DOOM?
- ------------------------------
-
- DOOM was created by id Software, and is also published by
- id Software.
- Id Software is made up of the following dedicated people:
-
- - John Romero Coder -
- - John Carmack Coder -
- - Dave Taylor Coder -
- - Adrian Carmack Artist -
- - Kevin Cloud Artist -
- - Jay Wilbur CEO -
- - Sandy Peterson Designer -
- - Shawn Green Tech Support -
- - American McGee Tech Support -
- - Robert Prince Music -
-
- Note: Apogee has NOTHING to do with DOOM.
-
- [4-1]: How can I contact id Software?
- =====================================
- id Software can be contacted via the Internet. If you would like to
- ask any questions about DOOM (that are not answered in here), send E-mail to
- "help@idsoftware.com". Id Software can also be reached at their 800 number.
- The number is (800)-ID-GAMES. This number is for ordering games ONLY. This
- number is not for technical support or inquiries.
-
- ---------------------------------------------------------------------
- [5]: What are the differences between the different releases of DOOM?
- ---------------------------------------------------------------------
-
- (5-1): What is the shareware release?
- =====================================
- The shareware version of DOOM only includes one of the three
- missions of DOOM. Each mission contains eight levels and a secret
- level. The shareware version contains network support and modem
- support. The shareware version does NOT include the Plasma Rifle and
- the BFG9000 weapons. On December 10th, 1993, v1.0 was released. On
- December 16th, 1993, v1.1 was released. On February 17th, 1994, id
- released v1.2 of DOOM. This version fixed many bugs and added new
- features, including modem support. Unfortunately, this revision added
- many new bugs. On June 28th, 1994, v1.4 was released. This version was
- only an "Internet Beta version," as was used to find bugs before the
- pending released of v1.5 of DOOM. Then, on July 8th, 1994, v1.5 was
- released as another "Internet Beta version." Both version 1.4 and 1.5
- were released without registered version patches. In early August, v1.6
- was released as yet another "Internet Beta version." FINALLY! In early
- September of 1994, v1.666 made its debut! The new features of v1.4,
- v1.5, and v1.666 are all outlined in Chapter [5-3].
-
- [5-2]: What is the mail-order release?
- ======================================
- The mail-order release of DOOM includes all three missions of DOOM.
- Each mission contains eight levels and a secret level. This version includes
- all weapons. All mail-order releases ordered July of 1994 are older
- versions. It is recommended that you upgrade to v1.666 if you wish modem
- support, Nightmare mode, DeathMatch v2.0, and various other bug fixes.
-
- [5-3]: What makes the six versions different?
- =============================================
- Seven different versions of DOOM have been released: v1.0 (which
- has the v0.99 operating system), v1.1, v1.2, v1.4, v1.5, v1.6, and
- v1.666. Version 1.0 was the initial December 10th, 1993 release.
- Version 1.1 was the first upgrade of DOOM, released on December 16th,
- 1993. Although this version fixed many bugs and compatibility problems,
- it introduced many new ones. Version 1.2, released on February 17th,
- added modem play, Nightmare mode, and better use of networks, but again
- introduced many new bugs. v1.4 of DOOM was a Beta version released
- exclusively on the Internet, and was only used for finding bugs before
- the pending v1.5 release. v1.5 followed, which again was released as an
- Internet Beta version to find bugs for the pending v1.6. v1.6 was then
- released as another Beta, and finally v1.666 was released in early
- September which fixed some modem play problems and other miscellaneous
- sound code and control bugs.
- Note: id reports that v1.8 of DOOM will be released in the near
- future, and DOOM II has a version v1.7 and v1.7a.
-
- v1.4/v1.5/v1.666 new features:
-
- - New 14.4k and 28.8k modem support
- - Better serial support
- - New and improved SETUP.EXE with the following features:
- + Phone number list
- + Modem string database
- + Level warp key (F1)
- + Up to eight digital channels instead of four
- - New DeathMatch v2.0 rules (-ALTDEATH parameter):
- + All objects respawn after 30 seconds
- + Suicide subtracts a frag from your score
- + Negative frags are now possible
- - You can type "+" and "-" in chat mode
- - The "Official" DOOM FAQ is now included
- - Microscopic map bugs fixed and some elements changed in certain
- maps for network play
- - Recording multiplayer demos is now possible
- - Recorded demos do NOT end when you die or when the level ends.
- You must press "Q" or quit from DOOM to halt recording. The
- default demo buffer is 128K, but it can be increased by using
- the "-MAXDEMO <#k>" command-line parameter. "-MAXDEMO 1024"
- would allocate one megabyte for a demo recording buffer!
- - When playing back Multiplayer demos, you can use F12 and TAB
- keys to access the other player's views and watch everyone
- on the automap.
- - You can NOT use external files with the shareware version any
- longer. You must register first.
- - You can now reload maps using the IDCLEV<e#><m#> cheat if you are
- map editing on a LAN
- - Supports RESPONSE files for up to 100 command-line arguments. A
- response file is a text file that contains all the command-line
- arguments you which to pass to DOOM. An example would be:
-
- ---- start of file ---- (don't type this line)
- -nomonsters
- -deathmatch
- -altdeath
-
- ---- end of file ---- (don't type this line)
- If you name this file RESPONSE.TXT, when you invoke DOOM, you
- would type "DOOM @RESPONSE.TXT" and add any additional
- command-line parameters afterwards.
- - Sound Blaster AWE32 sound support
- - Sound does NOT work under Windows or OS/2 yet. A new version is
- being test and will be released when it is stable.
- - new FAST parameter allows optional fast enemies
- - new TURBO parameter allows the marine to move more quickly
- (this is considered cheating and is only meant for DeathMatch play)
- - the DEVPARM parameter is no longer needed to record demos
-
- NOTE: Saved games from versions before v1.666 do not work with v1.666.
-
- Bug fixes since v1.5:
-
- - Miscellaneous sound code, serial code, and control fixes
- - IDKFA and shotgun no longer crashes the game
-
- Bug fixes since v1.4:
-
- - SERSETUP has been rewritten-- AGAIN!
- - Help screen now mentions F11:Gamma Correction.
- - Sprite graphics can now be used in PWADs.
- - A bug that caused some monsters to teleport outside of the levels
- has been corrected.
- - Mysterious DeathMatch bug (since v1.0) that caused random objects
- to reappear but not be gettable has been corrected.
- - Increased 64K of savegame buffer space for PWAD developers.
- - SERSETUP COM port setting > 38400 has been fixed.
- - Response file bug fixed.
- - SETUP lets you type ENTER for a control key.
- - New GUS instrumnet mapping file for 1mb GUS cards only.
-
- Bug fixes since v1.2:
-
- - Now more than two people can play over a network without crashes.
- - No more PS/2 mouse bug (player loses control of character,
- character spins, game locks, etc.)
- - Saving a game under a open door, restoring it, then pressing
- space no longer causes the game to crash.
- - Sound code rewritten.
- - Serial game difficulty selection fixed in SETUP.EXE.
- - map bug fixes including two-sided linedef bug and faulty
- SKY1 ceiling texture mapping
- - gun projectiles (rockets, plasma, rockets) will no longer trigger
- linedefs
-
- It is recommended that you upgrade to v1.666 if you have not already
- done so.
-
- (5-4): What is the commercial release?
- ======================================
- The commercial version of DOOM is called "DOOM II: Hell on
- Earth" and is now available in stores!
- DOOM II is finished and is now available to registered users of
- the original DOOM. It can be ordered directly from id or from GT
- Interactive Software at 1-800-332-4300. It costs $44.95 per copy.
- DOOM II includes these features:
-
- * 30 levels plus 2 secret levels
- * Lots of graphics
- * All new music
- * More sound effects
- * Runs a little faster than original DOOM due to further code
- optimizations!
- * New enemies
- * Totally killer DeathMatch-designed levels!
-
- [5-5]: I bought DOOM in a store, is it illegal?
- ===============================================
-
- Here is accurate information regarding DOOM's legality.
-
- (1) DOOM purchased directly from (800)-ID-GAMES is NOT illegal.
- (2) The registered version of DOOM purchased in ANY retail stores
- within the United States is illegal.
- (3) The registered version of DOOM purchased on CD-ROM ANYWHERE
- is illegal.
- (4) The registered version of DOOM purchased in retail stores
- OUTSIDE of the countries listed below is illegal.
-
- Australia
- New Zealand
- Hong Kong
- Taiwan
- Singapore
- Netherlands
- UK
-
- (5) The registered version of DOOM purchased in retail stores in
- Canada is illegal.
- (6) The shareware version of DOOM purchased anywhere (on CD-ROM
- or otherwise) is LEGAL.
-
- I hope this clears it up. If you own an illegal copy of DOOM,
- please E-mail to "help@idsoftware.com" to report the distributor,
- date of purchase, and price. Calling (800)-388-PIR8 is also allowable
- for people without Internet access.
-
- None of this information applies to DOOM II, which is sold in
- stores.
-
- (5-6): What is WinDOOM?
- =======================
-
- Here is the latest information on WinDOOM, direct from Microsoft.
-
- - WinDOOM is a joint effort of id Software and Microsoft. Microsoft is doing
- most of the porting work.
- - WinDOOM is a Win32 application. It runs under Windows NT and Windows 4.0.
- - WinDOOM uses the recently announced WinG libraries.
- - WinDOOM supports full music and sound and supports all Windows MIDI and
- WAVE devices.
- - WinDOOM has variable resolution. WinDOOM can render the display at
- 320x200 through 640x400. Resolutions greater than 640x400 are
- performed via "stretching" (this is a limitation of the DOOM engine)
- - WinDOOM supports network play via WinSOCK (TCP/IP) and NetBIOS (NetBeui,
- IPX, etc.)
- - WinDOOM supports any display with at least 256 colors.
- - WinDOOM is multithreaded so if you're running under a multiprocessor
- machine you'll see a significant speed increase.
- - WinDOOM will support DEC Alpha and MIPS RISC machines.
-
- *5-7*: What other DOOM ports are in the works?
- ==============================================
- Here is the status on all the latest DOOM ports. This is DIRECT
- from id Software, opinions conveyed in here are not nessecarily the
- opinions of Hank Leukart.
-
- QNX: DOOM for the QNX OS is anonymously ftp'able from quics.qnx.com.
- It's compiled with Pentium optimizations and supports sound, music,
- the VGA console and X Windows with pixel doubling and tripling.
- We don't support this version, QNX Software Systems did the port.
- This version will run the shareware, registered, or doom2 wadfile.
- The files to ftp are:
-
-
- /usr/free/doom/qnxdoom.pax.gz - Console and X versions of QNX DOOM
- /usr/free/doom/doom1.wad.gz - DOOM v1.666 wad file
- /usr/free/doom/qnxdoom.faq - Installation instructions and other
- details
-
-
- OS/2: Still working, no dates yet. IBM guys are handling this.
- This is how this will work: You will be able to download the
- OS/2 version from most BBSs and ftp sites. It will work with
- your registered wad or the shareware one. NO CHANGE. STILL NO CHANGE.
-
- SGI Irix v5.2: ftp.uwp.edu:/pub/msdos/games/id/sgixdoom.tar.Z.
- It is integrated with the v1.6ish DOOM version. It supports
- pixel-doubling, -tripling, -quadrupling as well as 16-bit sound
- for clearer mixing. Now compiled with -mips1 flag. Do not send
- us mail about this. We will delete it. NO CHANGE.
-
- LINUX: the linux version is at sunsite.unc.edu:/pub/Linux/Incoming
- and may be moved to whatever appropriate directory later. Do not
- send us mail about this. We will delete it. NO CHANGE.
-
- JAG: It's out now. Go buy it. Everyone likes it.
-
- MAC: We have found a team to do this. There is no release date.
- We just got some Power PCs to test the beta
- version on. It should be here soon. Please do NOT ask to test
- this. There is no more info on this at this time. NO CHANGE.
-
- WINDOWS: We just got a beta of this. Looks AWESOME. Still no
- release date. The MICROSOFT guys are working on this. NO CHANGE.
-
- NEXTSTEP: There is a version 1.2 available from cs.orst.edu. There
- will not be another patch until we send out the finished version.
- Omnigroup is working on a new NEXTSTEP release of
- DOOM with interceptor direct framebuffer access, sound,
- customizable controls, and lots of other features.
- A DOOM II release will also be available.
- URL for the info page at Omni's WWW site:
- http://www.omnigroup.com/Software/Doom/
-
- Sega 32X: Released. Everyone is spooging over this one, too.
- Buy it.
-
- There will never be a port to these machines:
- Amiga, Sinclair 2000, Apple //gs, TRS-80.
-
- ----------------------------------------------------------
- CHAPTER [6]: Where can I get DOOM and related information?
- ----------------------------------------------------------
-
- [6-1]: How can I get the shareware release?
- ===========================================
-
- *6-1-1*: What are the file names?
- ---------------------------------
- DOOM is released in two formats, a two file 1.44mb format, and a
- one file 2mb format. The 2mb format is released under the name
- "dm1666.zip". The 1.44mb file names are "dm1666a.zip" and
- "dm1666b.zip." If you got DOOM before September of 1994, it is
- recommended that you upgrade to v1.666 if you wish all of its new
- features and bug fixes. A patch under the file name "dm1666sp.zip" is
- available to upgrade the v1.2 shareware version to v1.666. A patch
- under the file name "dm1666rp.zip" is available to upgrade the
- registered version to v1.666. Additionally, a file named "altdoom1.zip"
- is available for those people whose computers do not work with the DOOM
- DOS Extenders, but only for DOOM v1.1. NOTE: Registered version patches
- for v1.4, v1.5, and v1.6bt were NEVER released.
- There is NO shareware version of DOOM II, however, there are
- patches to upgrade DOOM II to v1.7a. These are available under the file
- names "doom2p16.zip" (if your DOOM II is v1.666) and "doom2p17.zip" (if
- your DOOM II is v1.7).
-
- [6-1-2]: How can I get DOOM using FTP?
- --------------------------------------
- Here is a list of sites DOOM is on. Choose the one closest to you
- for fastest delivery.
-
- andyspc.rh.uchicago.edu: /pub/doom
- cactus.org: /incoming (will be moved to /pub/IHHD/multi-player)
- charm.tn.cornell.edu: /pub/doom
- ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
- ftp.demon.co.uk: /pub/ibmpc/games/id
- ftp.sun.ac.za: /pub/msdos/id
- ftp.uml.edu: /msdos/Games/ID
- ftp.uwp.edu: /pub/msdos/games/id
- ftp.funet.fi: /pub/msdos/games/id
- ftp.orst.edu: /pub/doom/id
- lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2)
- wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom
-
- There is no shareware version of DOOM II.
-
- [6-1-3]: How can I get DOOM using AFS?
- --------------------------------------
- DOOM can get received from the following AFS site.
-
- /afs/andrew.cmu.edu/usr23/dsa3/ftp
-
- [6-1-4]: How can I get DOOM on a BBS?
- -------------------------------------
- DOOM is on id Software's official BBS, Software Creations. DOOM is
- located in the id Software directory. Choose the appropriate phone number
- for your modem.
-
- (a) (508)-365-2359 2400 baud
- (b) (508)-368-7036 9600-14.4k v.32bis
- (c) (508)-368-4137 14.4-16.8k HST/DS
-
- Software Creations can also be telnetted to using the site name
- "swcbbs.com."
-
- *6-2*: How can I get the mail-order release?
- ============================================
- The mail-order release of DOOM is available directly from id
- Software. To order, call id Software's order number, (800)-ID-GAMES.
- This number is for ORDERING ONLY, not for inquiries or technical support.
- The mail-order version of DOOM costs $40.00. If you live out of the United
- States, you can still order DOOM by an out-of-country shareware
- distributor.
-
- *6-3*: How can I get the commercial release?
- ============================================
- DOOM II was released at the beginning of October. It can be
- purchased in your local software store or ordered directly from GT
- Interactive (DOOM II's distributors) at (800)-332-4300 in the United
- States.
- There is a patch to v1.7a of DOOM II available on the Internet.
- If your version of DOOM II is:
-
- v1.666 ftp.uwp.edu /pub/msdos/games/id/doom2p16.zip
- v1.7 ftp.uwp.edu /pub/msdos/games/id/doom2p17.zip
-
- [6-4]: How can I get the DOOM Specs for creating add-on utilities?
- ==================================================================
- id has made the decision not to release their own DOOM specs.
- The Unofficial DOOM Specs, however, written by Matt Fell and
- distributed by myself, are available. See Chapter [15-24] for more
- information.
-
- [6-5]: Where can I get the serial play and node building source code?
- =====================================================================
- The serial play source code is available on the FTP site
- "ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
- "sersrc.zip."
- The node building source code is available on the FTP site
- "ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
- "doombsp.zip."
-
- [6-6]: What books about DOOM are available?
- ===========================================
-
- Killer DOOM: Tips & Tricks by Brady Publishing
- Author: Robert Waring
- Price : $9.95
- Order : (800)-428-5331
-
- The Official DOOM Survival Guide
- Author: Jonathan Mao Mendoza
- Price : $19.95 ($15.00 if ordered directly from id)
- Order : (800)-ID-GAMES
- ISBN #: 0-7821-1546-2
-
- DOOM Battlebook: Secrets of the Games series by Prima Publishing
- Author: Rick Barba
- Price : $14.95
- ISBN #: 1-55958-651-6
-
- Watch for a number of new books about DOOM and DOOM II to be
- released in early 1995. You may even see a cool DOOM editing book
- written by someone you know. :)
-
- *6-7*: Where can I find World Wide Web sites about DOOM?
- ========================================================
-
- The HTML version of the DOOM FAQ is at:
- http://venom.st.hmc.edu/~tkelly/doomfaq/
-
- The DOOMGate is located at:
- http://www.cedar.buffalo.edu/~kapis-p/doom/DoomGate.html
-
- Here are all the DOOMWeb sites to date:
-
- file://ftp.netcom.com/pub/vhold/doom/doom.html
- by Marty Price (vhold@netcom.com)
- http://lilly.ping.de/~sven/doom.html
- by Sven Neuhaus (sven@fuzzy.ping.de)
- http://www.cis.ksu.edu/~trm/doom.html
- by Tim McCune (trm@ksu.ksu.edu)
- http://www.cs.hmc.edu/people/tkelly/docs/doom/index.html
- by T.J. Kelly (me, TJ@hmc.edu)
- http://www.cedar.buffalo.edu/~kapis-p/doom/DOOM.html
- by Piotr Kapiszewski (kapis-p@cs.buffalo.edu)
- http://www.cs.indiana.edu/games/doom/doom-home.html
- by Bill Perry (wmperry@spry.com)
- http://cornelius.ucsf.edu/~troyer/sgidoomfaq.html
- (The SGI DOOM FAQ)
- by John Troyer (troyer@cgl.ucsf.edu)
- http://hp11.zdv.uni-tuebingen.de:2611/doom/doom.html
- by Joost Schuur (lothlhwI@irc)
- http://www.cs.umd.edu/~lgas/computers/doom.html
- by John Evans (lgas@cs.umd.edu)
- http://www.catt.ncsu.edu/users/deftly/www/doom.html
- by Randal Wilson (deftly@catt.ncsu.edu)
-
- ----------------------------------------
- CHAPTER [7]: What is needed to run DOOM?
- ----------------------------------------
-
- *7-1*: What is REQUIRED to run DOOM?
- ====================================
- DOOM requires a 386sx IBM compatible computer running MS-DOS v3.3 or
- higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of
- DOOM needs about 4.8mb of hard drive space. The mail-order version needs
- about 12mb of hard drive space.
- DOOM II requires a 486 with at least 17mb of hard drive space.
- I have seen it RUN on a 386, but it runs too slow.
- DOOM ports for the Atari Jaguar, Linux/X, Irix/X, Windows, OS/2 PM,
- MacOS, SEGA 32X (Mars), QNX, FreeBSD, Solaris, and UNIX are also planned.
-
- *7-2*: What sound cards does DOOM support?
- =========================================
- DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro,
- Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster, Pro
- Audio Spectrum 16, Sound Blaster AWE-32, and compatibles.
-
- [7-3]: What game controllers does DOOM support?
- ===============================================
- DOOM supports keyboard, mouse, joystick, and trackball (functioning
- as a mouse).
- DOOM also supports the Gravis Gamepad and Logitech Cyberman.
-
- ----------------------------------------------------
- CHAPTER [8]: How can I use multiple players in DOOM?
- ----------------------------------------------------
-
- DOOM supports 2-4 players in a multi-player mode. DOOM is
- playable over networks, modems and by serial link.
-
- Note: For playing the registered DOOM over networks or by modem, EACH user
- MUST BUY his/her own individual copy of the game.
-
- [8-1]: How does the multi-player gameplay work?
- ===============================================
- In DOOM, players are able to see each other, and watch each other
- jerk in pain as they are hit during the game. Players are able to watch
- others get hurt, die, and move throughout the labyrinth. DOOM allows
- players to play together, working as a team. In this cooperative mode,
- players can see each other on an "automap" and switch to each other's view.
- DOOM also allows players to play against each other, in DeathMatch mode.
-
- [8-1-1]: How does pausing, saving, and loading work?
- ====================================================
- In DOOM, some things change when playing with more than one player.
- When you activate the Options menu or submenus, the game KEEPS
- RUNNING so that other players can continue with the action. So, it is best
- to find a safe place before adjusting screen size, sound, etc.
- A player may pause the game by pressing the PAUSE key, but any other
- player can unpause the game by pressing the PAUSE key again. Make sure it is
- okay with your buddies before taking a breather.
- When you do a save game during network/modem play, it saves on every
- player's system in the save game slot you select, writing over whatever was
- there. Before saving the game, players should agree on a safe slot to save
- it in.
- You cannot load a saved game while playing a multi-player game. To
- load a game, everyone must quit from the current game and restart the game
- from a saved game. To start a game from a saved game, you can either
- select it from the SETUP program or identify it as a command line parameter.
-
- [8-1-2]: What are the different uniform colors for?
- ---------------------------------------------------
- In network/modem games, each player's uniform is a different color.
- The color of your character is the color behind your face on the status bar.
- The colors are BROWN, INDIGO (black), GREEN, and RED.
- These are used to identify between players during game play, and
- to chat with others using Chat Mode.
-
- [8-1-3]: How does a player see what others are doing?
- -----------------------------------------------------
- If you're playing in cooperative mode, press F12 to toggle through
- the other players' viewpoint(s). You still retain your own status bar at
- the bottom, and if your view reddens from pain it is YOU, not your partner,
- who has been hit.
-
- [8-1-4]: How do players communicate using Chat Mode?
- ----------------------------------------------------
- In a multi-player game you can communicate with other players in the
- Chat Mode. To enter into Chat Mode and broadcast a message to all the other
- players, press the letter "T". A cursor will appear where your messaging is
- normally placed. To broadcast to a specific player, instead of pressing
- "T", you'll need to press the first letter of the player's color: (B)rown,
- (I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown
- character, you would press the letter "B".
- In DOOM v1.2, a macro capability was added. After defining
- ten macros in SETUP.EXE, pressing the player color, and then
- "ALT-<macro number>" will send a macro.
-
- [8-1-5]: How do the weapons work?
- ---------------------------------
- When a player runs over a weapon, he picks it up, but the weapon
- remains in the game for other players to take. Shotguns dropped by former
- human sergeants are removed from the game after being picked up or smashed.
- In DeathMatch v2.0 (use the ALTDEATH parameter), weapons are
- removed from the playing field from thirty seconds and then reappear when
- playing DeathMatch mode.
-
- [8-1-6]: What happens when a player dies?
- -----------------------------------------
- If you die and restart in the level, previously taken items and
- destroyed monsters don't reappear unless you are playing in DeathMatch
- v2.0. Even though you've died, other players have survived.
-
- [8-1-7]: Can players exchange supplies?
- ---------------------------------------
- Players cannot exchange supplies.
-
- [8-1-8]: Miscellaneous
- ----------------------
- In Cooperative mode, each player begins in the same area. In
- DeathMatch mode the players begin in completely different areas--if you want
- to see your buddy you'll need to hunt him down. Plus, each time you die,
- you'll start in one of several random locations.
- Unlike in single-player or Cooperative mode gameplay, in DeathMatch
- mode the players start at each location with the keys necessary for opening
- any locked door in that area.
- In DeathMatch mode the ARMS section on the status bar is replaced
- with "FRAG." The FRAG section displays the number of times you've killed
- your opponents.
- In Cooperative mode the Automap works the same way it does in
- single-player mode. Each player is represented by a different color arrow.
- In DeathMatch mode you won't receive the pleasure of seeing your opponents on
- the map. Just like the monsters, your friends could be just around the
- corner, and you won't know it until you face them.
-
- [8-2]: What exactly is "DeathMatch" mode?
- =========================================
- DOOM has a "DeathMatch" mode where every player is out for
- himself. At the beginning, the level is infested with enemies and power-ups.
- In this mode, players can't see the other players in the Automap, nor switch
- to their view. Players are not able to view other's health in the mode,
- because of the disadvantage this can cause.
-
- [8-3]: How does DOOM work with networks?
- ========================================
- DOOM supports the IPX (Novell Netware) protocol in the initial
- shareware version. Using this network support, DOOM can be played in a
- workplace type environment.
- To start network mode:
- (1) Launch DOOM from the SETUP program, by going to the directory in
- which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike
- playing DOOM in single player mode, DOOM in multi-player mode must be run
- either from the SETUP program or by using the command line parameters.
- (2) The SETUP program allows you to configure the information that
- is necessary for the multi-player game. The SETUP is simple to use.
- (3) Start the game!
-
- (8-3-1): What are the network command line parameters for DOOM?
- ---------------------------------------------------------------
- -LOADGAME allows you to start DOOM from a specified save game. Instead of
- using the saved game name, simply enter the number (0-5) that corresponds to
- the slot you saved the game to on the SAVE GAME screen.
- -loadgame <# of the game>
-
- -DEATHMATCH starts DOOM as a DeathMatch game. If you don't enter DEATHMATCH
- as a command line parameter, DOOM will default to Cooperative mode.
- -deathmatch
-
- -SKILL sets the skill level (1-5) you wish to play.
- -skill <# of skill level>
-
- -EPISODE sets the episode (1-3) you wish to play. The default episode is
- Episode One, Knee-Deep in the Dead.
- -episode <# of the episode>
-
- -CONFIG allows you to use your configuration file from any directory you
- choose.
- -config <pathname> ex. -config f:\doom\data\myconfig.cfg
-
- -NOMONSTERS allows you to start playing with NO MONSTERS running around!
- This is great for DeathMatch where, really, the monsters just get in the
- way.
- -nomonsters
-
- -RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the
- monsters to respawn 8 seconds after you kill them. The NIGHTMARE skill
- level already does this. Note that using -respawn and -nomonsters at the
- same time is a dumb thing to do.
- -respawn
-
- -ALTDEATH uses DeathMatch v2.0 mode.
- -altdeath
-
- -FAST uses fast monsters, as in Nightmare mode
- -fast
-
- -MAXDEMO determines the maximum size of a recorded demo
- -maxdemo <size in K>
-
-
- -TURBO increases the speed of the marine (this is considered cheating in
- single player mode and is meant for DeathMatch only)
- -turbo <speed increase 1-255>
-
- [8-3-2]: How does DOOM determine player colors?
- -----------------------------------------------
- The player numbers and colors are determined by the ethernet node
- address. The lower the number, the lower number you will be assigned in a
- multi-player game. The lowest number gets green, and the highest number
- (with four players) gets red. To change the player numbers in a net game,
- insert the line :"NODE ADDRESS xxxxxxxxxxxx" under the Link Driver section of
- your net.cfg before you load LSL.
-
- [8-3-3]: How can I use DOOM on Novell Netware Lite?
- ---------------------------------------------------
- Hwere is information on how to play DOOM on a Novell Netware Lite
- network. Novell does not approve of or recommend the following drivers.
-
- HOST/CLIENT (1) Load the LSL. (LSL.COM)
- HOST/CLIENT (2) Load your card driver. (example: 3C5X9.COM)
- HOST/CLIENT (3) Load your server. (SERVER.COM)
- HOST/CLIENT (4) Load your client. (CLIENT.COM)
- CLIENT (5) Log into the network.
- CLIENT (6) Map the hosts to the hard drive. (refer to NWL Manual)
- HOST (7) Run DOOM's SETUP.EXE, configure, and press F10.
- CLIENT (8) Change to mapped DOOM directory, and run SETUP.EXE,
- using the same options as used on the host.
- (9) PLAY DOOM!
-
- Note: It is illegal to use the Registered DOOM on only one server. You
- must buy a seperate copy of the game for each player.
-
- [8-3-4]: How can I use DOOM on other types of networks?
- -------------------------------------------------------
- It does not matter what type of network you use for DOOM, whether it
- is Lantastic, Windows for Workgroups or other networks. netDOOM uses the
- cards at such a low level that it does not need the network services. It
- only needs the ODI/IPX drivers.
- This being the case, netDOOM works fine with any Ethernet or any
- other cabling system. Naturally, you can not use any normal network services
- at the same time.
-
- There are a number of ways of getting IPX working with a given
- ethernet card. One is to use a dedicated IPX driver for the card,
- another is to run an IPX converter over some other standard such as
- NDIS, ODI, or the packet driver standard. If one method fails to
- work, try another one! I have had good reliability with the IPX
- over Packet driver method, though it can sometimes be a challenge
- to get it running... If you are already using Novell, then the IPX
- over ODI might be simpler to set up, though I have found it less
- reliable.
-
- Before I get going, let me plead with everyone NOT TO USE DOOM 1.1
- OR 1.0 ON ANY NETWORK OTHERS ARE TRYING TO USE!! Doom 1.666 is now
- available, so please use it rather than 1.1 or 1.0. DOOM 1.0 and
- 1.1 really screw up networks.
-
- Now that I have all my disclaimers out of the way... :)
-
- To use this method of installing IPX you need two files, both of
- which are in the file PKTD11.ZIP, which can be had from
- oak.oakland.edu as/pub/msdos/pktdrvr/pktd11.zip. I have seen some
- problems with this version (11) of the drivers, however, so it
- would be wise to test out the packet driver after it is loaded, or
- perhaps to try one which comes direct from the ethernet card
- manufacturer. (i.e. 3c5x9pd.com from ftp.3com.com)
-
- If you have problems with these drivers, I have put together a
- collection of older versions of IPX and packet drivers which seem
- to work better with DOOM. This package will be uploaded to
- ftp.uwp.edu as OLDIPX.ZIP. (see Chapter [14-6])
-
- The first file is specific to your ethernet hardware. It is the
- packet driver software that converts packet-driver calls to
- commands your ethernet card can understand. The INSTALL.DOC file
- included with the packet driver collection has details about which
- cards are supported and what sort of command-line parameters are
- needed for each packet driver. I always load the packet driver
- using interrupt 0x60, a popular convention. These drivers will not
- work well under Windows without tweaking, so read the INSTALL.DOC
- file for details. There are also some useful packet utilities
- included. Again details are in INSTALL.DOC. (Got the hint yet? :)
-
- EXAMPLES:
-
- 3Com 503 card on interrupt 5, I/O port 0x300, and the
- internal transceiver. (twisted pair RJ-45 connector ON
- THE CARD or coaxial BNC connector-- NOT the 15-pin AUI
- connector) The shared memory area is automatically
- determined-- but be sure to exclude the region from your
- expanded memory manager, if used!
-
- 3C503.COM 0x60 0x5 0x300 1
-
- 3Com 509 card: These cards are entirely
- software-configurable through the config/diagnostics on
- your EtherDisk that came with the card. If you have lost
- the disk, all the needed files are available from
- ftp.3com.com.
-
- 3C509.COM 0x60
-
- AT&T StarLan cards: Almost like the 503 except the memory
- location must be specified.
-
- AT&T.COM 0x60 0x2 0x360 0xD000
-
- Once the packet driver is loaded and reports things correctly
- (i.e. it does not give your ethernet address as
- FF:FF:FF:FF:FF:FF...) then just run PDIPX.COM to load IPX support.
- The PDIPX.COM program is included with PKTD11.ZIP, but it is
- contained in a .ZIP file INSIDE of PKTD11.ZIP called PDIPX103.ZIP.
- Run the .COM file with no parameters.
-
- If you have problems with an "invalid mode" when loading PDIPX, you
- probably are trying to run other network software at the same time
- as the Packet Driver/IPX combination. Strip down your CONFIG.SYS
- and your AUTOEXEC.BAT files to those shown below. Do not load any
- additional TSR's! Once this bare-bones configuration works, you
- can begin adding TSR's. if your problems persist, try using the
- older versions of the packet driver and IPX-to-PD converter. (They
- should be on ftp.uwp.edu.)
-
- If nothing seems to work, try running the diagnostic program
- PKTWATCH.COM after getting everything set up. If your screen fills
- with scrolling multicolor hexadecimal numbers then the packet
- driver is working OK. If it just flashes a cursor at you, then you
- have problems UNLESS you are wired directly to another computer.
- Hook your computer back up to an active network and see if you can
- receive anything then. If you do not have an active network
- available, start DOOM on the OTHER computer while running PKTWATCH
- on the original computer. Of course, the other (sending) computer
- needs to have IPX set up as well.
-
- The simplest way to get all the drivers you need loaded and to
- exclude other drivers which may interfere is to create a boot disk
- with the correct startup files. For example:
-
- CONFIG.SYS
- device=a:\himem.sys
- dos=high,noumb
- files=30
- buffers=30
-
- AUTOEXEC.BAT
- prompt [DOOM Setup] $p$g
- a:\3c503.com 0x60 0x5 0x300 1
- rem change the above according to your card.
- a:\pdipx.com
-
- The ONLY line that will vary with what card you have is the
- "3c503.com" line. I encourage you NOT to load an EMS driver since
- so many cards use shared memory and it is sometimes difficult to
- ensure that the proper area, and only the proper area, is excluded.
- DOOM runs just fine with XMS, and you have the added benefit of
- loading DOS high to make room for things like mouse drivers. DOOM
- does not NEED XMS to run, though. Also, I like to change the DOS
- prompt to reflect my configuration whenever I am using a bizarre
- setup.
-
- It might be a good idea to also scan your bootable floppy for
- viruses BEFORE booting the networked computer with it. (Scan it on
- the NETWORKED computer, not your own...) There are a number of
- common viruses spread by booting computers from infected disks.
- (Stoned, Form, and Michelangelo to name a few.) Let's not give
- DOOM a bad name by booting network computers from infected disks!
- (btw, F-prot from oak.oakland.edu as /pub/msdos/virus/fp-211.zip is
- an EXCELLENT antivirus program. <plug>)
-
- You must make sure that all of the networked computers using DOOM are
- using the same frame type.
-
- [8-3-5]: How can I set up a small inexpensive DOOM network?
- -----------------------------------------------------------
- All that is required for network play is a network card for each
- computer, a T-plug for each computer (usually supplied with your network
- card), and some cable. A server is not necessary. Here is a good supply of
- inexpensive eight bit network cards for DOOM play.
-
- Corporate Systems Center PHONE: (408)-734-DISK
- 1294 Hammerwood Avenue FAX: (408)-745-1816
- Sunnyvale, CA 94089
-
- Brand new 16-bit cards priced at only US$49.00 each. When calling,
- tell your service person that you would like to run DOOM. Corporate Systems
- will send you the cards mentioned here.
-
- [8-4]: How can I play DOOM by serial link?
- ==========================================
- DOOM works in two player mode by modem or null modem. The
- minimum baud rate to play DOOM is 9600 bps.
- Shareware versions 1.0 and 1.1 do NOT support play by modem or
- serial link. It is recommended that you upgrade to v1.666 of DOOM.
- Using this mode is similar to network mode.
- To use a serial link connection, run the DOOM setup and choose "Run
- Network/Modem/Serial Game." Then, choose the type of connection you plan
- to make. Then, configure the game to your liking, and choose the connect
- method.
- Note that to run null-modem game, you must have a null-modem cable
- plugged into a serial port on both computers and each computer runs
- SETUP.EXE with identical parameters.
- If you are using a modem, you will most likely need to edit the
- MODEM.CFG file in the DOOM directory. The first line of the file is an
- initialization string. Pull out your modem manual, and do the following.
-
- (1) Find the code that turns off error correction.
- (2) Find the code that turns off data compression.
- (3) Find the code that locks your modem at 9600 baud.
- (4) Find the code that turns off all hardware and software flow
- control.
- (5) Create an "AT" initialization string with all these codes and
- put it into the MODEM.CFG.
-
- To find an already created initialization string for your modem, look
- in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will
- have to dig up your modem manual for the correct settings.
- The second line is a hangup string used when you quit DOOM.
- If you STILL cannot get the modems to connect, both of you should
- run your favorite terminal programs, and connect with 9600, no error
- correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run
- SETUP.EXE with the "Already Connected" option in the configuration box.
-
- [8-5]: How can I play DOOM over the Internet?
- =============================================
-
- (8-5-1): How can I play DOOM using IHHD?
- ----------------------------------------
- Enter IHHD -- the Internet Head to Head Daemon designed by Jim
- Knutson. With this brilliant little piece of code, multiplayer gaming has
- soared to new heights. With IHHD, you'll be able to play Head to Head
- against other human opponents all over the world, with the only cost to you
- being the regular prices you pay to connect to or use your Internet host.
- Best of all, it's free.
-
- First of all, your host needs to be running UNIX as its operating
- system. If you aren't sure what your host is running for its operating
- system, check the information given at the login prompt or send mail to
- your administrator.
-
- Other than that, you should be able to run IHHD with ease. Your
- first order of business is to get the IHHD software. It is available via
- anonymous FTP at "rex.pfc.mit.edu" in the "pub/IHHD/src" directory.
-
- To get it:
-
- (1) FTP to rex.pfc.mit.edu ("ftp rex.pfc.mit.edu" at UNIX prompt)
- (2) At the login prompt, enter "anonymous"
- (3) At the password prompt, enter your E-mail address
- (4) At the command prompt, type "cd pub/IHHD/src"
- (5) Type "binary"
- (6) Type "get dialer1.6.4.shar"
- (7) Type "bye"
-
- If you followed the above steps, you should now have the
- "dialer1.6.4.shar" file in your home directory. Type "ls" at your host's
- command prompt to verify its existence. If you don't see it, try the
- above steps again or call for help.
-
- Next, if you've successfully retrieved the "dialer1.6.4.shar" file
- from the FTP site, you need to prepare the IHHD to run on your UNIX system.
- For UNIX veterans, the "dialer1.6.4.shar" file is in fact a shar file, and
- contains a makefile for easy compiling on your system. For the rest of
- us, follow these steps to get the IHHD up and running:
-
- (1) Create a directory to put the IHHD software in.
- Type "mkdir IHHD" at the command prompt.
- (2) Move the IHHD file to the new directory.
- Type "mv dialer1.6.4.shar IHHD"
- (3) Go to the IHHD directory.
- Type "cd IHHD"
- (4) Unpack the IHHD files.
- Type "sh dialer1.6.4.shar"
- (5) Compile the IHHD software to run on your system.
- Type "make"
- (6) You should now see a whole mess of files in the IHHD directory.
- The important filenames you're looking for should be:
- "dialer"
- "tcpdialer"
- "tcpanswer"
- "call"
- "showlog"
- (7) If you've got these, you're cool. Otherwise, try the above
- steps again, re-retrieve the "dialer1.6.4.shar" file from
- "rex.fpc.mit.edu" using the instructions above, or call for help.
-
- If everything checks out, you're ready to rumble!
-
- Here's how you get connected using IHHD:
-
- (1) Set up a time to play with another Internet DOOM player.
- Ideally, you should use E-mail to make the prior arrangements.
-
- Make sure you and your opponent use the same baud rate and line
- settings for your modems.
-
- Make sure data compression, error correction, and hardware
- flow control on your modem are off. Look at the modem
- initialization strings section in this FAQ for more help.
-
- (2) When it's time to play, start your favorite terminal program
- and call up your Internet host using your modem. Make sure that
- your baud rate and line settings correspond to your opponent's.
-
- (3) Login to your Internet host normally.
-
- (4) Contact the other player by sending a short E-mail message
- indicating that you are on the net and ready to play.
-
- (5) Once you both establish that you're there and ready to go,
- return to your UNIX prompt.
-
- (6) Type "cd IHHD" to enter your IHHD directory.
-
- (7) You may have to type "terminal download," if you do not have it
- activated already.
-
- (8) Type "dialer opponent's.host" to start the IHHD connection.
- For example, if you were playing against knuston@cactus.org,
- you would type "dialer cactus.org" to initiate the connection.
-
- Another way is to type "tcpdialer opponent's.host" while your
- opponent types "tcpdialer -answer". Or reverse roles, where
- you type "tcpdialer -answer" while your opponent types "tcpdialer
- your.host". Don't ask me what the difference is; I don't know.
-
- So, to recap, there are two methods of IHHD connection.
- Method 1: dialer. You each type "dialer other.guy's.host"
- Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host"
- while the other types "tcpdialer -answer".
-
- (9) Regardless of which method you use to connect, type short text
- messages followed by a carriage return until you see your opponent
- acknowledge you. Unless you have "local echo" set to ON in your
- serial settings, you will not see the text you type.
-
- (10) If you don't see your opponent after a reasonable amount of time,
- exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting
- the "CTRL" and "C" key simultaneously.) Contact your opponent
- again by E-mail and agree to try the other method of
- connecting.
-
- (11) If you're connection looks fine and your opponent has acknowledged
- you and you have acknowledged him, exit your terminal program
- and change to your DOOM directory. Run SETUP.EXE, and select
- "Run Network/Modem/Serial Game." On the next menu, choose
- "Modem." Finally, configure all of the options to your liking,
- select "Already Connected," and press F10.
-
- (12) If everything goes well, DOOM will start up and bring you to
- your first game over the Internet! Congratulations, you are
- now connected by IHHD. You can now proceed to play DOOM as if
- you were connected via a regular phone line.
-
- If you are having trouble getting DOOM to work with your modem, you
- may want to download one of the many third-party serial drivers for DOOM.
- (see Chapter [15])
-
- Unfortunately, because of the nature of the Internet, delays and
- warping may occur with your IHHD connection, depending on the quality of the
- connection between your and your opponent's host machines. These delays
- are often sporadic, and depend largely on what's going on on the Internet
- at that particular times. Then again, you might just be extremely unlucky
- and have a cruddy Internet connection.
-
- To gauge the quality of the connection, try to "ping" your opponent's
- computer from your host. At the UNIX prompt, type "ping -s opponent's.host".
- You should get a listing of "ping times", which you may stop at any time by
- pressing "CTRL-C". Try pinging some other hosts you know to get an idea of
- how much ping times vary, and use this data to guesstimate the quality of the
- connection between your host and your opponent's.
-
- Another way to judge the quality of your connection is to simply look
- at the other player. If he's jumping all over the place, you've got a
- cruddy connection. If he's relatively smooth and steady, you've got a good
- connection.
-
- If all else fails, burn incense and sacrifice a beautiful young virgin
- princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail
- me for an address.
-
- *8-5-2*: How can I play DOOM using iDOOM?
- -----------------------------------------
-
- The TCP/IP Internet DOOMer's FAQ
- by Scott Coleman (asre@uiuc.edu)
- and Jay Cotton (jay@calc.vet.uga.edu)
- updated 10/16/94
-
-
- Introduction
-
- id Software's DOOM is truly the Killer App of the MS-DOS world.
- DOOM's popularity is so immense, it has been estimated that DOOM
- is installed on more PCs than OS/2 and Windows NT combined, and
- DOOM's creators commute to work in Ferarris. Interest in the game
- has been so great that it has been hacked, reverse-engineered,
- dissected, and enhanced more than any other game in PC history.
- And now, as more and more people become hooked into the Internet,
- DOOM is rapidly becoming the Killer App of the Internet, as well.
-
- Internet DOOM play is currently at the "clever hack" stage.
- DOOM, as released by iD, supports only IPX network play and
- serial play between two machines. As a result, the DOOM
- documentation doesn't include any information about DOOMing
- across the Internet. Of course, this also means that DOOMers
- can't call id for help. The result of all this is many curious
- people asking the same question: How do I play DOOM over the
- Internet? Enter this document. In the pages that follow, we will
- attempt to answer the most frequently asked questions about
- Internet DOOM, including what you need, how to set it up, and how
- to find new fragbait - er, I mean, opponents.
-
- DOOM across the Internet is made possible by a neat little
- freeware program called iDOOM. iDOOM uses the UDP protocol (part
- of the TCP/IP protocol suite) to send DOOM game information
- between multiple machines on the Internet. It is based on the
- WATTCP TCP/IP kernel written by Eric Engelke of the University of
- Waterloo. By some strange coincidence, the authors of this
- document are also the creators of iDOOM, and we have used the
- program to play Internet DOOM sessions with opponents from as far
- away as Estonia. In writing this FAQ, we hope that sharing some
- of our experience will make it easier for you to get connected in
- your own Internet DOOM sessions. NOTE: Throughout this document,
- we will refer specifically to games of DOOM played over the
- Internet via a DIRECT CONNECTION, i.e. no modems are involved
- anywhere in the link. Note that IHHD, SLIP and PPP connections
- all involve modems at some point. Although other methods of
- connecting two DOOM machines together across the Internet exist,
- this document will focus on direct net connections using the
- iDOOM network driver program.
-
- Getting Prepared
-
- Q1: I want to play DOOM over the Internet using iDOOM. What
- hardware do I need?
-
- To successfully play DOOM across the Internet, you will need
- the following hardware:
-
- * A machine capable of playing DOOM (D'OHH!)
-
- * A network interface card (NIC). And not just any old NIC,
- mind you - your NIC must be supported by a packet driver if
- you wish to use it to play Internet DOOM. Usually this means
- that your NIC must be an ethernet card, although iDOOM has
- been successfully played over token ring. This document
- assumes that your PC is already equipped with a suitable
- NIC, although it may currently be in use for some other
- non-TCP/IP function (such as a node on a Novell network).
-
- * A direct connection to the Internet. If there is a modem
- somewhere in the link between your PC and your opponent's
- PC, this FAQ is not for you. Although it is possible to play
- Internet DOOM over a modem link (either by dialing up to a
- UNIX machine and using IHHD or via SLIP/PPP), such
- connection methods are beyond the scope of this document.
-
- Q2: OK, I've got all the hardware. What software do I need?
-
- In addition to the hardware requirements, some software is
- also required to round out your the package. Before you can play,
- you'll need to pick up the following:
-
- * DOOM 1.2 or higher (1.7 is STRONGLY recommended, since
- this version seems to have solved some problems related to
- network games). DOOM versions 1.1 and below are incapable of
- using iDOOM.
-
- * A packet driver written specifically for your ethernet
- card. The Packet Driver is what lets iDOOM (and therefore
- DOOM) "talk" to your NIC.
-
- * iDOOM.EXE, the Internet driver for DOOM.
-
- * The WATTCP Applications. These are not absolutely
- necessary, but can definitely be useful for debugging and
- testing your setup.
-
- Q3: Hold on - I don't have some of this software! Where can
- I get it?
-
- * To obtain iDOOM: Log on to ftp.vet.uga.edu via anonymous
- ftp. Change to directory /pub/doom. Download the file
- IDOOM11.ZIP. Version 1.1 is the latest version of iDOOM as
- of this writing.
-
- * Many ethernet cards come with the appropriate packet
- drivers on a utilities diskette packaged with the card. If
- your card does not come with a packet driver, there is an
- excellent collection of freely available packet drivers
- called the Crynwr (nee Clarkson) Packet Driver collection.
- You can obtain it via anonymous ftp from oak.oakland.edu.
- Change to the /pub/msdos/pktdrvr subdirectory and download
- PKTD11.ZIP and PKTD11C.ZIP. The files PKTD11A.ZIP and
- PKTD11B.ZIP contain source code and example programs for the
- packet drivers - you won't need these in order to play
- iDOOM.
-
- * To obtain the WATTCP applications, ftp to
- dorm.rutgers.edu, change to the /pub/msdos/wattcp/
- subdirectory, and download file APPS.ZIP.
-
- Q4: OK, I've got everything, now what do I do to set it up?
-
- Setting your computer up for TCP/IP access is very
- straightforward. As an illustration, I'll be taking you through
- the steps necessary to set up a PC with an SMC ethernet card and
- the IP address 128.192.23.5. You'll of course need to substitute
- your own specific information in place of the examples given
- here. All set? OK, let's get started.
-
- Step 0: START WITH A CLEAN BOOT!!!!! Set up your CONFIG.SYS
- and AUTOEXEC.BAT files to load as few drivers as possible. This
- includes such things as memory managers (HIMEM, EMM386, QEMM,
- etc.) and network drivers (e.g. LSL, IPXODI). DOOM doesn't need
- the former, and the latter will probably conflict with the packet
- driver. We recommend that you prepare a boot floppy with a
- CONFIG.SYS containing only a FILES=20 line, and an AUTOEXEC.BAT
- containing only the line "prompt=$p$g".
-
- Step 1: Set up the packet driver. Determine your ethernet
- card's IRQ setting, it's base I/O port setting, and it's memory
- address setting (if any). You should be able to determine this by
- looking at the card itself and consulting the user manual. You'll
- need some if not all of this information, depending upon which
- packet driver you use and/or type of hardware you have (for
- example, some IBM computers with the MicroChannel bus can
- determine the settings on the card automatically without you
- having to supply them on the packet driver command line). Unzip
- the appropriate driver from Crynwr Packet Driver collection
- archive. In our example case, the packet driver is called
- SMC_WD.COM. By looking at the jumpers on the card and consulting
- the manual, I determined that the card has been set to IRQ 7,
- Base I/O port address 300h, and the base memory address is at
- segment d800h. For this example, I have chosen to use interrupt
- 60h for the packet driver. Packet drivers typically operate on an
- interrupt in the range of 60h to 80h inclusive; since nothing
- else in my sample system happens to be using the first available
- interrupt (INT 60h), I chose that. Thus, to load my packet
- driver, I use the command line
-
-
- SMC_WD 0x60 0x7 0x300 0xd800
-
- where 0x60 is the packet driver interrupt, 0x7 is the IRQ setting
- on the card, 0x300 is the I/O port base address, and 0xd800 is
- the memory base address (NOTE: all numbers are in C-style HEX
- notation). Don't worry if you don't understand what all this
- stuff means - as long as you use the correct numbers, your packet
- driver should work. NOTE: If your PC is currently part of a
- Novell network (e.g. Netware, Netware Lite, Personal Netware) the
- parameters you need can be found in a file called NET.CFG,
- usually located in your \NOVELL, \NWLITE or \NWCLIENT
- subdirectories (along with all the other drivers needed by
- Novell).
-
- At the very minimum, the packet driver should give a sign on
- message and report the ethernet address of your NIC when you load
- it. Chances are that if your NIC has been functioning properly
- for other tasks (e.g. as a node on a Novell network) then you'll
- have no problems here. If not, or if there are any error or
- warning messages, something is wrong. One possibility is that one
- of the settings on your NIC is in conflict with those of another
- expansion card in your system. No two cards can have the same
- IRQ, I/O port, or memory address settings, nor can the memory
- areas of two cards overlap. Whatever the cause, you'll need to
- find and correct the problem before continuing.
-
- Step 2: Set up your WATTCP.CFG file. Your WATTCP.CFG file
- contains important parameters used by the WATTCP TCP/IP kernel.
- These values MUST be entered correctly if you wish to make a
- connection with another DOOM PC. In preparation for this, you'll
- need several bits of information. Contact the network
- administrator for your site and find out the IP address for your
- machine, the IP address for your gateway or router, the IP
- address of at least one Domain Name Server local to your site,
- and your netmask value. The three IP addresses will each consist
- of four groups of digits separated by periods. In our example,
- the machine's IP address is 128.192.23.5, the gateway is
- 128.192.23.1, the netmask is 255.255.255.0, and the nameserver
- address is 128.192.44.67. NOTE: it is important to use the
- numeric IP addresses, not the actual host names. NOTE: If you
- have other Internet programs currently installed on your machine,
- such as a Gopher client or the Trumpet newsreader, you can
- probably find the information you need in the configuration files
- used for those programs. If the application is based on the
- Waterloo TCP package, it will have it's own WATTCP.CFG, in which
- case you can simply copy it over to your DOOM directory. When you
- have collected all this information, unzip the iDOOM distribution
- archive (e.g. IDOOM11.ZIP) into your DOOM (or DOOM2) directory.
- Use your favorite ASCII text editor to edit the file called
- WATTCP.CFG. Edit or add the following lines in WATTCP.CFG:
-
- my_ip=
- gateway=
- nameserver=
- netmask=
-
- On our example machine, the WATTCP.CFG file looks like this:
-
- my_ip=128.192.23.5
- gateway=128.192.23.1
- netmask=255.255.255.0
- nameserver=128.192.44.67
-
- Save the changed file and exit back to DOS.
-
- If you know your machine's IP address, but you can't
- determine the other values, you can often get away with some
- educated guesswork. For instance, the gateway for a subnet
- usually has an IP address ending in .1, as is the case with our
- example. Thus, if your IP address is xxx.yyy.zzz.www, try setting
- your gateway's IP address to xxx.yyy.zzz.1. As for the subnet
- mask, a common value for this parameter is 255.255.255.0. In some
- cases, the gateway value can be something like xxx.yyy.1.1 with a
- corresponding netmask value of 255.255.0.0 - if one doesn't work,
- it can't hurt to try the other. Finally, if you don't know your
- nameserver's IP address, you can probably get by without it for
- the purposes of DOOM playing. Since you'll be specifying IP
- addresses for all of your opponents' machines, a nameserver
- lookup won't be necessary to resolve their addresses.
-
- Step 3: Test your TCP/IP setup. Load your packet driver with
- the appropriate interrupt, IRQ, I/O and memory addresses. Next,
- unzip the TCPINFO and PING programs from the WATTCP apps archive
- into your DOOM directory. At the DOS prompt, type:
-
- TCPINFO
-
- and press the <Enter> key. If your WATTCP.CFG values are set up
- correctly, and if your packet driver and net connection are
- functional, you'll see a couple of screens of information about
- your system, including your ethernet address and the parameters
- you specified in the WATTCP.CFG file.
-
- If everything looks OK, the next step is to use the PING
- program to attempt to establish contact with your subnet gateway.
- At the DOS prompt, type
-
- PING <yourgateway's.numeric.ip.address>
-
- and press the <Enter> key. After a brief delay, you should see a
- message telling you that the host is responding, as well as the
- round trip time for PING's test packets. If you see the "Timeout"
- error message, then something is wrong with your setup; if your
- PC is unable to reach your gateway, it will be unable to reach
- the rest of the Internet as well, since all network packets which
- are sent to nodes outside of your local area network must pass
- through your gateway. For our sample system, we would type:
-
- ping 128.192.23.1
-
- If your gateway PING was successful, try PINGing your Domain Name
- Server (at the IP address you specified in WATTCP.CFG) as well as
- some well-known site on the internet (e.g. infant2, which is at
- IP address 129.79.234.115). These will test your machine's
- ability to connect with other machines outside of your subnet as
- well as those outside of your site. All of these PINGs should
- result in a "host responding" message with a response time. If
- any of these attempts fails, recheck your entries in WATTCP.CFG
- and/or get some help from your network administrator. Examples
- for our test system:
-
- ping 128.192.44.67
-
- and
-
- ping 129.79.234.115
-
-
- Put Me in, Coach - I'm Ready to Play!
- First, go find up to three of your most patient frag
- buddies. Since this is your first attempt at Internet DOOM, it's
- best to try and find someone on your local network who's willing
- to put in a little frag time with you. Connections on your local
- net will be faster and less problematic, whereas if you attempt a
- long distance connection your first time out, you'll have a hard
- time discerning problems caused by distance from problems caused
- by an incorrect configuration.
-
- Decide amongst yourselves which machine will be the "server"
- (the remaining machines in the game will all be "clients"). The
- server machine (and there can only be ONE server per game) acts
- as the coordinator for that session. The player operating the
- server is in some sense "the boss" - she can decide when to start
- the game, which parameters (e.g. -altdeath, -nomonsters, -warp, -
- skill, etc.) will be used, whether to kick a player out, and so
- on.
-
- The server starts iDOOM as follows:
-
- iDOOM -server [other game parameters]
-
- Once the server has started iDOOM running, the clients (all
- remaining players) can then connect to the server. Each client
- invokes iDOOM using the command line:
-
- iDOOM -client <server_address>
-
- As an example, consider several computers which are part of
- a local area network in a computer lab. In this lab there are
- identical machines sitting side by side, with sequential IP
- addresses, i.e. 128.192.23.4, 128.192.23.5, and 128.192.23.6.
- After stepping through the basic configuration process outlined
- above on all test machines, my frag buddies and I are ready to
- begin. First, we all agree to play our favorite DEATHMATCH level,
- DOOM I episode 1 map 5. We also agree to play in -altdeath mode,
- with -skill 5 and -nomonsters. On my machine, which we decided
- will be the server, I type:
-
- iDOOM -server -warp 1 5 -altdeath -skill 5 -nomonsters
-
- The iDOOM screen comes up, and a message is displayed
- informing me that iDOOM is entering server mode. This screen is
- divided into several sections: the credits, the output window,
- the status bar, and the input line. At the top of the screen is
- the name of the program, its version number, and the copyright
- notice. The large area beginning with the second screen line and
- continuing to the 22nd screen line is the output window. Here is
- where iDOOM will display all status messages as well as the chat
- text entered by the other players. Below the output window is the
- status bar, where the current game settings are displayed. Below
- the status bar is the input line where all the text I type on my
- keyboard will appear. Finally, the bottom line of the screen
- lists significant contributors to iDOOM.
-
- Once my iDOOM server is up and running, all the other
- players can connect to it. The other guys type:
-
- iDOOM -client 128.192.23.5
-
- Each client's screen layout is identical to that of my
- server. iDOOM displays a message confirming that it is entering
- client mode and connecting to the server. As each client's
- connection is established, the arrival of each player is
- announced by the server.
-
- During this phase of the game setup, all players who have
- connected thus far can type messages to each other using iDOOM's
- built-in chat facility. To send a message to the other players in
- the game, I simply type my message on the keyboard. My keystrokes
- appear in the input line at the bottom of the screen, and when I
- press <ENTER>, the text will be echoed to the screens of all
- players (along with an indication of who sent the message). The
- identical procedure can be used to send messages from each of the
- client machines. The server itself will also send messages.
- Messages from the server will begin with three asterisks ("***").
-
- When a client connects to the iDOOM server, the client
- receives a message containing the game parameters which will be
- used during that session. These game settings will be displayed
- on the status bar. The settings are abbreviated to ensure that
- they will all fit within the available space. These game settings
- may be changed interactively at the server console.
-
- My friend sees that I have selected E1M5 as the default
- episode and map for our game. He reminds me that we've been
- playing that one a lot lately, and suggests we change to E2M2
- since we haven't played that one in a while. I agree, and issue
- the commands /episode 2 and /map 2 to change the level. Our
- status lines are immediately updated to reflect these changes.
-
- Once I have determined (via the chat facility) that everyone
- is ready to begin the game, I press the F10 key. The iDOOM server
- signals the clients that the game is beginning, the chat facility
- is shut down, and iDOOM sets up the connections which will be
- used for the actual game. Once these network links are
- established between all the machines, the message "Prepare to
- meet your DOOM!" is displayed, followed by the usual DOOM startup
- information. Shortly thereafter, the screen melts away and there
- we are, in E1M5, pistols at the ready!
-
- Give your buddies a good thrashing - you've earned it! Now,
- after you've gotten DOOM working on your own subnet, you're ready
- for the final step. Find a partner who is also capable of playing
- Internet DOOM. Watch the posts in alt.games.doom, or tune into
- the #doom, #tcpdoom or #iDOOM channels on irc. You and he will
- negotiate game parameters, such as which map to play, which skill
- level, and so on. You'll also decide on who will be the server
- and who will be the clients (experienced DEATHMATCHers will often
- try very hard to avoid being the server, since that player's
- uniform is colored day-glo green and is easier to spot in a
- DEATHMATCH). Now simply add the parameters you've agreed on to
- the iDOOM server command line you used before. A typical
- command line will look something like
-
- iDOOM -server -skill 5 -nomonsters -deathmatch
-
- Oh Oh - It's Not Working!
-
- OK, so you've done everything, just like I've shown
- you, but you're still having problems. The following are some
- suggestions to try in case of trouble.
-
- Q: When I try to connect to the iDOOM server it returns to
- DOS saying "Server is not responding" or "Remote reset
- connection."
-
- A: This means that the player on the server machine hasn't
- yet started the iDOOM server. The server must be started before
- the clients try to connect to it. Try again in a few seconds.
-
-
- Q: I keep seeing an "ICMP: port unreachable" message on my
- screen.
-
- A: This message is generated by the other machine when the
- port being requested by the sender is unavailable on the
- destination machine. I've seen this happen in some cases when I
- started iDOOM before the other player did. Once the other iDOOM
- was running, the ICMP: messages went away, and the game linked up
- normally. If you see this message, you might also want to try
- using a different port (see the iDOOM documentation on the -port
- command line parameter).
-
- Q: The music starts up fine, but all I see is a BSOD (Black
- Screen of Death).
- Q: My machine displays "sending network start info" or
- "listening for network start info" and then locks up.
-
- A: This problem can have several causes. Perhaps the server
- specified a DOOM II game, but one of the players didn't have DOOM
- II. Perhaps one of the other players' machines is slower than the
- others, or has a fragmented disk and takes a longer time to load
- DOOM at startup. Or perhaps some packets were lost - iDOOM uses
- UDP (user Datagram Protocol) packets to exchange game information
- between all machines in the game. UDP packets are not guaranteed
- to reach their destination, and there is no mechanism for the
- sender to even be informed that what it sent never made to the
- destination machine. iDOOM is designed to compensate for these
- lost packets to the extent possible, and occasionally this
- detection and correction takes a few extra seconds. You should
- always wait for at least 30 - 45 seconds for the other DOOM
- engines to sync up before you abort the setup.
-
- Frag Servers/Frag Trackers
-
- Frag Servers are a recent development. They facilitate iDOOM
- connections between multiple players quickly and easily and with
- a minimum of command line typing. Current versions of the Frag
- Servers are very similar to the server built into iDOOM. NOTE: An
- iDOOM client can NOT connect to a Frag Server. Frag Servers have
- their own client program which then loads iDOOM as the network
- driver.
-
- As of this writing, the latest version of the frag
- client/server package is TCPSRV12.ZIP, available from one of the
- infant2 mirrors in the /pub/doom/multi_doom/net directory. A
- couple of the more popular fragservers can be found at
- ararat.cs.ucdavis.edu and patriot.et.buy.edu. Both of these
- support 2, 3 and 4 player games on ports 1666, 1667, and 1668
- respectively.
-
- Future versions of the Frag Servers (which will be known as
- Frag Trackers) will serve as online meeting places where DOOM
- players can log on, see a list of games which are awaiting
- players, and either join an existing game or register a new game.
- Waiting players will be able to send chat messages to each other,
- negotiate and set game parameters, check connection quality, etc.
- Although this exciting capability does not exist in the current
- Frag Servers, it will be available sometime in the near future,
- and will revolutionize the way Internet DOOM is played.
-
- [8-6]: How can I setup DOOM to be played on a multi-player BBS?
- ===============================================================
- Applied Personal Computing, Inc. has recently developed a platform that
- allows almost any multiline BBS to host 2-4 player network DOOM games.
-
- The APCi MultiPlayer Game Server allows gamers to create a simulated
- IPX network just by dialing the host BBS at high speed. APCi MultiPlayer
- Game Client software makes use of the APCi MultiPlayer Game Server very
- intuitive for even the newest user of online services. Best of all,
- all APCi MultiPlayer Game Client software is FREEWARE and includes any
- and all information desired about the supported game.
-
- For more information regarding the APCi MultiPlayer Game Server, or to
- witness the APCi MPGS in action, call the APCi BBS at (618) 632-7664. You
- may also contact APCi at 1-800-535-APCi. More information can also be
- requested from Kevin Sawyer (sawyerk@delphi.com).
-
- (8-7): Where can I find multi-player partners?
- ==============================================
- A good place to find people to play with is on Usenet is the
- "alt.games.doom" newsgroup or on IRC on the #DOOM channel.
-