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UPDATE
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1994-09-16
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WadSFX 0.95 UPDATE------------------------------------------------------------
The main thing better about this version over 0.9 is that it now works!
Unless you were running DOOM from D:\GAMES\DOOM\, version 0.9 would crash
during initialization. My sincere apologies to anyone who downloaded that
version. Anyway, here's the fix: either run WS.EXE from your DOOM directory,
or set DOS variable DOOMPATH to the correct path (if your DOOM directory is
C:\DOOM, type "SET DOOMPATH=C:\DOOM") before you run WS.EXE. You could of
course make a batch file that does this, put the SET in your AUTOEXEC.BAT,
etc. You get the point.
A few miscellaneous bugs were also fixed, but you probably never had the
chance to experience them! If you REALLY want to see them, let me know and
I'll put them back in :)
Also, the DOOM sounds are loaded MUCH faster now when you first run the
program (there used to be an annoying delay). Groovy.
The WS.DOC file is pretty much current, but there might be a few minor dif-
ferences. DON'T PANIC. They're about 99% correct.
KNOWN BUGS
----------
There is still a fairly heinous bug in the program. If you have a WAD loaded
and you attempt to save your work out to the same file, your original WAD will
be mangled, and the program will crash! This is because WAD files aren't
actually 'loaded', the program just kinda looks at them. When you write a
WAD, all the WAD's you have loaded must be read from disk. If you write a
file with the same name as a loaded WAD, it will erase the loaded one just
before crashing! This will be fixed in version 1.0. BE CAREFUL!
Some of the undefined keys act a little funky (PAGE DOWN plays a sound, for
example). I'm not putting too much priority on this though, cause all of the
keys that are supposed to work do.
THE FUTURE
----------
I'm working on some cool directory routines that will let you browse
directories and select files from a dialog box. These SHOULD be in version
1.0.
If anyone can tell me how to play digital sounds larger than 64k thru a
SoundBlaster I'll gladly add this capability!
As soon as I get my hands on DOOM II, I'll be working on a version for it.
Hopefully, not too much will change and I'll be able to support both versions
with one program. If not, I'll still probably support this version, at least
for a while...