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