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1994-09-01
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Path: oz.cdrom.com!agate!spool.mu.edu!howland.reston.ans.net!usc!elroy.jpl.nasa.gov!netline-fddi.jpl.nasa.gov!news.byu.edu!news
From: krisn@caedm.et.byu.edu (Kris Nosack)
Newsgroups: alt.games.doom
Subject: Re: doom_hoe question
Date: Thu, 1 Sep 1994 22:49:39 GMT
Organization: Brigham Young University
Lines: 23
Message-ID: <krisn.378.2E665A83@caedm.et.byu.edu>
References: <1994Sep1.172242.5238@dg-rtp.dg.com>
NNTP-Posting-Host: 128.187.30.114
X-Newsreader: Trumpet for Windows [Version 1.0 Rev B final beta #1]
>If I use the v1.6 doom1.wad, then it plays OK, but I don't understand
>how the Episode 2/3 monsters are involved.
This should work fine. The change is that the same old monsters now
behave and shoot differently. The sargent should now be weilding a
chaingun and the Imps should be launching guided missiles at you.
If this is not the case, then you will need to get 16REGVR2.ZIP and
follow the instructions in this archive. This will psuedo-patch
your 1.2 reg doom.wad with the 1.6beta shareware doom.exe to give
you basically a 1.6beta registered situation.
You should be able to find 16REGVR2.ZIP on any of the infant2 mirrors.
Good luck!
Kris Nosack
Brigham Young University, Provo, Utah, U.S.A.
kris_nosack@byu.edu
>>>---> Be strange, but not a stranger! <---<<<