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cleim10.txt
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1995-05-20
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16KB
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358 lines
This is the *.txt file for dshrink.
=====================
DSHRINK - WHAT IS IT?
=====================
Dshrink is a program for removing redundant sidedefs from PWADS. It turns
out that PWADS don't need all the sidedefs they typically come with.
If two sidedefs in the same sector are identical, DOOM can just as easily
paint both walls using either sidedef, making the other redundant.
Dshrink greatly reduces the size of PWADS, typically removing over 50%
of the sidedefs. "The Ungathered", the eighth level of Cleimos,
built with deu and run through wad_dwd and idbsp, weighs in at 300k before
dshrink, and 244k after. About 1850 sidedefs were redundant, thus removed.
Also, since PWADS are examined dynamically as DOOM runs, smaller PWADS
should mean a faster game.
==============
*** CAVEAT ***
==============
************** Dshrink's output is useless as input to a level editor.
************** The editor (deu in our case) reads the PWAD just fine, but
************** if you change a sidedef, any other linedefs using it will
************** inherit the change. This makes editing very painful.
************** DO NOT MAKE THE MISTAKE OF WIPING OUT YOUR INPUT FILE BY
************** RENAMING YOUR DSHRINK OUTPUT (TMP.WAD) TO THE NAME OF THE
************** INPUT FILE. WE ARE NOT RESPONSIBLE FOR YOUR MISTAKES.
==================
HOW TO USE DSHRINK
==================
Dshrink was built using DJGPP (DJ's GCC port to DOS), and requires
that GO32.exe is in the search path. If you have GO32 already, you're
set. If not, a copy is included.
After you've done binary space partitioning on your level (bsp, idbsp, etc.),
(Assuming that dshrink.exe and go32.exe are present in your
working directory...)
> set GO32TMP=c:\ /* only needed once per session */
> dshrink <your_pwad_name> /* doesn't change your pwad */
This creates the file tmp.wad, which you can then play. REMEMBER
NOT TO RENAME IT BACK TO YOUR ORIGINAL PWAD NAME! THIS WILL MAKE LEVEL
EDITING A BIT PAINFUL!
======
SOURCE
======
Source is included in the file dshrink.c.
=====
NOTES
=====
1. This program is only to be used with wads designed to work with the
registered version of DOOM.
2. If you distribute dshrink, you must also distribute the original source
and this dshrink.txt file.
3. DOOM is a registered trademark of id Software, Inc.
4. If you have any problems with this program, please contact us at
phares@dg-rtp.dg.com.
he only way into the compound. Keeping
low to the ground, senses alert for anything, he slipped through the
undergrowth, which was already tinged with red from the rising sun.
"Well, maybe not Mars," he thought. "Too much damned red shit
there, too..."
###
"Something's wrong at Cleimos," Connors had said.
They were in Connors' office. Kelton stared hard at the other man,
wondering why he'd been called back from Singapore just when things were
getting interesting.
"Get down there and check it out," Connors said, tossing him a file.
"Clean it up yourself, or let us know what we have to send in."
Kelton opened the file and skimmed through it. The Cleimos
corporation ran an island training compound in the Caribbean, catering
to anyone who could pay, to anyone who had a thirst for combat, to anyone
who needed hands-on training with advanced weapons and tactics. He
flipped through several pictures of scientist-types standing next to
complicated machinery. The word DOOM jumped out at him from several
glossy brochures. "Shit," he said to Connors. "Looks like a buncha
babies run this place. Bet a buncha babies fly in there, too."
"Shut up and read," Connors said.
Kelton tossed the file back at him and said, "Screw the file. And
screw you, too, Connors. Just tell me what I need to do."
Connors sighed, looked briefly at the ceiling, and said, "A few years
ago, Cleimos built this place using new technology in the field of
holographic projection. The idea was to give armies and mercenary-types
somewhere to train that was tough on them, but wouldn't kill them."
"What's this DOOM crap in the brochures?"
"Back in the twentieth century, Virtual Reality was just getting born,
and one of the earliest commercial efforts was a computer game called DOOM.
It was just a game, but it took hold for several years, was followed by
another game--more extensive than DOOM--called QUAKE, and then, just about
the time we hit the millennium, QUAKE was followed by ONSLAUGHT. *That*
was the turning point. Breakthrough technology and breakthrough gaming
caused a mass exodus from reality. ONSLAUGHT rippled through the
population like a bad drug, and after four years, it had caused so many
problems that governments around the world stepped in, banned it, and
eventually succeeded in wiping out all traces of it. That single act--
governments cooperating at an unprecedented level to purge ONSLAUGHT--set
up the World Order we know today."
"And Cleimos?"
"I guess the folks down there dug around in history a bit and came
up with this DOOM angle, the thing that started it all. They hired the
best minds in holographic technology, built the complex, and WHAM!"
"How come I never heard of Cleimos?"
Connors looked down at his desk and pressed a button. "Well," he
said, "you've been out of touch for a while."
Kelton leaned forward and looked at him. "What're you talkin' about?
I've been back on Earth long enough. I would've heard about this place."
"Forget it," Connors said. An aide appeared at the door. "Get
Kelton whatever he needs," Connors said. "He's going on a trip."
"Wait a minute," Kelton said. "You haven't told me what's *wrong*
down there yet. I ain't no goddam mechanic. I don't know nothin' about
holograms! Can't those weanies fix their own shit?"
Connors put both hands on the desk and leaned toward Kelton. "What's
wrong, Kelton, is that whatever safety devices these people installed--you
know, stuff to keep the visitors from getting hurt--have apparently broken
down. They don't work worth shit any more. Three days ago we picked up
some transmissions from a bunch of guys screaming that the holograms had
become self-sustaining, and were blowing away the paying customers, not to
mention the staff. I sent in a team to give me some first-hand
intelligence, and nobody showed at the pickup point. I have to assume
they're dead."
"So I'm it, huh?"
Connors waved Kelton toward the door. "You're it. Go in, shut the
place down. If these things are running around under their own power, I
don't want 'em wandering off. If I don't hear from you in 24 hours, I'm
just gonna nuke the whole setup."
Kelton paused in the doorway. "Wait a minute. Why don't you just
save me a trip and nuke it now?"
Connors cocked his head and stared at him. "You think about that
for a while and I'm sure you'll come up with the answer..."
###
Kelton found the helicopter pads first.
There was no one around--at least no one still alive. There were two
pads, and it looked like a Victor-7 had been trying to lift off one of them
when it was hit by something big--really big. Scorched bodies littered the
pad in all directions, and he could still feel the heat coming off the
twisted remains of the chopper.
He followed the walkway toward the main set of buildings. Still no
signs of life. He edged into a low, flat building with a shredded WELCOME
banner still strung across its entrance. Something had blown a hole
through the far side of what looked like a reception area, and through it
he could see white transports sitting on their tracks, waiting to carry
visitors into tunnels that led to the island's interior.
Something growled, and Kelton turned toward the sound, pulling his
pistol from its sheath. The sound had come from a hall to his left, and he
slid along the wall in that direction. He peered into the first room he
came to, and caught sight of something bi