home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DeathMatch for Doom 1 & 2
/
DeathMatch.bin
/
other
/
info_94.txt
< prev
next >
Wrap
Text File
|
1995-05-20
|
15KB
|
302 lines
All material in this document except where noted is copyright 1994 by
Michael Kelsey. Any references to the virtual reality game called Doom are
to be understood the property of id Software, Inc., including the title,
logo, and other properties of the program. I by no means claim any rights
to the data included with this text file; merely the content of this text
file and the integrity, purity and unity of the included binary file (if at
all permitted by law).
Anyone, business, or corporation wishing to use any portion, or more
precisely, a level or group of levels from my episode; please do not do so
without permission. Any ideas used in the levels are not copyrighted
and therefore may be interpreted as public domain.
----------------
Return to Phobos
----------------
...with trepidation you lift the rocket launcher into the air
and watch with amazement after yanking firmly on the trigger. A rocket
sails through the air, plummets into the heart of the violent baron;
exploding upon contact and leaving nothing but a gorey pile of residue.
As the walls of the five pointed complex fall to the floor, the
outside world once again reveals itself to your eyes. Shortly thereafter
a bright flash of light fades the promising victory into a terrifying
nightmare.
That's all it was...a nightmare. You rub your eyes, get up and
administer an aspirin. Peering in the darkened light you find everything
to be in its place; a reassuring sight after a stressful sleep.
Immediately you climb back into bed, but, within moments you
fall into slumber, returning hopelessly into yet another world of
violence...you find that you have returned to Phobos.
Things seem strangely different in this dream. Initially you
expect a rerun, but this isn't so. One thing is for certain: this
dream is running much slower than the first! Also, you begin to notice
some awkward changes. For instance, ceilings and floors bearing unique
textures no longer a butt-up against each other. Apparently somehow,
whether magic or not, all ceilings and floors bearing different textures
are positioned at different vertical positions...much more believable.
Also, you can't seem to locate a single skull switch. Lastly, you can't
find much for demonic and satanic symbolism...looks like this won't be
quite such a nightmare after all.
--------------------------------------------------------------------------
==========================================================================
--------------------------------------------------------------------------
Return to Phobos
I. Get me going!
II. Troubleshooting
III. Boring stuff
IV. Author information (aka more boring stuff)
I. Get me going!
Alright, I'm guessing that if you are reading this text file then
you have already figured out how to extract the files from the archive.
If not, the archive is a SFX (self-extracting archive) and will extract
the files upon exeuction of the archive (duh). First and foremost,
this PWAD (patchwad) replaces episode one of the registered version (and
quite possibly commerical version) of D**m.
So, you have the registered or possibly the commerical version
of the realistic virtual reality game known to man as D**m. So as to avoid
any possible legal conflict I am referring to the game as D**m. Also
remember this when typing the command lines (don't type "d**m ....").
This episode will function properly with v1.2 and v1.3 BETA of
D**m; I cannot say whether the episode will function with newer versions of
the game engine or even with the engine of D**m II. You should
be able to determine which version you have (whether D**m or D**m II) by
the title of the _______.WAD file in you D**m directory. If you see the
file "d**m.wad" chances are you have D**m. If you see "d**mr.wad" then
you are bound to have D**m II: H*ll *n Earth. This is all hypothetical and
I really have no concrete evidence except for the behavioural patterns of
the 1.3 game engine. (Whew!)
To get going immediately in a one person game....
d**m -file return.wad
and select episode one or become scenery and watch the demos.
For a multiplayer game (two player serial also)...
s*rsetup -file dstink.wad return.wad <other parameters>
where * should be replaced with e. Or, replace the whole
word "s*rsetup" with any newer s*rsetup replacement.
I'm guessing that if you are competent in setting up a multiplayer
game, then you are also competent in setting the needed parameters. Be
sure to include "dstink.wad" if you are using v1.3 BETA of the D**m exe-
cutable. If you fail to do so, you shouldn't be surprised to encounter
a bug requesting the presence of this file. I guess a person can always
include this if an error is encountered. Now play!
II. Troubleshooting
Okay, when aren't there problems with new levels...yes, that's right
but I don't think Satan would appreciate snow. I can't really give much
advice, except, there are some bugs in these levels. Try and try again;
hopefully something will work out.
Clipping Bug(s)
===============
"It's not my fault," a common response when the nodes builder fails
to correctly compile the level. These things happen...just try to avoid
the spot if it bothers you. Just by chance, there may be a wall texture
that I have foolishly forgotten...all I can say is "bad design on my part."
E1M6 of my PWAD may cause clipping around the immediate vicinity of
the twin elevators...I have double and triple checked this area. Also,
some perspectives of large open (highly detailed) regions may cause some
random effects of clipping. Once again, this is poor design on my part --
in other words, I should have discovered the bug previously, but, being
the person that designed the level, I take only certain routes through
the level.
I'm trapped in a wall! Bug(s)
=============================
E1M2 had this type of bug. If you save your game while sitting
atop a thin ledge, you may find the upon loading the game, your man falls
to the level of the lower floor. This is not something that I accounted
for, so, try completing the level without saving...it's the only fix that
I know of. If all else fails, type IDSPISPOPD and move into a safe
position. Now, type IDSPISPOPD and disable "walk thru walls" mode.
It runs too slow! Bug(s)
========================
Doom creeps amazing slow when I approach certain wall textures?
The wall texture is black with randomly colored dots? It's possible that
I did a "no-no" and applied a wall texture to the primary sidedef and
a two-sided sidedef. Outside of lingo, it's another one of the walk-thru
walls (that doesn't look like a walk-thru but instead like a curtain)
except that the D**m kernel demands the these walls be designed in a specific
way.
My solution: write me, I'll see if I can't fix the bug. Or, shift
to low detail and shrink the screen until you can turn your character away
from the bad wall.
Heck, the game is playable, but still fairly slow? Well, what can
I say? E1M2, E1M4, E1M3, E1M6 and E1M9 all have demanding architecture...
I would redesign the level execept that the architecture has its roots in
my levels. To be honest, I have a machine fast enough that even the most
demanding of my levels only places two full dots (full screen) with the
"-devparm" option. My brother, my only BETA-TESTER, has an ISA DX/33
which assists me in designing and redesigning decent, yet, less-demanding
levels. He operates the machine at full screen w/ribbon bar on low-detail.
This gives him animation as smooth as my DX2/66 on high-detail. So, if it
gets too slow, either try upgrading, or,