To: ALL From: NUGENTEX@BRT.DEAKIN.EDU.AU Subj: Re: ***Serial Slowdown BUG FIXED***** Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.062422.1@brt.deakin.edu.au> Newsgroup: alt.games.doom Organization: Deakin University, Melbourne In article ,cjwein@watcgl.uwaterloo.ca (Chris J. Wein) writes> In article , John wrote: > Help me out here. How do you get Doom to connect at 14.4? If you edit > sersetup.exe to look for CONNECT 1440 then you will wait awhile since > you won't get that message. Of course, you can tell the modem to > be verbose and look for CARRIER 1440 but then your com port will > still be at 9600. Now I have the source for sersetup, and it is > trivial to change it to look for CONNECT 19200 but how do you > set the port to 19.2? PORT.C uses int 14h with regs.x.ax = 0xf3 > for 9600,n,8,1 but what do you use for 19.2? You obtain a FOSSIL driver, initialise it with regs.x.ax=0x400, then in your set port call, use regs.x.ax=0x03. FOSSIL drivers can be obtained on simtel-20 and mirrors. Look for BNU170 or X00 (I'm not sure what version of x00 is latest). Both are interrupt driven BIOS INT 14H replacements. Other than setting the baud rate and asserting CTS, the FOSSIL driver won't otherwise help. david Number: 905 of 1825 (Refer# NONE) To: ALL From: DN846@CLEVELAND.FREENET.EDU, Craig Seman Subj: Re: 16550 is *not necessary* for smooth play Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku1eq$a9f@usenet.INS.CWRU.Edu> Newsgroup: alt.games.doom Organization: Case Western Reserve University, Cleveland, Ohio (USA) How do you get the COM port to lock at 19.2? Are you changing the value in "reg.x.ax = 0xf3"? If so to what?? --Craig Date: 02-31-94 (19:29) Number: 908 of 1825 (Refer# NONE) To: ALL From: SPB@DARKWING.UOREGON.EDU Subj: Re: Additional DOOM Subgroups Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku29j$rhb@pith.uoregon.edu> Newsgroup: alt.games.doom Organization: University of Oregon Matthew Kosater (matt@meaddata.com) wrote: : I would like to propose the additional subgroups to alt.games.doom. : alt.games.doom.im.ticked.off : alt.games.doom.gripe (this posting would go here) : alt.games.doom.waa.waa.waa.waa : alt.games.doom.what.faq?.i`d.rather.post.a.question : alt.games.doom.serial.works.fine.for.me.nah.nah : :):):):):):):):):):) : Seriously though maybe there could be further definition of this group. : I guess I'm tire of 300+ posts per day. Time to use a kill file. : Maybe add an announce and a network one. I agree. It's getting tougher and more time consuming to read through 250 identical posts to get to the 50 that have something new or relevant to add the group. Kill files only help a little; I think people misspell words just to bypass my kill file sometimes. The best solution is for people to post they're followups to existing threads rather creating new ones. . .Ah but I can dream can't I? Spiffo Date: 02-31-94 (19:36) Number: 909 of 1825 (Refer# NONE) To: ALL From: BERT@OCF.BERKELEY.EDU Subj: Re: New DOOM ideas for 1. Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku2mv$etq@agate.berkeley.edu> Newsgroup: alt.games.doom Organization: U.C. Berkeley Open Computing Facility In article <2ktiemINN195@charnel.ecst.csuchico.edu>, Beej! wrote: >In article <2kteqj$1o8p@locutus.rchland.ibm.com>, >Michael Corrigan wrote: >>Now that I have modem Doom working, I find that it would be really >>nice if I could have some prerecorded sounds to communicate with my >>partner. Rather than having to type a message, it would be nice to >>hit a function key to send things like "behind you!" or "I just died", >>etc. > >Correct me if I'm wrong, but doesn't 1.2 have a really nice macro >facility to accomplish just this? (It is a bitch to type something >while imps are shoving fireballs down your gullet.) hmmm, I think the original post does bring up an interesting idea, however. The original post might have meant to suggest that it would be interesting to have SOUNDS to send to one another. If I understand it correctly, the macro facility of Doom 1.2 is for chat mode. (words, not sounds). If that would be possible, I think it would be a great idea for a Doom 1.3. It would be especially good if we could use a program to make our own macro sounds. I happen to disagree with the original poster on what to say. My macro would go something more along the lines of ... "EAT LEAD!" ;). Craig Wendland bert@ocf.berkeley.edu Date: 02-31-94 (19:36) Number: 910 of 1825 (Refer# NONE) To: ALL From: RDIPPOLD@QUALCOMM.COM Subj: Re: DOOM banned from Microsoft Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: QUALCOMM, Incorporated; San Diego, CA, USA MHammond@cmutual.com.au (Mark Hammond) writes: >an article talking about how MSoft Australia has banned DOOM from >the building. >Apparently, at 6:00pm each night, their Network would crawl to a stop. It >seems they where often playing their mates in the states! The real reason, as insiders know, is that Microsoft will be including DOOM as an integral part of future releases of Windows. They thought of it before ID did, they just didn't tell anyone. And they expect that their version will be cheaper, faster, more compatible, and will support OLE 2.0. Buddy System: Someone who drowns with you. Date: 02-31-94 (19:22) Number: 911 of 1825 (Refer# NONE) To: ALL From: FINITE@ARIEL.UCS.UNIMELB.EDU.AU, Richard Wheatley Subj: Re: ID, is 1.2 slow because we don't have 16550s?? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku1ru$9lg@ariel.ucs.unimelb.EDU.AU> Newsgroup: alt.games.doom,comp.sys.ibm.pc.games.action Organization: HamsterCorp INC jor@sdp1.cea.berkeley.edu (Jason O'Rourke) writes: >I doubt that the buffer is used; modem software usually must activate it >before it can be utilized. However, if you will be moving on to any of the >multitasking OSs, you will need this chip. If your io card doesn't have >everything-on-a-chip, you can stick the 16650 in for ~10-12 dollars. Other- >wise, it's about 30 for a 2spg card. >Jason doom does use the 16550 .. check out the serial source that can be found at ftp.uwp.edu. +-------------------------------------------------------------------------+ / If I melt dry ice, can I have a bath without getting wet ? / / -=My hamster has no nose=- / finite@ariel.ucs.unimelb.edu.au / +-------------------------------------------------------------------------+ Date: 02-31-94 (19:40) Number: 915 of 1825 (Refer# NONE) To: ALL From: JERRYS@LSID.HP.COM Subj: Re: Net Doom on TCP/IP - help Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Hewlett-Packard Konstantin Shakhnovich (konst@cicero.spc.uchicago.edu) wrote: : I am trying to get Doom 1.2 running on the TCP/IP network at my school. I : got the packet driver (3c509) and the PDIPX.COM, both seem to work (I know : the packet driver works, because NCSA Telnet works fine, and IPWatch also : seems to be working normally). : But when I try to run a network game (2 players) it gets to the prompt : "Searching for node......." but refuses to find the other machine. I have : heard talk of routers eating up IPX packets. Is this what is happening to : me? Is there any way around it? Any help would be much appreciated. : - Kostya. I had the same problem with PDIPX.COM. Try using IPXPD.COM instead. You can get it via FTP from ftp.uga.edu in the /pub/novell directory. Best of luck ... Date: 02-31-94 (20:00) Number: 917 of 1825 (Refer# NONE) To: ALL From: BERT@OCF.BERKELEY.EDU Subj: modem doom player in (510) area code Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku42g$fji@agate.berkeley.edu> Newsgroup: alt.games.doom Organization: U.C. Berkeley Open Computing Facility Does anyone in the 510 area code want to hook up for some MODOOM on the weekends? Oh, who am I kidding.... anytime? give me a mail at bert@ocf.berkeley.edu Craig Wendland bert@ocf.berkeley.edu Date: 02-31-94 (19:54) Number: 918 of 1825 (Refer# NONE) To: ALL From: EUGEN_WOIWOD@MINDLINK.BC.CA, Eugen Woiwod Subj: Re: 386 DX 40 too slow for Doom? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <39671@mindlink.bc.ca> Newsgroup: alt.games.doom Organization: MIND LINK! - British Columbia, Canada > David Hollis writes: > > Msg-ID: <2ktbnh$l40@clarknet.clark.net> > Posted: 28 Feb 1994 18:04:33 GMT > > Org. : Clark Internet Services, Inc., Ellicott City, MD USA > > I'm running Doom 1.2 off a 386DX40 (128k cache) and a Trident 1mb 8900CL > video, system has 8mb of memory, and it works just fine for me. I don't > see how it could be so much slower on other 40's... Maybe I just haven't > played enough Nintendo/Sega games to notice the difference.... > > +---------------------------------------------+ > | dhollis@clarknet | > +---------------------------------------------+ > Doom does very good on my 386dx40 using a ATI VGA WONDER XL24 with 1 meg ram. Ttul Date: 02-31-94 (20:14) Number: 921 of 1825 (Refer# NONE) To: ALL From: EZ033219@BAMBAM.UCDAVIS.EDU, James Antoniou Subj: Re: Trident 8900 Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: University of California, Davis drquantum@delphi.com wrote: : I've a 486dx2-66 VLB w/ an ISA T8900 in a VLB slot (Didn't get a VLB : videocard with a motherboard upgrade... Grrrr...). : Doom runs quite nicely on it. Low res is very smooth; high, not so much, : but still good. : However, on a friend's 486dx-33 w/ a VLB Diamond SpeedStar Pro (I believe) : the game was noticeably faster. : In fact, on a 486sx-25 IBM PS/1 (barf) the screen-drip dissolve effect : (between levels & intermission screens) was also quicker. Maybe the video : is more effiient? I have a similiar set-up (486DX2-66 EISA/VLB) and had an EISA S3-based video card. I played NetDoom against someone with an almost identical computer except he had a VLB Cirrus Logic VGA card - the difference in video speed was astonishing. I discovered that one of the major rea- sons for the difference in video speed was that I discovered, after running Norton SI, that my computer was running at only about two-thirds of its potential speed. After fiddling with the BIOS a bit, I fixed that. Still, the video speed of the VLB card was much better than my EISA card. I took the plunge and got a Cirrus Logic VLB card and am very pleased with the difference in video speed - the dissolve effect as you have mentioned is much better and the game just feels different due to a much faster frame rate (actually, I'm sure the frame rate is constant, but the new card displays it a hell of a lot faster). Also, my DOS video is a heck of a lot faster in general. So, yes, it appears that VLB is most efficient for video. \\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\ // James Antoniou "Parsing Shakespeare one 'anon' at a time" // \\ Undergraduate, Dept of English - University of California, Davis \\ //\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\// Date: 03-01-94 (11:52) Number: 927 of 1825 (Refer# NONE) To: RAYMUND EDWARD MEARS From: NEIL BONNER Subj: Re: Why aren't the secret Read: NO Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) >>>Bottom line is, if I've done the work of discovering how to get to the >>>secret level, there should be more reward for it - such as loads of ammo, >>>health, superchargers, etc. along with all the bad guys. Instead, since >>>I've usually built up a pretty powerful player by the time I reach the se >>>level entrance on Episode 2, I usually just ignore the secret level, know >>>that if I go there, I'll leave half-dead and without anything to show for >>>I'd LIKE to be able to have the satisfaction of knowing I finished every >>>level, but if someone gave you the choice, "Would you prefer to go on to >>>level 5 with your 135 health and 109 armor, or 37 health and 14 armor?" >>>what would you choose? >E2's secret level is annoying in one player mode, but it's the perfect aren >death match. I'm sure that's why the level was created. Ray, E2/L9 is beatable without cheating. The idea is to get the Baron's and the Cacodemons to fight each other. When their finished you should be able to finish the job with no problem. Once you "figure" out the trick to this level, it's not so hard as it first seems. Neil --- þ OLX 2.1 TD þ The subliminal message for today is . Date: 02-31-94 (21:08) Number: 928 of 1825 (Refer# NONE) To: ALL From: JEFFM@PC_JEFFM.CISCO.COM Subj: To Russell Gilbert Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku836$p7p@cronkite.cisco.com> Newsgroup: alt.games.doom Organization: Cisco Systems, Inc. Good idea to upgrade the modem. I have not personally tested the Zoom modem, but I HAVE tested the USR Sportster. My company bought two on trial and let me test them on my test bed. The most disgusting thing I have to say about them is that I could not get them to fail! And *THAT* is RARE! Not only did they do all the things they were supposed to do, but they did those things reliably. The transfer speeds were way up there too. I did not test connections over impaired lines, I just tested the ability to transfer large amounts of data error free in all connect modes as fast as the modems would take it, and I timed the transfers. I also ran hundreds of connections of all types just to get a feel for the rate of failure to connect. Those were good modems, and if I were to buy a fast modem today, that is what I would buy. I would love to test a pair of Zoom modems. I will repeat what I said here before, most modems out there are no good. But I can recommend the USR Sportster. Jeff Date: 03-01-94 (12:13) Number: 929 of 1825 (Refer# NONE) To: ALL From: PATRICK STEELE Subj: Re: ** Challenge to RGDME Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) >In article , kris_nosack@byu.edu (Kris >Nosack) writes... >In article <1994Feb21.204055.11788@yuma> ferrellw@lamar.ColoState.EDU >(William Ferrell) writes: >> >>>In article >schurich@schenectady.ecn.purdue.edu (Scott R Schuricht) writes: >>About the original posts, >> >>1. Id requested that modifications ONLY work with the REGISTERED version. >> >>2. To the person who said "don't but it untill it works" about the upcoming >> DOOM editor, well ID also asked that all hacks be distributed FREELY. >> >>Maybe some of you need to go back and read the original messages from ID! >> >>>[*snip* "Yow! Hey buddy!"] [cool sig, talking about things that suck] >actually, I pulled the latest RGDMED (9a) from wuarchive, and I'm >impressed so far. A demo level was even a part of the package >(a fairly impressive re-making of E1M1) but when I try to alter >things (height of floor, ceiling, etc) it WON'T save. What gives? >Do you only get to do this on the registered version as well? >seeing as how nobody else seems to be making an editor that does >THIS much.... Check out a copy of my DOOM editor, MDE (filename: MDE90B.ZIP). It's DOS based, and is available on the Dust Devil BBS in Las Vegas, Nevada (702) 796-7134 and Software Creations, id Softwares home BBS (508) 368-7036 (sorry, don't have ftp access anywhere). Here's some of the features: * DOS Based! Works on all 3 Episodes of DOOM * Free! * change/move objects * change floor/ceiling heights * change floor/ceiling texutres (w/preview of texture in * DOOM's 256 colors) * change wall textures * set light levels (0-255) and light effects (blink, pulsate, etc...) * set "special" areas (acid damage) * set up your own triggers (teleports, crushing ceilings, moving * platforms, etc..) Currently, these changes are made to the DOOM.WAD file, but PWAD support is in the works (and wall texture preview). þ OLX 2.1 TD þ patrick.steele@swcbbs.com - DOS Doom Editor Author! Date: 02-31-94 (20:18) Number: 931 of 1825 (Refer# NONE) To: ALL From: SLOVELAD@HERMES.GAC.EDU Subj: Randoom lock-up Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku54qINNjhu@news.gac.edu> Newsgroup: alt.games.doom Organization: Gustavus Adolphus College Hi folks. I recently got Randoom 1.55 and tried to use it, but it locks up ALL the time, usually when I'm switching boards. I've tried a clean boot but to no avail. My system is a Gateway 2000 4DX-33V. Any suggestions? By the way, where is that new system file that is supposed to clear up the bugs for modem Doom? Date: 02-31-94 (21:33) Number: 932 of 1825 (Refer# NONE) To: ALL From: GILBERT@ESD.DL.NEC.COM Subj: Re: 16550 is *not necessary* for smooth play Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NEC America, Engineering & Support Michael Corrigan (mikec@fred.rchland.ibm.com) wrote: > The head and tail values are longs, ie. 32-bit integers. They won't overflow > (become negative) until they reach counts of 2,147,483,648. At 9600 bps > (about 960 bytes/sec) this would take a minimum of about 26 days. > I can't argue with all of the people for whom this modification has worked, > but its hard to see what the modification actually did to improve things. I found the answer today -- see my post with the subject line: "Re: Why does the serial slowdown fix work????" Basically, it's because the 'mod' function is *MUCH* slower after the value you're mod'ing becomes larger than 65535. The head and tail values will reach 65535 in about 2.36 minutes, which is what most people were saying. I believe though, that it only slows things down on certain systems -- I never had the problem. When Dave Thomson changed the code, he made it so that head and tail would never get much larger than 2048, which inadvertantly fixed the slowdown. > By the way, this modification also has its own bug. The variables inque.head > and outque.head are updated by the uart interrupt service routine. In the > original code, they were never modified by anything but the interrupt > service routine. This fix now has them modified both within the interrupt > service routine and in the Doom network service routine. Most likely the > Doom network service routine runs with hardware interrupts enabled > (I'm guessing here, since we can't see the Doom code, but it is most likely > true). If so, it is possible to take a uart interrupt in the middle of > updating inque.head or outque.head. If this happens, data will be lost. Agreed. We should probably put a call to disable() and enable() around the added lines in sersetup.c that modify head and tail. >> But I still have a problem using a modem with an 8250 (=16450) UART >> connected to a modem w/ a 16550 UART. When running across a long room, >> it's smooth for a second, then there's a delay of about 1/4 second, then >> it repeats... With two 16550s on the same machines it works great -- no >> delays -- even if I use the original sersetup.exe. > I had exactly the same problem you have. There were two setups that my > friends and I tried. One was a Gateway 486DX266 w/16550 <==> Gateway > 486DX33 w/16450 and the other was Gateway 486DX33 w/16450 <==> Gateway > 486DX33 w/16450. In both cases the results were exactly as you described, > smooth for a second, then delay and repeat. Starting with the source for > sersetup we made two modifications and now the play is essentially > indistinguishable from solo play. > > 1. We modified sersetup to allow a 14,400 connection. This consisted of > accepting a connection at 14,400 and initializing the com port to 19,200 > bps. (At the same time we removed the requirement to disable hardware > flow control, although we are not implementing hardware flow control) > > This improved play considerably, the delays were just as frequent, but > not as long. At this point we thought it was margionally playable. > > 2. If you look in DOOMNET.H (part of the sersetup source), the data > structure used to pass information back and forth between DOOM and > SERSETUP contains a flag variable called "extratics". It is: > > short extratics; /* 1 = send a backup tic in every packet */ > > This is set to 0 (off) in sersetup. Just for grins we set this to 1. > What a difference! Now the game plays just like solo mode. I have no > idea what this extratics thingie is really doing, but it sure works. We > also tried setting the ticdup variable to 2 (normally 1) but this > appeared to cause problems, ie. we couldn't play. > -- > Mike Corrigan > corrigan@vnet.ibm.com THANK YOU FOR THE FIX!!! Now I don't have to go buy a new modem. I had just about given up on the Gateway Telepath I -- you saved it from the scrap heap. I modified the code to set extratics to 1 like you said, and voila!, it worked beautifully. Didn't even bother with trying to run at 14.4, wasn't necessary. Thanks again, Russell (gilbert@esd.dl.nec.com) Date: 02-31-94 (21:16) Number: 933 of 1825 (Refer# NONE) To: ALL From: PBALISTE@VT.EDU Subj: Re: Modem Players in Jackson, MS (601) ? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2ku8hk$gv8@solaris.cc.vt.edu> Newsgroup: alt.games.doom Organization: Mad Dog Enterprises Dorwin Shields (parprods@essex.ecn.uoknor.edu) wrote: : simmons@EE.MsState.Edu (David Simmons) writes: :>In article <2kj4s4$bgo@server.st.usm.edu>, Peter C. Siglerwrote: : Gee, Well, I'm from Mississippi too---Vicksburg---make the count 4--plus : the people at Waterways Exp. Station who all use the internet.... : Dorwin Well I'm going to be in Jackson for a couple of months. No DOOM machine though. Do any of you know any net access services in Jackson? Thanks, Philip Linux: The choice of a GNU generation! Date: 02-31-94 (22:04) Number: 934 of 1825 (Refer# NONE) To: ALL From: DBURNS@SAS.UPENN.EDU Subj: -Drone option? How does i Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kubb9$slv@netnews.upenn.edu> Newsgroup: alt.games.doom Organization: University of Pennsylvania Is it possible that -drone will create a "drone" of another player when playing alone (i.e. non-network)? Date: 02-31-94 (21:42) Number: 935 of 1825 (Refer# NONE) To: ALL From: GILBERT@ESD.DL.NEC.COM Subj: Re: Doom: Gateway Telepath I successes? (YES!) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NEC America, Engineering & Support Russell Gilbert (gilbert@esd.dl.nec.com) wrote: > I'm trying to find anyone who's been able to run doom with two modems > (not null modems), where at least one of them was a Gateway Telepath I. > Notice I said Telepath I which I believe is a ZOOM modem (?), not the II > which is a USR Sportster. One way you can tell which one you have is by > the init string you use. The T-I uses something like: > AT S46=0 S37=9 %C0... and the T-II uses something like: AT &N6 &K0 &M0... > > I'm talking about modem play that's "as smooth as silk" -- no hesitations > every other second, no delays, nothin'. Just perfect play like I get when > I use two T-II's. > > The other big difference is the UARTs -- the T-I has the 16450, the T-II > has the 16550. I think I've about proven that UARTs have nothing to do > with it, but I'd like to find someone to prove me wrong (so I can play on > my T-I :-). > > Anyone...anyone??? > > Russell (gilbert@esd.dl.nec.com) Thanks to Mike Corrigan (corrigan@vnet.ibm.com) for the fix! Here it is: >> I had exactly the same problem you have. There were two setups that my >> friends and I tried. One was a Gateway 486DX266 w/16550 <==> Gateway >> 486DX33 w/16450 and the other was Gateway 486DX33 w/16450 <==> Gateway >> 486DX33 w/16450. In both cases the results were exactly as you described, >> smooth for a second, then delay and repeat. >> >> Starting with the source for sersetup we made two modifications and now the >> play is essentially indistinguishable from solo play. >> >> 1. We modified sersetup to allow a 14,400 connection. This consisted of >> accepting a connection at 14,400 and initializing the com port to 19,200 >> bps. (At the same time we removed the requirement to disable hardware >> flow control, although we are not implementing hardware flow control) >> >> This improved play considerably, the delays were just as frequent, but not >> as long. At this point we thought it was margionally playable. >> >> 2. If you look in DOOMNET.H (part of the sersetup source), the data >> structure used to pass information back and forth between DOOM and >> SERSETUP contains a flag variable called "extratics". It is: >> >> short extratics; /* 1 = send a backup tic in every packet */ >> >> This is set to 0 (off) in sersetup. Just for grins we set this to 1. >> What a difference! Now the game plays just like solo mode. I have no >> idea what this extratics thingie is really doing, but it sure works. We >> also tried setting the ticdup variable to 2 (normally 1) but this >> appeared to cause problems, ie. we couldn't play. >> >> Mike Corrigan >> corrigan@vnet.ibm.com By just setting extratics to 1 it made it run perfectly -- didn't even need to try the 14.4 connection. Thanks, Russell (gilbert@esd.dl.nec.com) Date: 02-31-94 (21:50) Number: 936 of 1825 (Refer# NONE) To: ALL From: DKWAN@ZEUS.UWATERLOO.CA Subj: Re: 1.2 -- no more cheat keys? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: University of Waterloo In article <1994Feb28.041728.2222@mnemosyne.cs.du.edu> khiggins@nyx.cs.du.edu (Ken Higginson) writes: } In article <2k6mdc$avl@usenet.ins.cwru.edu>, } Hank Leukart wrote: } > } >In a previous article, msa0136@msbg.ge.med.com (Steve Clemetson) says: } > } >It would appear that the cheat keys have been removed or changed in version } >1.2 of Doom. Does anyone know what the new ones are? Nightmare level is a } >tad hairy without an IDKFA to start up. } > } > } > The cheat keys work fine in all modes *except* Nightmare mode. } >id seems to have got rid of them. Happy DOOMing! *evil grin* } } Nightmare mode is impossible without some kind of cheat... And none of } my editors seem to work with v1.2 } } I just want to kill stuff, man... I can't even get past the door... } } } -- } ___ _ _ ___ _ ___ _ _ Every day sends future to past } | \| >|_ /\ |\/| | |_||_ /\ | |_| > Every breath leaves me one } _|_/| \|_/ \| | | | ||_/ \| |_| \ less to my last... Hummm.. Interesting... I remember I had used some cheat key in Nightmare level before, but I am pretty sure is not the first level. It was at either 2nd or 3rd level.... Or maybe I'm wrong.... ?! Derek Kwan +=========================================+ | dkwan@zeus.UWaterloo.ca (NeXT mail OK!) | | dkwan@SYSTEMS.watstar.UWaterloo.ca | | dkwan@caisu.ists.ca | +=========================================+ Date: 02-31-94 (21:13) Number: 937 of 1825 (Refer# NONE) To: ALL From: JEK@ACSU.BUFFALO.EDU Subj: Where is Ran Doom for v1. Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: UB Which version of RanDoom must you use for Doom version 1.2?? Also where can I ftp it.. I thought The latest version was 1.5, but all I see is 1.2 on ftp.uwp.edu. I really appreciate the help.. Thanks! -john -- **** :::John O'Keefe JEK@ACSU.BUFFALO.EDU::: **** * * :State University of New York at Buffalo: * * * * :::::Department of Civil Engineering::::: * * ****____________________________________________________**** Date: 02-31-94 (22:17) Number: 939 of 1825 (Refer# NONE) To: ALL From: ANON0B24@NYX10.CS.DU.EDU Subj: YOU'VE BEEN PLAYING DOOM TOO LONG WHEN... (suggestions?) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.031717.8765@mnemosyne.cs.du.edu> Newsgroup: alt.games.doom Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept. I personally found this to be one of the most revelant sections of the FAQ to me, since by hook or crook I figured out the rest (tho I wish I had the FAQ, so much easier. Good work Hank.) In either case, I'd like to see some more cool ideas for the conclusion of the thought.. "YOU'VE BEEN PLAYING DOOM TOO LONG..." (when...) I'm thinking of as many as I can and going around asking others, even those who don't know the game, just to hear any good ideas. I installed Doom all over my work so I can show it around. ;) Please email me ideas, and I'll post them, and give a copy to Hank so he can (hopefully) include submissions in the FAQ. Thanks, Doom Guard (I had this handle a YEAR before the game, goddamnit! and heck, I like the coincidence!) anon0b24@nyx.cs.du.edu doomguard@monolith.linet.org "DoomGuard" on IRC (#doom) Date: 02-31-94 (23:06) Number: 941 of 1825 (Refer# NONE) To: ALL From: TMAXWELL@UCLINK.BERKELEY.EDU, Thomas Andrew Maxwell Subj: Modem opponents wanted (510 area) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuf0q$jn9@agate.berkeley.edu> Newsgroup: alt.games.doom Organization: University of California, Berkeley Leave me email at tmaxwell@uclink.berkeley.edu if you'd like to play. I just tried it last weekend. I used a DOS terminal program to get connected according to various people's instructions, and I played for a couple of hours with a buddy of mine in Anchorage, AK. Pretty dang cool. But a bit expensive. Later! Tom Maxwell Date: 02-31-94 (23:09) Number: 942 of 1825 (Refer# NONE) To: ALL From: AHIGHTOW@COMP..UARK.EDU Subj: Re: 16550 UART chips...how much are they??? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuf63$1gp@wizard.uark.edu> Newsgroup: alt.games.doom Organization: University of Arkansas briant@cie.uoregon.edu (Brian Tottleben) writes: >make SURE you have a 8250. find the chip and look at the numbers. there are >chips out there that look like 8250's or 16540's to software but they are >not. for instance my supra has a special supra smart UART that they claim >is better then a 16550 but my software sees it as a 8250 or 16540. >it is also rumored that winbond UARTS are also better then 8250's maybe not >16550's. >it is also possible that extreme speed differences in computers can cause >a problem. Yea, Intel has two types of UARTS that are packaged as a 40-pin dip but are just drop in replacements. The 82050 is a low power consumtion model that is 8250 and 16450 compatible. Intel also has a 82510 that is not 16550, but has a 4-byte FIFO..... It also can go up to 576K-baud and has dynamic crystal support. I have a FastCOMM board that has 4 of these and 2K/2K I/O buffers for each chip. Nice for direct point-to-point SLIP and that Linux DOOM version that will be out shortly....... be careful what you buy...... Alan. Date: 02-31-94 (23:39) Number: 943 of 1825 (Refer# NONE) To: ALL From: SETZERKL@VVCS Subj: Modem Inits v1.2 (sorry it's late) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.043953.28217@news.vanderbilt.edu> Newsgroup: alt.games.doom Organization: Vanderbilt University A modest list of modem initializations follows. Also included are some helpful hints, and a couple of uuencoded programs to assist in the quest for ModemDOOM! My only additions to the fray are: [Using 486dx2/50 Dos 6.2 SbPro Ati Graphics Ultro Pro (1meg) 8 megs Ram USR Sportster 14.4 Fax/Modem Internal 16550 UART] I tried briefly (for about 10 minutes), and had no success in getting Doom to talk to my modem. Eventually, with a little T&E, I found 2 things that seem to make the difference. 1) Remove the 'Z' from the init, it resets your modem to the saved settings, and ignores the rest of the line. 2) At the DOS prompt type: 'echo at > comX' BEFORE starting setup. After doing this, setup would dial my modem, and connect at 9600, haven't tried connecting to another DOOMer yet, though. I'm looking for some ModemDOOMers in Nashville (615), e-mail me Last, I will honor polite requests to e-mail this thing...we deliver anywhere in the world :-) later, Kelly _______________________________________________________________ Unknown: AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0 AT &Q6 &K S37=11 S46=136 S48=128 N %C0 \N0 AT&Q6S37=9N0%C&K0 AT &F S37=9 \N0 %C0 \Q6 &K0 &R1 ________________________________________________________________ 14.4 external bocamodem, AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2 ________________________________________________________________ USR Sportster 14.4k: AT S0=1 S7=60 E1 Q0 V1 &C1 &D2 &K0 &N6 &A3 &M0 &H0 AT &F&A0&K0&M0 (37 min left), (H)elp, More? ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3 AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3 AT &K0 &M0 &H0 &N6 &B0 &I0 &R1 AT&F&H0&M0&K0&N6 AT &N6 &K0 &M0 &B1 &H0 &I0 AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0 ________________________________________________________________ USR Courier 16.8: AT &a0&m0&k0&n6b0s0=0X7 ________________________________________________________________ Zoom: AT&Q6S37=9N0%C&K0 AT&Q6S37=9N0&K0%C0 AT %C0 &Q0 &K0 S37=9 N0 AT%C0&K0&Q6&D2\N0 ________________________________________________________________ Practical Peripherals: atS0=1 ________________________________________________________________ SupraFaxModem 14.4: AT Z S37=9 &Q0 &D2 N \N1 &K AT \N0 &D2 &K0 S48 = 8 AT%C0&K0&Q6&D2\N0 %C0 disables compression (v.42bis) &K0 disables flow controll &Q6 sets normal async mode &D2 enables DTR, so doom can drop carrier \N0 disables error correction (v.42) ________________________________________________________________ SupraFaxModem: AT &F0 -- Set up factory default 0. AT N S37=9 -- Connect ONLY at 9600bps. If I'm going to be answering the call, then add: AT S0=1 -- Answer the phone after one ring. ________________________________________________________________ Viva 14.4 Fax/Modem: AT S11=50 S37=9 S95=52 L0 N0 S46=0 &Q0 &D2 \N1 ________________________________________________________________ Digicom connection 96+Softmodem: AT Z \N0 &D2 &K0 S48=0 ATZ*E0*N3*S0*M0*F0&D2 AT \N1 &d2 %c0 s37=9 &K0 ________________________________________________________________ MACRONIX 14.4: AT S36=3 S37=9 &K0 %C0 \G0 ________________________________________________________________ Intel 400/i Fax/Modem AT Z\N0 %C0 "H0 S31=9 &Q0 &D ________________________________________________________________ AT&T Dataport: AT&FX7S62=0\Q2\N0&W AT&T Dataport 2001: AT&F%VFX7S62=0%VG9\Q2\N0&W ________________________________________________________________ Wang 14/14 modem: ats46=0s37=9n0&k0%c0%m0&q0&d2\n1 ________________________________________________________________ Zyxel (E+): AT &N3 &K0 ________________________________________________________________ Helpful hints: 1) You need 16550 uarts 2) Don't use setup, use sersetup (sersetup -com3 -skill5 -episode3 -dial *70,5551212 -deathmatch ) (or whatever) 3) Doom does not properly hangup the modem- I have to run commo and reset the modem after a game, or I can't start a new one. ________________________________________________________________ As someone has already mentioned, DOOM apparently does not support hardware control. Since this is the default configuration for USR modems, you need to either: 1 - load the software flow control template 2 - just type the following in "terminal" mode "AT&H2&I2&R1" If you go back to DOS and try the DOOM setup program again, it will at least initialize the modem and dial the given phone number. Personally, I haven't been able to get further than this because my friend is having trouble with his modem (i.e. his modem won't even pick up the phone). As to what you need in the modem.cfg file, I can only guess. However, you should note that if you chose option #2 above, your initialization string can not begin with "AT Z" because the "Z" part of it will reinitialize the modem using the template currently saved in NVRAM. ________________________________________________________________ USRobotics Sportster 14400 Fax Settings: B0 E1 F1 L2 M1 Q0 V1 X3 BAUD=9600 PARITY=N WORDLEN=8 DIAL=HUNT OFF HOOK &A3 &B0 &G0 &H1 &I0 &K0 &M0 &N6 &P0 &R1 &S0 &T5 &Y1 We first go into our respective comm programs and set the SERIAL port rate to 9600. Then we type: AT &N6 &K0 &M0 &B0 We then connect, quit the comm program and run Doom under 'Already connected'. ________________________________________________________________ USR: AT &N6 &B0 &M0 &K0 &H0 &I0 &R1 &A0 S27=32 You may wish to reload the factory settings first if you have saved to the NVRAM other settings not mentioned above, in which case just include an "&F" statement immediately after the AT signal in the above example. The key command to all this is the "S27=32", we got no where until this was set properly. BTW, My machine was the 'host' which may make a difference as well. If you notice in the manual in regards to the s27 command the 32 is the value from 'Bit 5' with 'Bit 4' remaining at 0.... but the value you type is still 32. I had no luck with adding values together with this statement so don't even bother trying (ie. in order to disable v32 operations the value should be 4 but when added to the 32 value (36 total), everthing came back on! So the bit info values are different then the other values mentioned. Do not worry about the fact that the MNP may still be active (ie. s27=16 instead of 32) as the other & statements will take care of that baby 8)! (namely the &M and &A cmds.) ________________________________________________________________ Here's some batch files (Zipped and UUencoded) that work great for USRobotics Dual Standards and USR Sportsters. ----->Bob willmod@remus.rutgers.edu begin 600 doomusr.zip M4$L#!!0 @ ( %:<5!R[Z81C%P$ )MPXC=S2B5<;HZ0++P>N)1"(C([L1 M*_5%<,$2OCF .NWA!^W0:T/PC'90TR7>!L(\\$28PMB079ZB[AV4NRE=R9B( MEM5=3#.S]8NHBN+!Q00WSS_K9V[PKHT9V?])+*C;6AJ#RVSP%[(NHR[\)^9G M?&)_CR>T/*Y%(I+-!C7]IER:.,F\J&0F/R1ZMK&'&$%//4,UL81EKR'#5\S* MJI%\M!&)BY-\F)$6A[S$X^]!&C\3>RUD?MY7^7FW1UJ_',H2#TCEZZ$^%A(K MD?P 4$L#!!0 @ ( %:<5!R7[@"$* $ ,L! * 04Y35T52+D)!5&60 M06^"0!!&[R3\A^_$#0+6]I1--(JV0JOI#62038 QRQ+3?]\MM8UM#[O9 M>9EYF_FF=*P87):V-5\GMC64T78;(_!&@JA 8' MY2?EEV0F%ROXYJ>DYBH4IY:4%H 4*6SFY3I A*'1AOJ&L4>.W.3E @!02P,$ M% " @ 5IQ4'(K$ 0 8 @ .00 D !-3T1%32Y46%1E4\UJW# 0OAO\ M#I-;"ZFA/>94VE":0TCIM@\@6[,K$5D2^HGQDP4,O1ER7;;0Y^F,G#C>UEB6 M-#_??-_,;EW!^7-]=W<+[YL/\ YNG<0>OADQPJ"3@I^[[ZYU27=Q<<6ZJJL; M4.(!0:$($I(2"7IA1_#HO$$0 =FO[0%2<+DETP%3XOM:*#D87+BOJU(D*=3A M_U*7$!W<@,1.2Y0E1VD/V8. /0[0BM0IV&N#Q(I"\0'#"*V3(W3"B< MUPO)T>6P*)4Z8)<)T(J#W'!.-/JAD1@X.N#<4P\HZ55>?*./$#-E%%6*QT<=#=EN)!<.-"CPP1V"Z(EY) 9KX (Z#)>J@J!#DU3:/Q0 M.C(4M(B6J,=$XIWE0<-U%@9VB4!%D+& LWG'XBDN+..*!>FTDCYN;5N4(P'_@M_KAY_-[0CK.B[Q MQ5U<&Q1MJ>D6TQ4,VAAJ_L> ?8Y-R.F (38HV' S%@E1-.BR1$,C(#YWT6^E=TGVOOCKI_=",7IO[)=@H MMAEUN>%7+PE[8]AD@NX@EMJD8HAK"%=[]&+76_939XMW]J*5]&@? M8(LW((:T^W1;KH9QO]1BE>%/?J0E>EK1AHJ;!0RWF^$YC^ZZ'8^]PG)8^7\\ MCHQRW8&!ILZ#<8;BT'HM._F *.6SXC'$_C.LHSI,!C,&0_I@JZOD6#I]@RD) MC]S'^?T0T3A$ %$5?NUB,OA[UJ%]H\:-=%#BB]YVP\%NF8)>DJJ :8!@B0V*08Y:/6(E"TY<3)"NU M1L0@Y01S.4IX2!@CJ36 >P)8;KX#*^YC9,\)V#\^0>,*O[$;=C.S+8%&_1GR M!Z':04V5B%!+ 0(4 !0 @ ( %:<5!R7[@"$* $ ,L! * 4 M(!&'2SX! !!3E-715(N0D%44$L! A0 % " @ 5IQ4'*DP]8I" B@ M L !0 @7TZ-C@( $9)3$5?240N1$E:4$L! A0 % " @ 5IQ4 M'(K$ 0 8 @ .00 D !0 @I&4X^0( $U/1$5-+E185%!+!08 1 ! $ '\" X!0 end ________________________________________________________________ DOOM's SETUP.EXE and SERSETUP.EXE apparently don't correct some PC's com port speeds to 9600, as communications programs DOOM. These ports may be set to 2400 on boot-up, and when you play the game, you're only doing it at 2400bps. What happens is that you'll get the music going, be able to transmit messages, get the menu up, etc., but are unable to move, or are only able to move very very slowly. Generally, you can use DOS's MODE program to change the com port's speed. From the DOS line, type MODE COMx:9600 to do this. MODE, however, does not support com3 or com4. In that case, you can use a communications program to connect DOOM, or change the port speed with utility programs such as DMODE.EXE. What follows is a uuencoded copy of DMODE. Clip and use. You can avoid the work-around with the communications program, etc. Good luck, and have fun. begin 600 dmode.zip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end ________________________________________________________________ NOTE: This was NOT written by me, Hank Leukart. I am merely posting this for a user who's news server is not work. From: Stephen Sprunk ---------------------- Seeing as how no one else in the world is capable of figuring out how to play netDOOM over a modem, I will graciously tell you all how to do it. 1) Get your manual(s) out (learn japanese if necessary). 2) find the code(s) to turn off error correction. 3) find the code(s) to turn off data compression. 4) find the code(s) to call only at 9600. That was the part id told everyone.. Now here's the part they forgot: 5) find the code(s) to turn off all hardware and software flow control. 6) put this all in the init string for DOOM. NOTES: different modems use VERY different codes for each of the above (stupid manufacturers). Your friend's codes won't work unless you have the same brand and model of modem! The only setup I know is for the USR line of modems. (v32&v32bis only) AT Z &H &I &K &N6 &R1 &S &M Stephen Stephen Sprunk PGP 2.2 Public Key by finger/keyserver Printed on 100% recycled bits. -- **** ** *** *** ** **** : CALL OF THE | Hank Leukart * * * * * * * * * * * : SHADOWS | (ap641@cleveland.freenet.edu) **** **** *** * * * **** :Apogee//Cygnus| "Official" DOOM FAQ Writer * * * * * * ** * * : Mid-February | FAQ at ftp.uwp.edu and by E-mail ________________________________________________________________ Hello, We use US Robotics sportsters 14.4K PC Internal FAX/MODEMs. We finally got DOOM working on our US Robotics sportsters. I took quite a bit of work but the reward was very nice. Thanks to the program doomodem we were capable of playing by configuring the sersetup program to reflect our rather rare setup: IRQ2 and COM3. If, just like us, you've been reading all these US Robotics posts off the net and they've all failed for your system then here is one more thing to try out 8) . This has lead to a stable connection on our three computers without the need for a communications program. The main problem that we encountered was that it was impossible to set all the parameters on one line without the MODEM ignoring some of them unless they were the predetermined defaults of the MODEM. I suspect that this is why some strings have been working for some and not for others. This scheme attempts to circumvent the problem by sending the modem commands over several strings to the MODEM. However I think the best possible scheme would be to allow for more that one line of init strings in MODEM.CFG. We used the following MODEM.CFG file: ----- MODEM.CFG ----- BEGIN -- AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0 AT Z H0 Line 1 is the initialization string, which needs to set the modem to 9600 baud, no compression, and no error correction protocol. Line 2 is the termination string ----- MODEM.CFG ----- END ----- We also use the following batch files for the calling party and the answering party. The batch files are used to set up the connection. Place them in your doom directory. ----- PHONE.BAT ----- BEGIN --- @echo off echo AT Z H0 > com3 sersetup -DIAL 1234567 -COM3 -SKILL 4 -EPISODE 1 ----- PHONE.BAT ----- END ----- ----- ANSWER.BAT ---- BEGIN --- @echo off echo AT Z H0 > com3 echo AT Z > com3 echo AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0 > com3 echo ATS0=1 > com3 sersetup -ANSWER -COM3 -SKILL 4 -EPISODE 1 ----- ANSWER.BAT ---- END ----- Please change the com ports from COM3 and com3 throughout to reflect your modem's COM port. Also change the phone number in phone.bat. (1234567 won't call up anyone interesting 8) ). The first time after a cold reboot, I always need to run the answer or phone batch file TWICE (phone or answer depending whether I am calling or answering). If you need to run them more than once just press escape and reinitiate the batch file. You'll know if answer.bat is working once you get the 'waiting for ring' string. Similarly you'll know phone.bat is working once it dials out. Ensure that the answering party is running the answer batch file first with a 'waiting for ring' message before it is dialed up by phone.bat. Please let me know if this works for you. I'm curious to know if this is generic enough to work on any system. It has not failed a connection here and we've played several session including one of over three hours. Hope this is useful, Salut, Eric ericm@macs.ee.mcgill.ca ================================================================= Eric Masson - ericm@finnegan.ee.mcgill.ca - FAX: 514 398 4470 ================================================================= <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <> satori: a state of intuitive _illumination_ / setzerkl@vuse.vanderbilt.edu <> <> sought in Zen Buddhism. / <> <> / <> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Date: 02-31-94 (23:44) Number: 946 of 1825 (Refer# NONE) To: ALL From: NFAILING@U.WASHINGTON.EDU Subj: Re: DOOM banned from Microsoft Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuh7n$lau@news.u.washington.edu> Newsgroup: alt.games.doom Organization: University of Washington MHammond@cmutual.com.au (Mark Hammond) writes: >Hi all, > In our local papers Tuesday computer section (the Age) there is >an article talking about how MSoft Australia has banned DOOM from >the building. >Apparently, at 6:00pm each night, their Network would crawl to a stop. It >seems they where often playing their mates in the states! >Just an interesting tidbit to show how far doom has reached! >Mark. hahahahahahahha.. I think Microsoft is just jealous because the head of the Date: 02-31-94 (23:23) Number: 947 of 1825 (Refer# NONE) To: ALL From: ENOEL@NYX.CS.DU.EDU Subj: Any way to run doom on arcnet cards? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.042306.11850@mnemosyne.cs.du.edu> Newsgroup: alt.games.doom Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept. Someone told me there is a patch to make an arcnet look like an ne2000. Is this true, and if so, where could I find it? Thanks, Eric Date: 03-01-94 (00:11) Number: 948 of 1825 (Refer# NONE) To: ALL From: XYLORG@U.WASHINGTON.EDU Subj: What type of Network Software? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuip6$lp5@news.u.washington.edu> Newsgroup: alt.games.doom Organization: University of Washington, Seattle Well, I've purchased two 3C503 cards, but I have no idea what software I need to get in order to setup a network that Doom will run on. What would be a good choice? Date: 02-31-94 (23:09) Number: 949 of 1825 (Refer# NONE) To: ALL From: RSJ@METRONET.COM Subj: v1.2 lockup in network play - help please! Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Texas Metronet, Internet for the Individual 214-705-2917 (info) I ran into a problem today playing Doom over our LAN at work today. Two of us were playing v1.2 in Cooperative @ Ultra-Violent and the thing would lock-up tight at unpredictable times. The first time was after about 2-3 minutes of playing and the second time occurred after about 10 minutes. Each lock-up required a hard reboot to break out. We had no problems runnings v0.99. We are playing the shareware version. Has anyone else run into similar problems and, hopefully, know what the cause and fix would be? Thanks for helping. :) -- Rich James rsj@feenix.metronet.com Voice: 214-604-3388 FAX: 214-604-4348 Date: 03-01-94 (00:24) Number: 950 of 1825 (Refer# NONE) To: ALL From: EUGEN_WOIWOD@MINDLINK.BC.CA, Eugen Woiwod Subj: Re: New DOOM ideas for 1. Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <39696@mindlink.bc.ca> Newsgroup: alt.games.doom Organization: MIND LINK! - British Columbia, Canada > Beej! writes: > > Msg-ID: <2ktiemINN195@charnel.ecst.csuchico.edu> > References: <2kteqj$1o8p@locutus.rchland.ibm.com> > Posted: 28 Feb 1994 19:59:18 GMT > > Org. : California State University, Chico > > In article <2kteqj$1o8p@locutus.rchland.ibm.com>, > Michael Corrigan wrote: > >Now that I have modem Doom working, I find that it would be really > >nice if I could have some prerecorded sounds to communicate with my > >partner. Rather than having to type a message, it would be nice to > >hit a function key to send things like "behind you!" or "I just died", > >etc. > > Correct me if I'm wrong, but doesn't 1.2 have a really nice macro > facility to accomplish just this? (It is a bitch to type something > while imps are shoving fireballs down your gullet.) > > Beej! > Yeah Run setup :) Ttul Date: 03-01-94 (00:27) Number: 951 of 1825 (Refer# NONE) To: ALL From: EUGEN_WOIWOD@MINDLINK.BC.CA, Eugen Woiwod Subj: Re: Modem+Shareware+Registered=Doesn't work? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <39698@mindlink.bc.ca> Newsgroup: alt.games.doom Organization: MIND LINK! - British Columbia, Canada > Kahler Stuart Glenn writes: > > Msg-ID: <2ktlv5$29n@vixen.cso.uiuc.edu> > Posted: 28 Feb 1994 20:59:17 GMT > > Org. : University of Illinois at Urbana > > Has anyone gotten the modem link to work with a copy of the shareware > version > on one end and a copy of the registered version on the other end? > Thanks, > Stuart Kahler > Ive played DOOM registered with my friends DOOM shareware and it worked! Ttul Date: 03-01-94 (00:43) Number: 952 of 1825 (Refer# NONE) To: ALL From: JJWEHRHE@GIBBS.NEWS.OIT.UNC.EDU, Jeffrey Wehrheim Subj: I SWEAR I can make your modem work.... Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: The University of North Carolina at Chapel Hill Ok, the first three things have already been stated many times: 1) Turn off compression 2) Turn off error correction 3) Lock baud at 9600 What separates my post from the other 1 billion posts: GET S4DOOM12.ZIP FROM WUARCHIVE!!!!!!!!!! This is a BNU driver that WILL make your modem work. It can be found in directory /pub/msdos_uploads/doomstuff. Now, hopefully, we won't have to read a couple hundred posts a day on modem play and can get on with the killing!!! Jeff Date: 03-01-94 (01:07) Number: 953 of 1825 (Refer# NONE) To: ALL From: VANES002@MAROON.TC.UMN.EDU, John Van Essen Subj: Re: Why does the serial slowdown fix work???? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <17098.vanes002@maroon.tc.umn.edu> Newsgroup: alt.games.doom Organization: University of Minnesota, Twin Cities On Mon, 28 Feb 1994 21:03:11 GMT, Russell Gilbert wrote: >David Thomson (David.Thomson@newcastle.ac.uk) wrote: [ comments about sersetup bug fix omitted ] >This is Russell Gilbert..here's an e-mail I just sent to Dave Thomson and to >David Taylor of Id s/w.: > >========================================================================== >David and David, > >I've got it! I (finally) discovered why it is that the fix Dave Thomson made >makes a difference! I (we) had decided that it shouldn't have made a >difference until you played for 53.8 days, which is when head and tail would >finally overflow past 2 billion. But lots of people keep saying it fixes the >problem they're having where Doom slows down after about 2 minutes. > >It's the mod function! I've always known it was an expensive function, but I >just discovered that it takes a significantly longer amount of time to do the >mod if the number you're mod'ing is larger than 65535. Once you pass 16 bits, >it takes much longer. And guess how long it takes Doom to send about 65535 >bytes? About 2.36 minutes! (65535 / 27721 bytes sent per minute) Here's the >code I wrote to test the mod function: > > >#include >#include > >void main () >{ > long int x; > long int y; > struct timeb *timeptr; > unsigned short new; > unsigned short old; > int i; > > old = 0; > scanf ("%ld", &x); > while (1) > { > for (i = 0; i < 10000; i++) /* Several times to see a difference */ > y = x % 2048; > ++x; > ftime (timeptr); > new = timeptr->millitm; /* Get current milliseconds */ > printf ("diff=%u\n", new - old); > old = new; > } >} > > >If you start x at 1, you get diff times of 0.(Not counting the times when new >wraps across 1000 and you get a negative diff number.) But if you start x at >65536, you get diff times of 170! If you start it at 65530 you get zeros for >about 5 times, then 170's (of course). > >I never had the problem, but I use a 486/66 and I have to do the mod about >10,000 times before I see a difference -- maybe the ones who had the >problem have a different configuration (no math coprocessor?) and they see it >much sooner. > >So, Dave Thomson, you were right -- you *did* fix something, it just wasn't >what you thought you were fixing. I believe you said it was a problem on your >machine also -- I wonder how many times you have to do the mod loop before >*you* see a time difference... > >Well, just thought you guys might like to know... > >Russell (gilbert@esd.dl.nec.com) > >============================================================================ When I first read Thomson's original post, I thought that maybe his compiler and library were different from id's, and just recompiling and reloading the program somehow either compiled something correctly or moved some data out of harm's way. Now I think he has a better compiler, period! I'll bet that Thomson's compiler optimizes the long power of two modulo into an and operation, whereas id's compiler probably calls a function that subsequently gets bogged down trying to handle the general case when a long operand value is larger that 16 bits. To get the best results on everyone's compiler, stick with a power of two for a buffer size and use something like this: y = x & (2048-1); /* was y = x % 2048 */ Hey - I just looked in sersrc.zip at sersetup.h and port.c: ===== From sersetup.h: #define QUESIZE 2048 typedef struct { long head, tail; // bytes are put on head and pulled from tail unsigned char data[QUESIZE]; } que_t; ===== From port.c c = inque.data[inque.tail%QUESIZE]; inque.tail++; The BEST solution is not to use longs at all!! Just use shorts, and keep QUESIZE under 32767! John Van Essen Date: 02-31-94 (23:34) Number: 954 of 1825 (Refer# NONE) To: ALL From: ERICM@EXCALIBUR.EE.MCGILL.CA, Eric Masson Subj: Re: DOOM banned from Microsoft Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kugkc$d35@excalibur.EE.McGill.CA> Newsgroup: alt.games.doom Organization: McGill University - MACS Laboratory, Montreal, CANADA. In article MHammond@cmutual.com.au (Mark Hammond) writes: >Hi all, > In our local papers Tuesday computer section (the Age) there is >an article talking about how MSoft Australia has banned DOOM from >the building. >Apparently, at 6:00pm each night, their Network would crawl to a stop. It >seems they where often playing their mates in the states! 8) Too bad for the ban. Anything that would slowing down their production is a blessing. Now they'll be less distracted and they will unleash even more of their dreadful products upon us. I'd rather meet a true life baron of hell instead of using an MS product. Hopefully they learned what cool software is all about after playing doom !! BTW if the net was freezing at 6pm Australian time doesn't that mean there are some very desperate doom players at MS USA ? They would have to get up pretty early to meet the challenge. Or perhaps they know that Bill the Gates of Hell has better things to do than monitor his employees in the wee hours now that he has a wife and a life 8). Salut, Eric ================================================================= Eric Masson - ericm@finnegan.ee.mcgill.ca - FAX: 514 398 4470 ================================================================= Date: 03-01-94 (01:13) Number: 955 of 1825 (Refer# NONE) To: ALL From: CHRISGIELOW@DELPHI.COM Subj: Cyberpunk or Satan? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Delphi (info@delphi.com email, 800-695-4005 voice) I'm curious as to which sides of the games people out there enjoy more A) the cyberpunkish look & feel of Episode 1 or... B) HELL Being one, I like A and would like it pushed much much MUCH further, with elements of B mixed into it. Something ultimately becoming a mixture of ALIENS, BLADE RUNNER, and my old HIGH SCHOOL hallways... -happy carnage! c y a x a r e s . Date: 02-31-94 (23:29) Number: 956 of 1825 (Refer# NONE) To: ALL From: MCMASTER@AC.DAL.CA Subj: Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.002936.21418@dal1> Newsgroup: alt.games.doom Organization: Dalhousie University, Halifax, Nova Scotia, Canada hjhckjchkjhckshckshkshskuj . . . jhkjhkjhkjhkhkh /exit /quit . . . Date: 02-31-94 (23:50) Number: 957 of 1825 (Refer# NONE) To: ALL From: MCMASTER@AC.DAL.CA Subj: Super Doom(Read This NOW) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.005039.21421@dal1> Newsgroup: alt.games.doom Organization: Dalhousie University, Halifax, Nova Scotia, Canada --------------IT IS HERE------------------------ The Super DOOM extentions . Everything you have always wanted from and for DOOM and more (we mean it). Get Excited because this is unreal . Full documentation and 5 yes 5 disks compressed to the max . ----------------ORDER NOW------------------------ Only 15.00 Cdn Funds . Send cheque or money order to: Hatodz Inc. 6212 Chebucto Rd.,Halifax,N.S.,Canada,B3L 1K8 -------Do it oDOOM UDES------------------ Date: 03-01-94 (01:09) Number: 958 of 1825 (Refer# NONE) To: ALL From: CJC7@KONICHIWA.CC.COLUMBIA.EDU, Cheng-Jih Chen Subj: Re: New DOOM ideas for 1. Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kum6m$cjt@apakabar.cc.columbia.edu> Newsgroup: alt.games.doom Organization: Columbia University In article <2ku2mv$etq@agate.berkeley.edu>, Craig Wendland wrote: > >hmmm, I think the original post does bring up an interesting idea, >however. The original post might have meant to suggest that it would > be interesting to have SOUNDS to send to one another. If I understand > it correctly, the macro facility of Doom 1.2 is for chat mode. (words, > not sounds). Sounds being sent over the modem would probably be a serious slowdown, and wouldn't be advisable. What might be possible is to have some sort of sound macros file localized on everyone's hard drive. Like, a file for Indigo, Green, etc. Of course, we would have to be able to choose the color, and then swap files before the game but that shouldn't be much of a problem. Choosing the colors might be. With respect to Reserviour Dogs, on LAN play you'd have four guys who want to be Mr. Black. Date: 03-01-94 (01:16) Number: 959 of 1825 (Refer# NONE) To: ALL From: CHRISGIELOW@DELPHI.COM Subj: You ARE ASH! Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Delphi (info@delphi.com email, 800-695-4005 voice) I saw earlier some guy posting stuff about digitizing and patching in all of Ash's cool samples from Army of Darkness. For some inexplicable reason, my girlfriend has something for Ash (particularly with lines like "gimmie some sugar baby") and I think she'd flip out if I could get them into Doom. Anyone have a filename 'n FTP site? thanx, c y a x a r e s . Date: 03-01-94 (01:19) Number: 960 of 1825 (Refer# NONE) To: ALL From: CHRISGIELOW@DELPHI.COM Subj: Wouldn't it be cool.... Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Delphi (info@delphi.com email, 800-695-4005 voice) Wouldn't it be cool if there was a simple level editor, complete with custom sound & graphix that everyone could use to patch in a segment of what would become a huge interconnected-infobahn-Doom-metaverse? And we could have realtime interaction including live video windows? Or can't my 2400 baud modem handle that??? Date: 02-31-94 (23:17) Number: 961 of 1825 (Refer# NONE) To: ALL From: MOBERGRU@NKI.NO Subj: Re: Entrances to secret levels Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <67iSjq9V5o51055yn@nki.no> Newsgroup: alt.games.doom Organization: CD-Player Pro author! In article , Ian CR Mapleson wrote: >I thought I was the only sick-o to do this. God Mode + Rocket Launcher + >unlimited ammo = one heck of a time!!! Catch an imp inside a room from >outside Hmmm... here's something for you to try! Beware, this will eventually >put you into uncontrollable laughter... I think it's kinda fun making guys fall down the stairs... In E1M1 this is fairly possible in the first room on the left where the green armor is located... , , ================================= Rune Moberg (mobergru@nki.no) = Have U seen CD-Player Pro 4.5 (CDPPRO45.ZIP)? ================================= Date: 03-01-94 (01:22) Number: 962 of 1825 (Refer# NONE) To: ALL From: WDAO@NETCOM.COM Subj: Re: what's with the swastika? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Netcom Online Communications Services (408-241-9760 login: guest) In article jonesa@imhotep.cs.ucdavis.edu (Abram Jayson Jones) writes: >in episode one of DooM , why is there a swastika shaped platform >that descends with imps and humans on it? is ID just way too into >the NAZIs or what? > oh, no .... not again ... Every so often there is a bozo that appears from some hills and post a similar message ... Walt Date: 03-01-94 (01:44) Number: 964 of 1825 (Refer# NONE) To: ALL From: GFAB@NETCOM.COM Subj: Re: what's with the swastika? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line Communication Services (408 241-9760 guest) Walter DAO wrote: > In article jonesa@imhotep.cs.ucdavis.edu (Abram > Jayson Jones) writes: > in episode one of DooM , why is there a swastika shaped platform > that descends with imps and humans on it? is ID just way too into > the NAZIs or what? > > oh, no .... not again ... > Every so often there is a bozo that appears from some hills and post a > similar message ... Really? You know, Jesus doesn't like DOOM at all... :) (KIDDING! NO FLAMES! AND STOP THIS THREAD BEFORE IT IS UNSTOPPABLE) -- /-----------------------------------------------------------------\ / Dan Fabulich | You haven't got any bullets! You've just got \ / gfab@netcom.com | two coconuts and you're bangin' 'em together! \ < (310) 822-5801 | ---------------------------------------------- > \ (310) 822-5401 Data | My opinions are not those of my employer's, / \ Toenails! Bolo on! | if only because I am no longer employed. / \-----------------------------------------------------------------/ Date: 03-01-94 (01:49) Number: 965 of 1825 (Refer# NONE) To: ALL From: GFAB@NETCOM.COM Subj: Re: Additional DOOM Subgroups Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line Communication Services (408 241-9760 guest) Matthew Kosater wrote: > I would like to propose the additional subgroups to alt.games.doom. > alt.games.doom.im.ticked.off > alt.games.doom.gripe (this posting would go here) > alt.games.doom.waa.waa.waa.waa > alt.games.doom.what.faq?.i`d.rather.post.a.question > alt.games.doom.serial.works.fine.for.me.nah.nah > Seriously though maybe there could be further definition of this group. > I guess I'm tire of 300+ posts per day. Time to use a kill file. > Maybe add an announce and a network one. I always look at comp.sys.ibm.pc.games.announce for DOOM news. Yup. Remember that heirarchy? The one that you used to read before DOOM and sifting through this newsgroup took up all of your free time? > my $0.02 > Matt -- /-----------------------------------------------------------------\ / Dan Fabulich | You haven't got any bullets! You've just got \ / gfab@netcom.com | two coconuts and you're bangin' 'em together! \ < (310) 822-5801 | ---------------------------------------------- > \ (310) 822-5401 Data | My opinions are not those of my employer's, / \ Toenails! Bolo on! | if only because I am no longer employed. / \-----------------------------------------------------------------/ Date: 03-01-94 (01:49) Number: 966 of 1825 (Refer# NONE) To: ALL From: S5ELLIOT@SMS.BUSINESS.UWO.CA, Steve Elliott Subj: Army of Darkness 16-bit Samples - problems Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: University of Western Ontario I have had many requests for these samples. I had uploaded a corrupted darkarmy.zip file to my local server. I am sorry that I have not been able to produce the samples. The darkarmy.zip files is sitting on my hardrive. I would like to distribute ASAP but I have had numerous problems in distributing this file. I have not had much experience uploading to the local server or emailing or uuencoding + posting. Here is what I have tried. 1 - Using RZ, RX etc the server just waits for the send signal from my computer which it never receives. Therefore, there is no data transfer. I am using Procomm + for windows v.1.0. 2 - Kermit - I have set file type to binary. This was the program that I used initially. But the file was corrupted when I uploaded it to the local server using Kermit. 3 - UUencode - I have been succesful in uuencoding the file. BUt when I copy text from the *.uue file to a posting, I do not know why there is hard return after each line. Eg. a 900 line *.uue file would be a 1800 line post. I would appreciate any advice, syntax or any other information that would assist me to upload the file from my PC to the server, so I can distribute to all DOOMers. I am sorry that I have not been able to respond to all the personal email requests, there were too many. So please forgive me for my lack of experience and help so I can show you my BOOMSTICK. s5elliot@sms.business.uwo.ca (Steve Elliott) Western Business School -- London, Ontario Date: 03-01-94 (02:06) Number: 967 of 1825 (Refer# NONE) To: ALL From: VERGOLIN@ARCTIC.UUCP Subj: Re: Modem Doom on Didgicom 14.4k v.42 SDI init? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuphu$b2b@msuinfo.cl.msu.edu> Newsgroup: alt.games.doom Organization: Department of Computer Science, Michigan State University In article quell@amiserv.xnet.com (Robert Mroch) writes: >Hi, > Anyone know the correct init string for the Digicom 14.4k v.42 fax/modem? > It should be a lot like the Digicom 9600 but with the code to lock at 9600. > Thanks > L8R > Quell > i just tried connecting with a friend with a digicom about two minutes ago. 20 attempts, 20 failures. If anyone has the init strings, please email me directly also. Thanks, Dave Vergolini Computer Assistant II - Michigan State University vergolin@cps.msu.edu -- |David E. Vergolini | vergolin@cps.msu.edu | Go Red Wings! | |CPS 130 Grader | vergolin@egr.msu.edu | Go Spartans! | |Computer Assistant II | vergolin@student.msu.edu |---------------| |Red Wings List Manager | redwing@msu.edu (Red Wings Mailing List) | Date: 03-01-94 (01:53) Number: 968 of 1825 (Refer# NONE) To: ALL From: GFAB@NETCOM.COM Subj: Re: DOOM banned from Microsoft Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line Communication Services (408 241-9760 guest) Ron "Asbestos" Dippold wrote: > MHammond@cmutual.com.au (Mark Hammond) writes: > >an article talking about how MSoft Australia has banned DOOM from > >the building. > >Apparently, at 6:00pm each night, their Network would crawl to a stop. It > >seems they where often playing their mates in the states! Oh, joy. Yet another company blaming their lack of productivity on a computer game. > The real reason, as insiders know, is that Microsoft will be including > DOOM as an integral part of future releases of Windows. They thought > of it before ID did, they just didn't tell anyone. And they expect > that their version will be cheaper, faster, more compatible, and will > support OLE 2.0. Yes, and don't forget that it will be (snicker) more stable and (heh heh) less bugs (chuckle) than the DOS (guffaw) and NextStep versions (ROFL) > -- > Buddy System: Someone who drowns with you. -- /-----------------------------------------------------------------\ / Dan Fabulich | You haven't got any bullets! You've just got \ / gfab@netcom.com | two coconuts and you're bangin' 'em together! \ < (310) 822-5801 | ---------------------------------------------- > \ (310) 822-5401 Data | My opinions are not those of my employer's, / \ Toenails! Bolo on! | if only because I am no longer employed. / \-----------------------------------------------------------------/ Date: 03-01-94 (02:08) Number: 969 of 1825 (Refer# NONE) To: ALL From: EUGEN_WOIWOD@MINDLINK.BC.CA, Eugen Woiwod Subj: Wuarchive.wustl.edu and DOOM Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <39702@mindlink.bc.ca> Newsgroup: alt.games.doom Organization: MIND LINK! - British Columbia, Canada Well it seems for some reason Wuarchive.wustl.edu has shut down! Why I dont know! It's the only ftp site with the most doom stuff so far. Ttul Date: 03-01-94 (02:14) Number: 970 of 1825 (Refer# NONE) To: ALL From: VERGOLIN@ARCTIC.UUCP Subj: Connecting Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuq10$tp8@msuinfo.cl.msu.edu> Newsgroup: alt.games.doom Organization: Department of Computer Science, Michigan State University well, me and a friend just tried connecting through our modems and we could not get it to work at all. Our modems picked up carrier detect and connected at 9600, but then the program just sat there for about 5 minutes saying: trying to set up serial link, press esc to abort or something like that. Do we need to do anything after we get ot that point, or is the game suppose to start itself. I am using a digicom 96+ and my friend is using a hayes compatible. Any suggestions would be appreciated! Thanks, Dave Vergolini Computer Assistant II - Michigan State University vergolin@cps.msu.edu -- |David E. Vergolini | vergolin@cps.msu.edu | Go Red Wings! | |CPS 130 Grader | vergolin@egr.msu.edu | Go Spartans! | |Computer Assistant II | vergolin@student.msu.edu |---------------| |Red Wings List Manager | redwing@msu.edu (Red Wings Mailing List) | Date: 03-01-94 (01:56) Number: 971 of 1825 (Refer# NONE) To: ALL From: GFAB@NETCOM.COM Subj: What's all this then? USR Sporsters? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line Communication Services (408 241-9760 guest) Both I and my friend have external USR Sportster FAX/Modems. Using the default modem settings, I was set in Wait for Call, he called, and it worked on the first try. Am I abnormal? I used all the defaults. With the Sportster in factory default mode... -- /-----------------------------------------------------------------\ / Dan Fabulich | You haven't got any bullets! You've just got \ / gfab@netcom.com | two coconuts and you're bangin' 'em together! \ < (310) 822-5801 | ---------------------------------------------- > \ (310) 822-5401 Data | My opinions are not those of my employer's, / \ Toenails! Bolo on! | if only because I am no longer employed. / \-----------------------------------------------------------------/ Date: 03-01-94 (01:59) Number: 972 of 1825 (Refer# NONE) To: ALL From: GFAB@NETCOM.COM Subj: Re: YOU'VE BEEN PLAYING DOOM TOO LONG WHEN... (suggestions?) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line Communication Services (408 241-9760 guest) Really, isn't this kind of stuff what DOOM iNsAnItY was designed for? /-----------------------------------------------------------------\ / Dan Fabulich | You haven't got any bullets! You've just got \ / gfab@netcom.com | two coconuts and you're bangin' 'em together! \ < (310) 822-5801 | ---------------------------------------------- > \ (310) 822-5401 Data | My opinions are not those of my employer's, / \ Toenails! Bolo on! | if only because I am no longer employed. / \-----------------------------------------------------------------/ Date: 03-01-94 (03:27) Number: 975 of 1825 (Refer# NONE) To: ALL From: CANNON@XENON.STANFORD.EDU Subj: Re: DOOM keyboard bug (1.2 only) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuu9u$npg@Times.Stanford.EDU> Newsgroup: comp.sys.ibm.pc.games.action,alt.games.doom Organization: Computer Science Department, Stanford University. >In article <1994Feb25.221144.27586@valis.ampr.ab.ca>, jamess@valis.ampr.ab.ca (James Stone) writes: >> : I think of it as a challange mode... It's a really k-r4d 3133+ >> : bug when you're in nightmare mode surrounded by imps! :-) >> I noticed it in the shareware version, ver 1.1 of the registered version, >> and 1.2 registered. Also in 1.1, an at least 1 occasion my chaingun >> wouldn't stop firing for over a minute. Well, the keyboard bug makes DOOM virtually unplayable for me. When my friends and I set up a three way game (Using 3Com503 boards on a 386/33 (me), a 386/25, and a 486/66), about one in every 10 keypresses gets stuck. Strangly enough, this doesn't happen to either of my two friends. Anyone know what the fix is? =( Tony Cannon wanderer@leland.stanford.edu Date: 03-01-94 (00:07) Number: 976 of 1825 (Refer# NONE) To: ALL From: MDUFOUR@CAM.ORG Subj: Re: Getting Doom to work from Windows Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuiiu$e7n@Tandem.CAM.ORG> Newsgroup: alt.games.doom Organization: Communications Accessibles Montreal, Quebec Canada SM31767@arizvm1.CCIT.Arizona.EDU wrote: : DOOM manual clearly states, that it does not run under Windows. : However, if you insist, try this: : 1) While at Program Manager, press Alt-F4 : 2) Answer YES to a prompt : 3) Start DOOM : :) Hum. That makes it run *BESIDES* windows :)... Date: 03-01-94 (03:39) Number: 977 of 1825 (Refer# NONE) To: ALL From: HENAH@VIPUNEN.HUT.FI Subj: Re: DOOMENU1.ZIP --- New and Improved Netwo Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kuuvk$279@nntp.hut.fi> Newsgroup: alt.games.doom Organization: Helsinki University of Technology In article<1994Feb28.172437.26966@usl.edu>cdo6143@c53.ucs.usl.edu.ucs.usl.edu writes: >In article BtH@netcom.com, rono@netcom.com (Ron A. Olshavsky) writes: >> Jason Sandlin (155722937@wild.ucis.vill.edu) wrote: >> : The Doom setup does not support >> : -nomonsters, -devparm -wart epi lev, -respawn. DooMenu does this and >> : more. >> >> >> Neat idea...but you CAN use the above parameters on the IPXSETUP or >> SERSETUP command line like this: >> >> ipxsetup -nodes 3 -devparm -nomonsters -deathmatch -wart 1 4 >> >> It does work, I do it daily! >> >> this also works on the sersetup command line as well... >> > >Notice, he said the doom _Setup_, not sersetup, etc. Sure you can do it from >command line on sersetup, etc, but wouldn't you rather have a nice menu? >Well, some people do. :) > >-Chris > Could the author of this cool sounding program please post it here. If it _has_ been posted then I must have missed it. But it so happens that wuarchive has been shut down (at least for now) and when it's up there's always too many users for me to get in. So plleeeaaassee, post it. Thanx -- ! Henrikki T. Hakkanen henah@vipunen.hut.fi ! ! Helsinki University of Technology ! ! "Wasted youth is better by far than a wise and productive old age" ! ! -Jim Steinman- ! Date: 03-01-94 (04:13) Number: 979 of 1825 (Refer# NONE) To: ALL From: HENAH@VIPUNEN.HUT.FI Subj: Re: Warren...... (possible SPOILER) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kv0vv$3hf@nntp.hut.fi> Newsgroup: alt.games.doom Organization: Helsinki University of Technology In article kvt@longs.att.com (TranKV) writes: >In article <1994Feb23.051108.2061@atlas.com> brantk@atlas.com (Brant Katkansky) writes: >% In article sjc6@cornell.edu (Stephen Carino) writes: >% >Has ANYONE found then completed E3L9 (Warren) without using any cheats >% >either to get there and to fight there in UV mode? Oh well, just a >% >question, let's see the response. If you haven't yet completed it, it >% >will give you something to do instead of bitching about 1.2. >% > >% >BTW: Don't tell me it's just E3L1, look a little harder....... >% >% Yes. Once. :) Although, I must admit, I didn't get 100% kills (didn't >% really even try to). I found that once you waste the cyberdemon, the rest >% isn't TOO bad, as long as you have the BFG and plenty of plasma. >% >% >% -- >% brantk@atlas.com | "If you ever drop your car keys in a river of >% Atlas Telecom | molten lava, let 'em go because, man, they're >% Portland, OR | gone." > >I managed to get 100% kills, 100% items, 100% secrets (in UV mode) >without using the BFG or plasma gun. In fact, I did kill the >cyberdemon once without being hit by his missles at all. |-; > >KVT > I did it last night (100% of everything). I didn't use the BFG either. I did use the plasma rifle to waste the lost souls behind the lava pit. I found Warren to be a little _too_ easy. Just grab those invincibility spheres and use them in the right places. CyberDeamon was toast before the first one weared (sp?) out! And let the Cacodemons kill the Seargents. When I leaved, I had more ammo and healt I came in with :) BTW, I don't find the BFG very useful at all. It takes its time to fire up. A few rockets will do the trick. -- ! Henrikki T. Hakkanen henah@vipunen.hut.fi ! ! Helsinki University of Technology ! ! "Wasted youth is better by far than a wise and productive old age" ! ! -Jim Steinman- ! Date: 03-01-94 (04:59) Number: 980 of 1825 (Refer# NONE) To: ALL From: KEVIN@OC3S-EMH1.ARMY.MIL Subj: Help with TWINCOM 144/DF Modem? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.095954.16118@cs.yale.edu> Newsgroup: alt.games.doom Organization: Yale University, Department of Computer Science, New Haven, CT I played with it for a couple of hours last night, and I can't seem to get the right initialization string for the Twincom 144/DF 14,400 Data/Fax Modem. Anybody have any success with this? Please e-mail me at: kevin@oc3s-emh1.army.mil Thanks! -- Kevin Date: 03-01-94 (05:02) Number: 981 of 1825 (Refer# NONE) To: ALL From: KEVIN@MOE.OC3S-EMH1.ARMY.MIL, Kevin Laws Subj: Can't get Zoom VFX 14,400 to work...help Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.100212.16214@cs.yale.edu> Newsgroup: alt.games.doom Organization: Yale University, Department of Computer Science, New Haven, CT Does anybody know the initialization string for the Zoom VFX 14,400 Data/Fax Modem? That's what's on the other end that I've been trying to connect to without success. E-mail me at: kevin@oc3s-emh1.army.mil Thanks! -- Kevin Date: 03-01-94 (05:08) Number: 982 of 1825 (Refer# NONE) To: ALL From: JSTUDE@GARNET.MSEN.COM Subj: Re: .LMP Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kv461$dla$1@garnet.msen.com> Newsgroup: alt.games.doom Organization: Msen, Inc. -- Ann Arbor, MI (account info: +1 313 998-4562) mark.monroe@the-matrix.com (Mark Monroe) writes: >Could someone perhaps explain to me what ".LMP's" are?? >How do you create/run them?? .Lmp files are demo files people record of games they've played. They're pretty neat to look at, especially if recorded specifically with the intention of being viewed by others. I'm not sure how to create them offhand but this is, I'm sure, detailed in the new FAQ. As for playing them back, just stick the file in the doom directory and run "doom -playdemo Newsgroup: alt.games.doom Organization: California Polytechnic State University, San Luis Obispo >Here's an awesome SPISPOPD cheat! >During the game, type 'HAMMERUP' and you'll get 5 hammers! >-- >Jered Floyd >jjfloyd@vela.acs.oakland.edu >GAT d? -p+ c++++ l+ u++ e*@ m++ s/-- n--- h++ f? g- w++ t+++ r++ >PGP Public key available by finger." CONGRATS! Tell us if you find the others! Date: 03-01-94 (05:13) Number: 984 of 1825 (Refer# NONE) To: ALL From: MKELSEY@RAYSHADE.EECS.WSU.EDU, Michael Kelsey - EECS (Cp Subj: Re: NO 16550, NO 486DX266, NO Problem Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.101333.4184@serval.net.wsu.edu> Newsgroup: alt.games.doom Organization: Washington State University In article <1994Feb25.182029.27431@newsgate.sps.mot.com> timd@sparky2.sps.mot.com writes: > >this is true! listen up disbelievers SOUNDCARD????? Do you have a sound card connected to your computer? If so, how many channels are you running, and, what type of sound card do you have. My cousin and I both have DX/2-66's and he has a PAS-16 in Logitech clothing while I have a Creative Labs SBPro. Both our systems (using the old SERSETUP) get very choppy while running Doom. He has an internal Archcom 14.4 Fax and I hhave an external Zoom VFX 14.4. Both of us are running four channels and we have to use Kermit in order to get Doom to connect over the serial linnk. Later, I tried null-modem with nuser.zip with my roommate's 4SX-33 VLB. Guess what, NUSER does not work! It loaded Doom, cleared the screen and froze. Then, we tried the original SERSETUP.EXE and guess what, it worked. Although it was choppy, we still played. I then asked him whether his was choppy. He said, "..at times." I went into his room and his was INCREDIBLY SMOOTH! Here mine was pausing briefly at least every second and his was playing like an ISA 4DX-33 with OAK VGA! Has anyone else found out that a sound card slows down the modem link even with a DX2??? Any help is greatly appreciated. Will I be forced to live without the snarls and thumps in order to achieve true Doom null/modem linkages? E-mail is appreciated...mkelsey@eecs.wsu.edu -Michael Kelsey Date: 03-01-94 (05:22) Number: 985 of 1825 (Refer# NONE) To: ALL From: MKELSEY@RAYSHADE.EECS.WSU.EDU, Michael Kelsey - EECS (Cp Subj: Re: Survey, what controls do you use? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.102210.4395@serval.net.wsu.edu> Newsgroup: alt.games.doom Organization: Washington State University In article <2kmdkt$f59@netnews.upenn.edu> poe@ticker.wharton.upenn.edu (Philip Poe) writes: >Paul Kimball (pkimball@netcom.com) wrote: >: Douglas J. Gordon (djg@infinet.com) wrote: >: Mouse and keyboard for me! They really zoom for maximum carnage. >: -pk >Keyboard only! > Keyboard is cool, but, joystick kicks all of them. Nothing beats a well configured two button joystick, except, a three button joystick, maybe. Just thought you should all know that, yes, I DO have all four functions running on my two button joystick -- it totally rocks! -=#| Michael Kelsey |#=- I used to like Mac, until I got my PC -=#| mkelsey@eecs.wsu.edu |#=- Date: 03-01-94 (05:29) Number: 986 of 1825 (Refer# NONE) To: ALL From: MKELSEY@RAYSHADE.EECS.WSU.EDU, Michael Kelsey - EECS (Cp Subj: Re: Net Doom Problem Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.102921.4506@serval.net.wsu.edu> Newsgroup: alt.games.doom Organization: Washington State University In article <2ko1qi$kt0@news.u.washington.edu> fookilla@u.washington.edu ("Nate - your mate!) writes: >I just tried playing netdoom on an ipx net and my friend and I ran into >trouble running in any skill level higher then the first. We tried starting >in the 3rd skill level, but after about 10-30 sec. his computer locked, >and mine froze, but I could still get the menu for a few seconds then mine >locked(I guess it tried to get something from him, and then locked). Wimp >mode worked fine for the 2min we were able to play before we hadda leave >(screwed by the bell...:) ). > >Anybody have any ideas? > > No ideas, just sympathy. Netdoom is the absolute best. Two-player, modem/null works okay, but, three player is too much fun. Two friends and I played Nightmare for hours and it worked beautifully. I'm sorry to here that your systems keep freezing. Here's a possible tip. I downloaded the file called DOOMSER.ARJ, the pseudo-patch released prior to v1.2. I replaced the ether slip driver with the interface card packet driver and Zooom --- evertying (make that everything) works wonderfully. It's too bad that the lab rats made it so we can't use a boot disk on the lab PC's -- no more registered net doom. :( ------------------------------------------------------------------------------ -=#| Michael Kelsey |#=- I used to like Macs, until I got my PC -=#| mkelsey@eecs.wsu.edu |#=- ------------------------------------------------------------------------------ Date: 03-01-94 (05:36) Number: 987 of 1825 (Refer# NONE) To: ALL From: MKELSEY@RAYSHADE.EECS.WSU.EDU, Michael Kelsey - EECS (Cp Subj: Re: 16550 is *not necessary* for smooth play Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.103659.4693@serval.net.wsu.edu> Newsgroup: alt.games.doom Organization: Washington State University Alright modem GURU's, do you have time to help another user-loser? I have an external 14.4 Zoom VFX that has a built-in 16550. My com2 port has an 8250. Now, will my 16550 buffer enough to correct the normal problems associate with either null-link or the modem connections? Also, will I get much performance difference by simply upgrading my com ports, or, does the Zoom's 16550 handle most of the buffering? E-mail is appreciate, but, I also check the newsgroups frequently. ------------------------------------------------------------------------------ -=#| Michael Kelsey |#=- E3M9 Things are not what they seem :) -=#| mkelsey@eecs.wsu.edu |#=- Date: 03-01-94 (06:54) Number: 988 of 1825 (Refer# NONE) To: ALL From: MMOLLER@MIKOMTEK.CSIR.CO.ZA, Michael Moller Subj: Re: 386 DX 40 too slow for Doom? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Mikomtek - CSIR I'm running Doom 1.2 on a 386DX40 (128k cache) and a Tseng ET4000. No problem with only 5mb (had to add another 1mb - which I got for free). High detail works. It's a little choppy, so I mosly play on low detail. I also tried it on a friends 486SX25, with a Realtek VGA, and it was unplayably slow. Date: 03-01-94 (07:00) Number: 989 of 1825 (Refer# NONE) To: ALL From: MLIAU@MAGNUS.ACS.OHIO-STATE.EDU, Alvin K Liau Subj: 2 player doom on serial link Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kvapf$7h2@charm.magnus.acs.ohio-state.edu> Newsgroup: alt.games.doom Organization: The Ohio State University Hi, I've read the Doom Faq 5.1 about how to play 2 player doom on serial link but it does not really tell shit about it. I can't wait to read 5.2 or others. So, will some kind slaying soul please e-mail me specific instructions. Thanks. --------------------<<<<<>>>>>-------------------- Alvin Kienming Liau mliau@magnus.acs.ohio-state.edu "if you don't play soccer, you don't exist" --------------------<<<<<>>>>>-------------------- Date: 03-01-94 (07:13) Number: 990 of 1825 (Refer# NONE) To: ALL From: MKLEIN@AUTOMATIX.KPH.UNI-MAINZ.DE, Markus Klein Subj: Cheats for Doom V.1.2 Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kvbhu$r6@bambi.zdv.Uni-Mainz.DE> Newsgroup: alt.games.doom Organization: Institute for Nuclear Physics, Uni Mainz, FRG Hello Doomers ! I read that the old cheat-codes that worked with Doom 1.1 don't work anymore. Is that true? Are there some new Cheats? Markus Email: mklein@kph.uni-mainz.de Date: 03-01-94 (07:23) Number: 992 of 1825 (Refer# NONE) To: ALL From: RICHK@NETCOM6.NETCOM.COM Subj: Re: New DOOM ideas for 1. Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line services In article<2kum6m$cjt@apakabar.cc.columbia.edu>cjc7@konichiwa.cc.columbia.edu (Cheng-Jih Chen) writes: > Craig Wendland wrote: > > > >hmmm, I think the original post does bring up an interesting idea, > >however. The original post might have meant to suggest that it would > > be interesting to have SOUNDS to send to one another. If I understand > > it correctly, the macro facility of Doom 1.2 is for chat mode. (words, > > not sounds). > > Sounds being sent over the modem would probably be a serious slowdown, > and wouldn't be advisable. Agreed, sound transmission during game play would be bad. However, perhaps distribution of custom sounds during game startup would be acceptable. It would lengthen startup by a minute or so. These would have to be a limited number of short sounds, in order to fit into memory space of the players' machines. -- Richard Krehbiel richk@netcom.com Picture a clever one-liner here... Date: 03-01-94 (07:26) Number: 993 of 1825 (Refer# NONE) To: ALL From: RICHK@NETCOM6.NETCOM.COM Subj: Re: New DOOM ideas for 1. Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: NETCOM On-line services In article <1994Feb28.203348.1@uwovax.uwo.ca> 42_153@uwovax.uwo.ca writes: > In article <2kteqj$1o8p@locutus.rchland.ibm.com>, > mikec@fred.rchland.ibm.com (Michael Corrigan) writes: > > Now that I have modem Doom working, I find that it would be really > > nice if I could have some prerecorded sounds to communicate with my > > partner. Rather than having to type a message, it would be nice to > > hit a function key to send things like "behind you!" or "I just died", > > etc. > > I would also like the ability to shoot opponents after they are dead, > or how about having the ability to kick near-dead opponents to death? I'd like to be able to pick up all the weapons and ammo a dead opponent carried. -- Richard Krehbiel richk@netcom.com Picture a clever one-liner here... Date: 03-01-94 (13:27) Number: 994 of 1825 (Refer# NONE) To: ALL From: UB09@IBM3090.RZ.UNI-KARLSRUHE.DE Subj: Where is NUSER.ZIP ???????????????? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <19940301132729UB09@ibm3090.rz.uni-karlsruhe.de> Newsgroup: alt.games.doom Organization: University of Karlsruhe, Germany Help ! Icannot find NUSER.ZIP. I've looked in ftp.uwp.edu, directory incoming/id and games/id/home-brew (or so), then in archive.epas. utoronto.ca, dir pub/pc/ultrasound/submit, then in src.doc.ic.ac.uk in incoming, and it was'nt there. So, what happend to NUSER ? Oh,and wuarchive is shut down. The problem is, that from this system here, i cannot uuencode any post in the newsgroup, so i need an ftp site to get my files. If anyone knows, where to find NUSER.ZIP, please please please tell me. Patric ub09@rz.ibm3090.uni-karlsruhe.de Date: 03-01-94 (08:42) Number: 995 of 1825 (Refer# NONE) To: ALL From: MCCARTHY@LPI.COM Subj: Three nightmare LMPs Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: Newsgroup: alt.games.doom Organization: Lawrence Productions I noticed someone asking rhetorically whether it's possible to get past the first set of doors on Episode 3, Level 1, on the Nightmare setting. For your edification, I hereby present an LMP of me getting past not only the first, but the second set of doors. My moment of glory lasted...well, just play it, you'll see for yourself. Also included are LMPs of me completing the first two levels of Episode 1 (they're not too hard). Now the third level, _that_ would be difficult; I don't see how you could survive too long after opening the first door. If anyone's managed to complete Episode 2, Level 1 on nightmare, I'd like to see that, too... begin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ewsgroup: alt.games.doom Organization: Washington State University In article msolinas@netcom.com (Michael Solinas) writes: >Jim Peroulas (jamesp@cory.EECS.Berkeley.EDU) wrote: > >I agree but something still has to be said about the rush you feel by putting >god mode on and running around and using _only_ the rocket launcher. Is >great to launch a missle 100 feet infront of you and watch as the explosion >make the 3 imps in the area go flying! > >I thought I was the only sick-o to do this. God Mode + Rocket Launcher + >unlimited ammo = one heck of a time! Catch an imp inside a room from outside >the building JUST RIGHT, and you can blast his shredded body back out at ya! > You think you guys are sick, heck, I turn on bezerk mode just to hear them splatter. I also intentionally kill monster in doorways just to see them get squished. :) :) GM + Rocket is cool, too. ------------------------------------------------------------------------------- -=#| Michael Kelsey |#=- "I used to like Macs, until I got my PC" -=#| mkelsey@eecs.wsu.edu |#=- ------------------------------------------------------------------------------- Date: 03-01-94 (06:07) Number: 997 of 1825 (Refer# NONE) To: ALL From: MKELSEY@RAYSHADE.EECS.WSU.EDU, Michael Kelsey - EECS (Cp Subj: Re: E2L9 Cyberdemon help! Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.110728.5283@serval.net.wsu.edu> Newsgroup: alt.games.doom Organization: Washington State University In article <1994Feb23.212821.4750@Virginia.EDU> blb2r@Virginia.EDU (Brian Lincoln Blackburn-Bartholeme) writes: >u11403@systems1.sdsc.edu writes: >> I need help killing the cyberdemon on the last level (L9?) of >> episode 2 (registered version). I know you're supposed to stand >> back from the narrow gap between the wall and the cube and dump >> lead into the bastard until he dies. Unfortunately, I either >> a. run out of bullets (I have 200 rounds in the chaingun); or > >Chaingun ? Unless you cheat the chaingun aint gonna do $h!+. >I suggest you use ALL the rockets that just happen to be laying >around. >BBB at UVA Really, I played (honestly, no IDxxxxx keystrokes) all through EP2 and I had some 600 cells ready to be fired. It only takes about 200 or so to drop the CyberDemon. Try it, plus, you don't have to worry about proximity with the plasma gun -- but then again, you shouldn't be that close to the CyberDemon anyway :) ------------------------------------------------------------------------------- -=#| Michael Kelsey |#=- "I used to like Macs, until I got my PC" -=#| mkelsey@eecs.wsu.edu |#=- Date: 03-01-94 (07:58) Number: 998 of 1825 (Refer# NONE) To: ALL From: BAREMAN@HOPE.CIT.HOPE.EDU Subj: Re: DOOM: * ROAD KILL * (was Re: New DOOM ideas for 1.3) Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <1994Mar1.125852.910@cs.hope.edu> Newsgroup: alt.games.doom Organization: Gizmonics Institute >I'd like to see.... > >How about some vehicles: > >Front-end Loader >Steam Roller >Motorbike >Street Cleaner > Ok, let's add to this... A snowplow An M1 Tank A Ford Pinto (watch out for imp fireballs) A Mac Truck A Bitchin' Camaro (and neighbors to run over) Plenty of rabbits, cats, dogs & deer. It's a whole new video game experience... DOOM: * ROAD KILL * >I would also like the ability to shoot opponents after they are dead, >or how about having the ability to kick near-dead opponents to death? And I want extra points if I back up over my kill. Everyone, get a friend to register DOOM now so that id can hire a few more folks to crank out DOOM: * ROAD KILL * -Steve "Maniac" Bareman Date: 03-01-94 (13:41) Number: 999 of 1825 (Refer# NONE) To: ALL From: UB09@IBM3090.RZ.UNI-KARLSRUHE.DE Subj: WHere is NUSER.ZIP ????????? Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <19940301134157UB09@ibm3090.rz.uni-karlsruhe.de> Newsgroup: alt.games.doom Organization: University of Karlsruhe, Germany In article <19940301132729UB09@ibm3090.rz.uni-karlsruhe.de>, UB09@ibm3090.rz.uni-karlsruhe.de writes: >Help ! Icannot find NUSER.ZIP. I've looked in ftp.uwp.edu, directory >incoming/id and games/id/home-brew (or so), then in archive.epas. >utoronto.ca, dir pub/pc/ultrasound/submit, then in src.doc.ic.ac.uk >in incoming, and it was'nt there. So, what happend to NUSER ? >Oh,and wuarchive is shut down. The problem is, that from this system >here, i cannot uuencode any post in the newsgroup, so i need an ftp >site to get my files. If anyone knows, where to find NUSER.ZIP, >please please please tell me. > >Patric >ub09@rz.ibm3090.uni-karlsruhe.de sorry, wrong address. Here's the right: ub09@ibm3090.rz.uni-karlsruhe.de Date: 03-01-94 (08:03) Number: 1000 of 1825 (Refer# NONE) To: ALL From: MLIAU@MAGNUS.ACS.OHIO-STATE.EDU, Alvin K Liau Subj: Re: ***Serial Slowdown BUG FIXED***** Read: (N/A) Status: PUBLIC MESSAGE Conf: games.doom (157) Read Type: GENERAL (+) Message-ID: <2kvefv$7k7@charm.magnus.acs.ohio-state.edu> Newsgroup: alt.games.doom Organization: The Ohio State University Hey post this again, all those colon's are screwing it up...