THIS IS VERSION 2.0 of ERICS 1.6 REGISTERED PATCH Release date: August 5rd, 1994 "DAYS after the 1.6 beta release!!" **Whats new in my Patch. "Player in special sector..." error in Episode 3 maps 1 and 9 FIXED. What IS critially NEW in 16 beta EXE -They DISABLED the shotgun when you CHEAT with idkfa -They changed the demo lmps so I had to incorporate the new ones -Some deathmatch positions ie e1m4 are changed. I don't think this is worth extracting. Change then if you like. But better yet try some NEW PWADS instead. I am inclined to do this as ID has not released the reg 1.6 patch. (John Romero romero@idcube.idsoftware.com YOUR slow!!!!!) ** Ok all you Doomin' DILLBAGS this is Eric's patch for 1.6 ** **REMEMBER TO BACK UP YOUR DOOM.WAD before perfoming upgrade.**** DISCLAIMER not responsible for whatever happens. MAKE A BACKUP!!! Please if you incorporate this wad into YOUR wad mention my Name. This will AUTOMATICALLY fix your 1.2 registered wad to work with the shareware 1.6 DOOM.EXE. Do the following after getting this file. (It will clean up after itself when you run fix.bat leaving only the readme) 1) -Copy 1.2 registered wad into the dir where the 1.6 doom.exe is. -Extract all 16regvr2.zip into this directory and do the following. i) Run the FIX.BAT this will replace a set of graphics which I think are seldom used, with the regeneration graphics that are needed from 1.6 shareware. This cannot be done as a PWAD. As DOOM doesn't recognize the new graphics. I chose to replace the BAL3* graphics with the IFOG* graphics. The next C code program I made called PATCH will then AUTOMATICALLY edit the entries from BAL3* to IFOG*. BAL3A0 to IFOGA0 BAL3B0 to IFOGB0 BAL3C0 to IFOGC0 BAL3D0 to IFOGD0 BALDE0 to IFOGE0 It will then proceed to load a lmp called test to show TWO FRIENDS who sucessfully used my 16regvr2.zip to demonstrate the regeneration in DEATHMATCH 2.0 in a PWAD level. If it plays SUCCESSFULLY then give this patch to your friend and have him do the same. Then CONNECT with the -ALTDEATH parameter. ***Remember you will need to use: "doom -file 161.wad [optional.wad] blah blah" to make it run unless you REBUILD and incorporate the 162.wad into a 10meg doom.wad 2) OR Choose one of the following: i) Use DEU on this "fixed" Doom.wad and load 162.wad. 162.wad contains everything WORTHWHILE that was in the shareware version and not in the 12 registered. wad. REBUILD the 10meg wad using DEU including the 162.wad Delete DOOM1.WAD (it is useless, you have all you need from it) and rename the REBUILT wad into DOOM.WAD. ii) Or Everytime you load doom type "doom -file 162.wad YOUR.wad" to play. Then following tell your friend to do the same and try DeathMatch 2.0 against him. With for example "call sersetup -ALTDEATH -dial blah blah". Record some lmps and send them to the newsgroup or infant2. With the caption I got a deathmatch 2.0 going thanks to ERIC "Pook-Gai" Leung's 16 Patch. ***MOST IMPORTANTLY**** post in alt.games.doom that THIS WORKS and then uuencode it and load it up into alt.binaries.doom and alt.games.doom NOTE if you wait to watch all the menu demo lmps in the third one it would seem like the player is insane after the first death. This is because there was a map change on this level in 16beta. I did not extract the level because it seems pointless to do so. The level will run perfectly when you play it. ****PS: I added to 162.wad the dmxgus.ini file from 16 shareware (The GUS ini file !!) What did I do to get this to work?: Well lets say since I TA a high level CPSC C programming course and suffice to say I am Excellent in C coding. I looked at the source code for DEU didn't like the shareware checking and editing and saving preventions. So I rewrote the interface and REMOVED those annoying preventions thus my DEU can edit any wads. You can also just hexedit the IWAD to PWAD in the DOOM1.WAD then use DEU to edit the shareware as someone suggested by it doesn't work for some things. I also made the patch file to rename the entries in doom rather than have you hexedit yourself. A user who tried the OTHER methods. >I tried the STUPID technique of renaming the reg 12 wad to doom1.wad >and then renaming the 16 shareware to doom.wad. Following to >start doom by doom -file doom1.wad. This doesn't allow me to get >DEATHMATCH 2.0 (ie REGENERATING OBJECTS). This can be tested as a >one player by "doom -file doom1.wad -altdeath -warp 2 1" this >will let you play ONE player Deathmatch 2.0 and you can then >test if the objects regenerate. THEY DON'T!!!!! As a final NOTE: The whole point of this 16regVR2.zip was to get DEATHMATCH 2.0 (regenerating objects) to work and not crash when DOOM looks for the regeneration graphics. They cannot be added as a pwad so thats why you must hexedit the doom.wad THE WHOLE IDEA was to get a 2 or more man game going with Deathmatch 2.0. PS. Romero didn't play me. I alloted June 18th or 19th to play him and he didn't play me. Thus I left for vacation. I am telnetting to my account. Who am I: Eric "Pook-Gai" Leung. AUGUST 5th version TWO of 1.6 hack. Email me for help eyleung@unixg.ubc.ca -----> You ask yourself how I did this? You as yourself am I the DOOM GOD. -----> But YOU know I am unstoppable, You know I can KICK multiple ass, -----> YOU know I am Eric Leung "DOOM-GOD". Soon to be DEATHMATCH 2.0, GOD