Annotation of doom/readme.txt, revision 1.1.1.2

1.1.1.2 ! root        1: WinDoom - V0.90
1.1       root        2: 
1.1.1.2 ! root        3: 14 Jan, 1998
1.1       root        4: 
1.1.1.2 ! root        5: Thanks go first to id Software for making a great game
        !             6: and then releasing the source code to it so we could
        !             7: have something else to play with.
        !             8: 
        !             9: To anyone working on their own Win32 ports of Doom:
        !            10: If you want to share programming information then all
        !            11: you have to do is ask.  I'll tell you whatever I know
        !            12: if it will help.  I AM going to release my modified
        !            13: source code when I get this stabilized.
        !            14: 
        !            15: 
        !            16: HIGH RESOLUTION MODES NOW AVAILABLE!
        !            17: 
        !            18: In order to know what video modes are available on
        !            19: your system, look in the windoom.dbg file after you
        !            20: have run the program at 320x200 resolution. Any
        !            21: video mode that has an 8 in the third column is
        !            22: usable unless the height is greater than the width.
        !            23: 
        !            24: The syntax for high resolution modes is:
        !            25: 
        !            26: -width xxxx -height yyy
        !            27: 
        !            28: where the xxxx is the width you want to use 
        !            29: like 320 and the yyy is the height you want to
        !            30: use like 240.
        !            31: 
        !            32: You can put these on your command line if you
        !            33: create a shortcut to the program and modify
        !            34: the command line in the attributes page of
        !            35: the short cut's properties.
        !            36: 
        !            37: 
        !            38: TAKE NOTE:
        !            39: 
        !            40: If you have read this document before you really should
        !            41: re-read the whole thing again if the version number above
        !            42: has changed. No telling what you might find changed...
        !            43: 
        !            44: 
        !            45: DISCLAIMER
        !            46: 
        !            47: I make absolutely NO warrantees of any kind for this
        !            48: program.  I am not responsible for any consequences
        !            49: of anyone using this program.
        !            50: 
        !            51: id Software owns the rights to Doom and to the source
        !            52: code they distributed.  This program was compiled from
        !            53: source code to that game that was modified by me. So
        !            54: don't bug id Software if you've got a problem with
        !            55: this program.  I'm the one who screwed up. Tell me.
        !            56: 
        !            57: 
        !            58: HELLO
        !            59: 
        !            60: This is my version (so far) of a Win32 port of the Linux
        !            61: Doom source code released by id Software.  I have gotten
        !            62: most of the features of the original program working but
        !            63: it isn't quite ready for primetime.  It does odd things
        !            64: occasionally, and sometimes sounds just disappear. Probably
        !            65: because of the sound buffer manager being non-existent.
        !            66: 
        !            67: Please DO E-Mail me with problems you've had with this
        !            68: especially if you can't get it working at all. I already know
        !            69: of most of the problems you may encounter and I am already
        !            70: addressing them.  But I want feedback about any problems
        !            71: you encounter.  There is a file generated in your game
        !            72: directory called windoom.dbg.  It contains some data that
        !            73: will probably be helpful to me in debugging whatever problem
        !            74: you've encountered. Screenshots may be helpful, too.
        !            75: 
        !            76: I have several very different systems to test this on and
        !            77: a LAN as well but I couldn't possibly duplicate the variety
        !            78: of systems you all have. Running it on your systems is
        !            79: the best testing I can get.
        !            80: 
        !            81: I know this is more like a public Alpha test but I did want
        !            82: to share what I have done so far, though.
        !            83: 
        !            84: Also, please don't send me E-Mails asking for features or
        !            85: changes.  There will be time enough for that after the
        !            86: game actually works properly.
        !            87: 
        !            88: New revisions will be forthcoming soon.
        !            89: 
        !            90: Also, when I've got all the original Doom features working
        !            91: and the program stabilized, I will release my source code
        !            92: for the game.
        !            93: 
        !            94: Also, after I get all the enhancements added to the game
        !            95: that I want to add, I will release the source code to
        !            96: that as well.  I've detailed a couple of them below. This
        !            97: probably won't be before the summer, though. I've got a
        !            98: LOT planned.
        !            99: 
        !           100: Also, if you're a Doom purist.  Why are you reading this?
        !           101: 
        !           102: 
        !           103: REQUIREMENTS
        !           104: 
        !           105: This program is a Win32 application and REQUIRES DirectX 5
        !           106: (sorry NT folks).  It would have been possible to do what
        !           107: was done with DirectX 3 but I've already installed DirectX
        !           108: 5 and wanted to use it.  DirectX 5 will be supported in the
        !           109: 5.0 version of NT. (Yes, I KNOW Microsoft says you can write
        !           110: DirectX 3 compatible software using DirectX 5.  I didn't want
        !           111: to.)  If you don't have DirectX 5, you can get it here:
        !           112: 
        !           113: http://www.microsoft.com/msdownload/directx5/directx5.htm
        !           114: 
        !           115: If you want to run ANYTHING under Windows95 you really should
        !           116: have at least 16 Meg of RAM.  32 Meg is MUCH better.
        !           117: 
        !           118: WHAT'S WORKING?
        !           119: 
        !           120: Video - DirectDraw is being used as a flipping surface with
        !           121:         two surfaces.  The game is rendered into a memory
        !           122:         area then copied to the back DD buffer.  The palette
        !           123:         is updated through the DirectDraw surface attached
        !           124:         palette. All video works.  An initial attempt was
        !           125:         made to increase the resolution but was not entirely
        !           126:         successful.  Default screen resolution is 320x200.
        !           127: 
        !           128: Sound - DirectSound is being used for playing the sounds.
        !           129:         Currently, the sounds play until they are finished
        !           130:         and do not loop as in the original game.  Nor can
        !           131:         they currently be stopped. This is being worked on
        !           132:         and will be functional in a few days.  Volume control
        !           133:         and panning are both working adequately.  Buffer
        !           134:         management is non-existent at this point.  It is
        !           135:         being worked on and a proper sound buffer manager
        !           136:         will be forthcoming.  The volume controls on the
        !           137:         menu DO NOT WORK YET. I haven't even looked at them.
        !           138: 
        !           139: 
        !           140: Network - The network code is there and works. The syntax
        !           141:         for a network game is a little odd but it works.
        !           142:         Please see "How do I play a network game?" for details.
        !           143:         I used the Linux code that was already there and
        !           144:         adapted it to WinSock2.
        !           145: 
        !           146: 
        !           147: Music - I haven't had the time to get a MUS to MIDI con-
        !           148:         version written, yet. But I do have code to play a
        !           149:         midi file "doomsong.mid".  There is also a little
        !           150:         surprise as you read on.
        !           151: 
        !           152: 
        !           153: Input - DirectInput and the Windows message loop are used to
        !           154:         handle keyboard, mouse and joystick input.  Not all
        !           155:         the keys on the keyboard have been mapped.  Notably
        !           156:         missing, so far are most of the keys in the numeric
        !           157:         keypad and some of the navigation keys.  Pause DOES
        !           158:         work.  The page-up and down keys as well as home,
        !           159:         end, insert and delete are not normally used anyway.
        !           160:         There is also a "console" key which is "`".
        !           161: 
        !           162: Demos - The demos now work.  Beware trying to play a demo for
        !           163:         which you do not have the correct IWAD or PWAD file
        !           164:         loaded for.  It can cause weird things to happen
        !           165:         in the game and even crash the machine.  The demos
        !           166:         now appear to be 100%.
        !           167: 
        !           168: 
        !           169: HOW DO I USE IT?
        !           170: 
        !           171: Create a directory and put the WinDoom.exe program in it
        !           172: along with the Doom IWAD of your choice  (I've tested this
        !           173: with all three of the Doom I wads (doom1.wad, doom.wad and
        !           174: doomu.wad) as well as doom2.wad, tnt.wad and plutonia.wad.
        !           175: 
        !           176: The order of precedence in looking for an IWAD is this:
        !           177: 
        !           178: doom2.wad - retail Doom II wad file
        !           179: doomu.wad - ultimate Doom I retail wad file
        !           180: doom.wad  - Doom I registered shareware wad
        !           181: doom1.wad - Doom I unregistered shareware wad
        !           182: tnt.wad   - Another Doom II IWAD from id
        !           183: plutonia.wad - Another Doom II IWAD from id
        !           184: 
        !           185: If you have "Ultimate Doom" you need to rename your IWAD
        !           186: to doomu.wad.  (it's dumb I know) If you don't, the program
        !           187: will think that you have the original Doom I loaded and
        !           188: will try to cycle to a screen that isn't there and die.
        !           189: (I'll fix that when I get time.)
        !           190: 
        !           191: When the program is first run, it will create a section in
        !           192: the win.ini file for WINDOOM that stores the location of
        !           193: the WinDoom program.  If you move the program or change the
        !           194: name of the directory in which the program is installed you
        !           195: need to update this ini file entry or remove it.
        !           196: 
        !           197: An ini file will be created (or updated) in the directory
        !           198: in which WinDoom is run with the configuration information
        !           199: for the program. All numeric entries are either boolean
        !           200: (0 = false, 1 = true), keyboard scancodes or ASCII character
        !           201: values. Modifying this file is currently the only way to
        !           202: change some of the keyboard/mouse/joystick mappings.  A way
        !           203: to modify this in the game or a setup program will be
        !           204: forthcoming.  I am going to make it possible to set these
        !           205: values from within the program from the console.  When this
        !           206: is finished there will be a published list of cvars that you
        !           207: can set to setup your controls. (i.e. always_run )
        !           208: 
        !           209: A general rule to go by if you want to edit the windoom.ini
        !           210: is that printable characters use the ASCII value.  Non-printable
        !           211: keys (ESCAPE, RETURN, ARROWs, etc.) use keyboard scan codes.
        !           212: It's confusing, but that's the way it works.
        !           213: 
        !           214: Make sure your shortcut, if you create one, has the directory
        !           215: where you installed the program as the working directory.  It
        !           216: probably won't run otherwise.
        !           217: 
        !           218: I have not tried some of the original command line options to see
        !           219: if they work or not.  I have spent most of my time writing code
        !           220: to get the program working.  I will be testing the rest of these soon.
        !           221: 
        !           222: I have tested the following and know that they work:
        !           223: 
        !           224: -nomonsters
        !           225: -deathmatch
        !           226: -net
        !           227: -skill
        !           228: -warp
        !           229: -episode
        !           230: -playdemo
        !           231: -timedemo
        !           232: 
        !           233: The others will probably work but I have not tested them.
        !           234: 
        !           235: 
        !           236: HOW DO I PLAY A NETWORK GAME?
        !           237: 
        !           238: Okay, this is little different than a DOS Doom network game.
        !           239: It's just like the Linux parameters, though.
        !           240: 
        !           241: What you want to do is create a shortcut to your game and
        !           242: then change the parameters of your shortcut to include the
        !           243: network commands on the command line.
        !           244: 
        !           245: The parameter to start a network game is "-net" (without the
        !           246: quotes).  You then follow the -net command with the player
        !           247: number your machine is going to be (1 to 4) and the IP
        !           248: addresses or hostnames of the OTHER systems you will be
        !           249: playing with. The IP addresses MUST be preceded by a period
        !           250: ".". If you leave off the leading period, the game will
        !           251: think that the IP address is a hostname and try to resolve
        !           252: it into an IP address (and die on you).
        !           253: 
        !           254: Sample command lines for two players would look like this:
        !           255: 
        !           256: machine 1: (hostname: rimmer IP address: 192.168.1.5)
        !           257: windoom -net 1 holly -deathmatch -nomonsters
        !           258: OR
        !           259: windoom -net 1 .192.168.1.4 -deathmatch -nomonsters
        !           260: 
        !           261: machine 2: (hostname: holly IP address: 192.168.1.4)
        !           262: windoom -net 2 rimmer -deathmatch -nomonsters
        !           263: OR
        !           264: windoom -net 2 .192.168.1.5 -deathmatch -nomonsters
        !           265: 
        !           266: In order to use hostnames rather than IP addresses you
        !           267: must either have DNS setup or have a valid hosts file.
        !           268: 
        !           269: If you add a third or fourth machine to the game you need
        !           270: to add the IP addresses of the OTHER machines to the
        !           271: command line on each machine. You do not put your own
        !           272: machine's IP address on the command line.  You also
        !           273: do not put how many machines are in the game after the
        !           274: -net command.  Only which player, out of the 4, you are.
        !           275: 
        !           276: The player numbers must be contiguous.  You can't have
        !           277: players 1,2 and 4.  Also, one player MUST be player 1.
        !           278: Player 1 is the KEY player and that machine coordinates
        !           279: all the other systems.
        !           280: 
        !           281: The number of players in the game is determined by how
        !           282: many IP addresses you put on the command line plus your
        !           283: machine.
        !           284: 
        !           285: The command line on the KEY player's machine in a four
        !           286: player game might look like this:
        !           287: 
        !           288: windoom -net 1 .192.168.1.3 .192.168.1.4 .192.168.1.5 -deathmatch -nomonsters
        !           289: OR
        !           290: windoom -net 1 cat holly rimmer -deathmatch -nomonsters
        !           291: 
        !           292: The other player's command lines in the same game might
        !           293: look like this:
        !           294: 
        !           295: windoom -net 2 lister holly rimmer -deathmatch -nomonsters
        !           296: OR
        !           297: windoom -net 2 .192.168.1.2 .192.168.1.4 .192.168.1.5 -deathmatch -nomonsters
        !           298: 
        !           299: windoom -net 3 lister cat rimmer -deathmatch -nomonsters
        !           300: OR
        !           301: windoom -net 3 .192.168.1.2 .192.168.1.3 .192.168.1.5 -deathmatch -nomonsters
        !           302: 
        !           303: windoom -net 4 lister cat holly -deathmatch -nomonsters
        !           304: OR
        !           305: windoom -net 4 .192.168.1.2 .192.168.1.3 .192.168.1.4 -deathmatch -nomonsters
        !           306: 
        !           307: If you start a network game and the program appears to be
        !           308: "hung" (black screen only), press and hold the escape
        !           309: key for a few seconds.  The program will terminate. It
        !           310: generates an error when shutting down but it doesn't
        !           311: affect game play.  I should have that error figured out
        !           312: soon.
        !           313: 
        !           314: I DO NOT know if the UDP datagrams used are robust enough
        !           315: to allow this to be played over the internet.  My assumption
        !           316: is that it would be but I don't know. I haven't tried it.
        !           317: 
        !           318: I have started up a four player game on my network and
        !           319: played at all four stations. Response was good and play
        !           320: appeared to be smooth.
        !           321: 
        !           322: I'd be interested to know if anyone is able to play this
        !           323: over the Internet with all the problems that entails. I can't
        !           324: because of my router.
        !           325: 
        !           326: 
        !           327: BEFORE SOME OF YOU ASK
        !           328: 
        !           329: If you only have the Doom shareware IWAD, you CANNOT use
        !           330: the Plasma gun or the BFG9000. They just aren't in the
        !           331: WAD file to use.  You also can't use the double-barreled
        !           332: shotgun in Doom I.  There are no sprites for those things
        !           333: in those wads.  It's not something you can change in the
        !           334: program.
        !           335: 
        !           336: 
        !           337: BUG FIXES:
        !           338: 
        !           339: There appear to be some video cards that have multiple
        !           340: display sync rates at various resolutions.  It may be
        !           341: necessary to have a setup program that will let you
        !           342: pick the sync rate you want to use at any given
        !           343: resolution in order for some monitors to be able to sync
        !           344: to them.  I am working on this at this right now.
        !           345: 
        !           346: Added normal VGA mode (320x200x8) support to DirectDraw
        !           347: instead of just ModeX.  This may fix the few remaining
        !           348: video problems. (I hope...) (no, it didn't :(
        !           349: 
        !           350: Notice to 3Dfx card owners.  Sorry I didn't test this on the
        !           351: 3Dfx machines earlier. I have one but didn't think it would
        !           352: interfere with the game running.  (Boy, was I wrong...) It
        !           353: works now. (I don't have one on my development systems...)
        !           354: Oddly enough, the Obsidian card doesn't do what the Monster
        !           355: 3D does.
        !           356: 
        !           357: There was a bug in the sound volume code that wasn't using
        !           358: the full volume range.  It now does.
        !           359: 
        !           360: Changed mouse mode to non-exclusive because switching from
        !           361: the game to something else completely locked up the mouse.
        !           362: 
        !           363: I have gotten some reports of problems from people who have
        !           364: S3 Trio/64 video cards that their video is "screwy". The
        !           365: display appears to be in the top half of the screen only.
        !           366: 
        !           367: I have modified the blitting code to the back surface to
        !           368: try to alleviate this.  I would like to know if this was
        !           369: successful.  I don't have a Trio/64 card to test it on.
        !           370: 
        !           371: The DirectDraw problem of not enough memory to create
        !           372: surface should be fixed.  I have been able to reproduce
        !           373: the failure and changed to the code to work around it.
        !           374: 
        !           375: The IDCLEV cheat code did not work in DoomII or Final-
        !           376: Doom. This has been fixed in the game and the console.
        !           377: 
        !           378: Palette index problem with indices 0 and 255 is fixed.
        !           379: 
        !           380: WHAT'S NEW?
        !           381: 
        !           382: A few new things have been added along the way.
        !           383: 
        !           384: 1. A print screen key is now always available by pressing
        !           385:    the (Print Screen/Sys Rq) key on your keyboard.  If you
        !           386:    aren't playing a game, no message will appear on the
        !           387:    screen but a print screen PCX file WILL be generated.
        !           388: 
        !           389: 2. I have added a console similar to the Quake/Quake II
        !           390:    console.  It isn't as fancy and no doubt not as functional
        !           391:    as the Quake console but it works and any keyboard command
        !           392:    such as the cheats can be entered in the console.  Also,
        !           393:    all messages that appear on the screen briefly will be
        !           394:    displayed in the console.  The console key is the "`"
        !           395:    key.  The following commands are currently implemented:
        !           396: 
        !           397:    iddqd         - god mode
        !           398:    idfa          - full ammo
        !           399:    idkfa         - keys full ammo
        !           400:    idclev        - change level
        !           401:    idchoppers    - chainsaw and invulnerability
        !           402:    idclip        - no clipping toggle
        !           403:    idspispopd    - no clipping toggle
        !           404:    idbeholdi     - invisibility
        !           405:    idbeholdv     - invulnerability
        !           406:    idbeholds     - strength (berserk pack)
        !           407:    idbeholdr     - radiation/environment suit
        !           408:    idbeholdl     - light amplification goggles
        !           409:    idbeholda     - all map cheat
        !           410:    cd on         - starts your cd player (switches from midi)
        !           411:    cd off        - stops your cd player (switches to midi)
        !           412:    cd pause      - pause/resume cd music toggle
        !           413:    cd resume     - pause/resume cd music toggle
        !           414:    cd next       - play next song on cd
        !           415:    cd +          - play next song on cd
        !           416:    cd prev       - play previous song on cd
        !           417:    cd -          - play previous song on cd
        !           418:    cd XX         - plays song number specified in XX 00 to 99
        !           419:    midi pause    - pauses/resumes the midi playback (toggle)
        !           420:    midi resume   - pauses/resumes the midi playback (toggle)
        !           421:    quit          - quits the game (immediately)
        !           422:    god           - enable god mode (degreelessness?) toggle
        !           423:    map           - e?m? or map?? (Doom I or Doom II map names)
        !           424:    noclip        - no clipping toggle
        !           425:    give all      - gives full ammo,armor,health,weapons,keys
        !           426:    give ammo     - gives full ammo
        !           427:    give armor    - gives full armor
        !           428:    give health   - give 100% health
        !           429:    give weapons  - gives all weapons
        !           430:    give keys     - gives all keys
        !           431:    give backpack - gives ammo backpack
        !           432:    always_run X  - toggles always run 0 = off, 1 = on
        !           433: 
        !           434:    The map and idclev commands are disabled from the console
        !           435:    during a network game. It crashes the machine you do it
        !           436:    on and locks up the KEY player's machine.  The other players
        !           437:    can exit the game but their systems are VERY slow. (You
        !           438:    have to hold the keys longer.)
        !           439: 
        !           440:    All the original cheat codes work EXACTLY as they did
        !           441:    originally.  No changes have been made to those. The
        !           442:    new MAP command works similarly to the MAP command in
        !           443:    Quake/QuakeII. If you want to select a Doom 1 or Doom
        !           444:    II level you type in MAP then the full name of the
        !           445:    map you want to load (E1M7 or MAP19).
        !           446: 
        !           447:    All the cheats are disabled during network games, also.
        !           448:    Note: This does not include the game control commands,
        !           449:    just the "cheats".
        !           450: 
        !           451:    A number of other commands are planned for this. Mostly
        !           452:    just game variables that you can set. (like always_run)
        !           453: 
        !           454:    All game input is dead while the console is active, so
        !           455:    be warned! The <ESCAPE> key as well as the "`" key will
        !           456:    terminate the console.  Any command that you have not
        !           457:    pressed <ENTER> to complete will be thrown away.  The
        !           458:    menu and console shut each other down when you call
        !           459:    them up.  They are mutually exclusive.
        !           460: 
        !           461:    The console was done because I wanted to support the CD
        !           462:    player and there simply weren't enough keys available to
        !           463:    assign keys to handle this and keep the original cheat
        !           464:    codes.  Also no menus can be added without hacking the
        !           465:    original menus to bits and reassembling them.  That was
        !           466:    too much trouble.  Besides the console is very flexible.
        !           467:    All sorts of new commands can now be implemented.
        !           468: 
        !           469: 3. As you see above, a CD player is now supported.  A number
        !           470:    of features are planned for this (playlists, directory,
        !           471:    naming, song naming, etc.)  Trying to play a CD with no
        !           472:    CD in the drive will do nothing.  Removing the CD from the
        !           473:    drive while playing will result in the MIDI song being
        !           474:    restarted.  The CD player will detect if the CD has been
        !           475:    changed and start playing on the first music track (if
        !           476:    there is one) and will not play if there are no music
        !           477:    tracks.
        !           478: 
        !           479: 4. Midi file playing. Currently a single MIDI file will be played
        !           480:    (if it exists) in the game directory. The name of this file is
        !           481:    doomsong.mid.  It can be any valid MIDI file.  It will be played
        !           482:    ALL the time unless you turn on the CD player.
        !           483: 
        !           484: 5. There is now an "always_run" key. I got this idea from Chi
        !           485:    Hoang and his DOSDoom. The always_run key is the <CAPS LOCK>
        !           486:    key and it toggles between on and off. This key state is
        !           487:    saved in the windoom.ini file.
        !           488: 
        !           489: 
        !           490: WARNINGS!
        !           491: 
        !           492: 
        !           493: Context switching (switching to other programs) while playing this
        !           494: program MAY LOCK YOUR MACHINE UP.  (This is being looked into.)
        !           495: The fix is probably very simple.  I haven't looked very hard.
        !           496: 
        !           497: This program is by no means ready for prime time but it does work
        !           498: mostly.  The original music was a large part of Doom for some of
        !           499: us and this game isn't complete without it. It IS being worked on.
        !           500: It may not be possible, however, to play against other versions of
        !           501: Doom with this code.  I DO have the specifications for the IPX
        !           502: protocol used by the original Doom and I will attempt to make that
        !           503: work as well.
        !           504: 
        !           505: Supporting DOS Doom in network games is, therefore, doubtful but
        !           506: it may happen.  However if Chi and I can maintain the same message
        !           507: data for the networking, you should be able to play network games
        !           508: between the two.
        !           509: 
        !           510: WHAT'S COMING?
        !           511: 
        !           512: Note the version is on the console on the bottom right.  Something
        !           513: I "stole" from Quake's console.  It's a good idea with a Win32
        !           514: game to have SOME way to see what version you are running.
        !           515: 
        !           516: The volume control for music will control which ever music mode
        !           517: is currently selected when it's done.  It isn't done yet.
        !           518: 
        !           519: I am going to add my OpenGL Doom level viewer as the video output
        !           520: portion of Doom.  I already have ALL the code to generate the levels
        !           521: as polygons, OpenGL texture creation and rendering of the level.
        !           522: 
        !           523: I have enclosed a screen shot of the OpenGL Level Viewer so you can
        !           524: get an idea of what that Doom will look like with an OpenGL renderer.
        !           525: 
        !           526: This will mean replacing most of the current renderer or at least
        !           527: making major modifications to it so that will be fairly slow in
        !           528: coming.
        !           529: 
        !           530: Once the game has been converted to a polygon renderer (not as
        !           531: simple as it sounds), I am going to add the ability to look
        !           532: (and aim) up and down.  I am also going to add a crosshair.
        !           533: 
        !           534: Before I get ahead of myself, let me say that I have a zillion
        !           535: other changes in mind but the program needs to get back to the
        !           536: level of the commercial release before any other modifications
        !           537: are made.
        !           538: 
        !           539: The CD player was added as a replacement for the missing Midi music.
        !           540: I know it's not the same but you can pick whatever music you want
        !           541: while you're playing Doom, now. I like cut 6 on the Quake II CD!
        !           542: 
        !           543: The console was necessary to make the CD interface possible. It
        !           544: was ridiculously easy to do.  I guess id just hadn't thought of
        !           545: it when Doom was released or maybe it didn't fit with their
        !           546: design.  Who knows. You don't have to use if you don't want to.
        !           547: It's ALWAYS available, too.
        !           548: 
        !           549: There will probably be a Win32 dialog box interface created as
        !           550: the front-end of the program similar to the Doom95 dialog box.
        !           551: 
        !           552: Most of the features (if not all) of that dialog will be duplicated
        !           553: since most of them are necessary.  This will be available before
        !           554: the move to OpenGL or any other modifications.  It's a pity we
        !           555: didn't get that source code so we wouldn't have to recreate
        !           556: so much of it.  Oh, well, we learn more this way...
        !           557: 
        !           558: 
        !           559: THAT'S ALL FOLKS
        !           560: 
        !           561: Notice the DOOM98 in the top right corner of the screen? Please
        !           562: don't copy that if you are working on your own Win32 port. Or,
        !           563: at least make yours look different.  (The console I mean.)  The
        !           564: look of mine is set and I am not going to change it.
        !           565: 
        !           566: Enjoy it if you can...
        !           567: 
        !           568: Bruce Lewis 
        !           569: [email protected]
        !           570: 
        !           571: 
        !           572: Thanks to all of you who have downloaded the program (I'm not
        !           573: calling it a game. The game part comes from id!).  Your feedback
        !           574: has been very helpful and has made this a better program.
        !           575: 
        !           576: And to those of you who have had problems.  I thank you for
        !           577: your patience while I worked out the bugs you've reported.
        !           578: 
        !           579: Thanks again to id Software for making Doom.
        !           580: 
        !           581: Microsoft(tm)(c) 1975-1998, Microsoft, Inc., All Rights Reserved.
        !           582: Quake(R)(c) 1996, id Software, Inc. All Rights Reserved.
        !           583: Quake II(R)(c)1997, id Software, Inc. All Rights Reserved.
        !           584: DOOM(R)(c) 1993, id Software, Inc. All Rights Reserved.
        !           585: DOOM(R) and the DOOM image are registered trademarks of
        !           586: id Software, Inc.
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