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Doom Editing Digest Vol. 01 Nr. 009

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Published in 
Doom editing
 · 6 months ago

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #9
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Sunday, 16 October 1994 Volume 01 : Number 009


----------------------------------------------------------------------

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Fri, 14 Oct 1994 22:29:06 -0600 (MDT)
Subject: Re: Doom ][ v1.666 and 1.7? (fwd)

Ok guys, here it is STRAIT from American at id.. I asked and I got
results... End of speculation.

- ---------- Forwarded message ----------
Date: Fri, 14 Oct 94 18:09:50 -0600
From: American McGee <american@idcube.idsoftware.com>
To: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Subject: Re: Doom ][ v1.666 and 1.7?

> Hi, we on the Doom editing mail list have been wondering why there are

> two versions of Doom ][ floating around? Someone claims to have 1.7 while

> others have 1.666 (as I do)

This is because half way through the pressing of DOOM ][ we found some map
bugs, and fixed some code. There ARE two versions of DOOM ][.

- ---
- -American McGee (american@idsoftware.com)
aka help@idsoftware.com
id Software

ftp.uwp.edu[131.210.1.4] id "Official" anonymous FTP site

infant2.sphs.indiana.edu id's other "Official" anonymous FTP site
-----------------------------------------------
For the latest info on DOOM, QUAKE and other id
news, FINGER help@idsoftware.com
-----------------------------------------------
NeXT Mail preferred.


------------------------------

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Fri, 14 Oct 1994 22:31:30 -0600 (MDT)
Subject: Re: DOOM2 v1.7 EXE [0/9]

On Fri, 14 Oct 1994, Christian Antkow wrote:

> Ok. I hope you all don't flame me for this, but I thought I'd be
> considerate and UUEncode the DOOM 1.7 binary for all the people on this
> list. I didn't want to post it to a.g.d.b because I'm not really sure if
> this is couth seeing as how there hasn't been any official word from id
> yet.

Official word's out! They found the map bugs and released 1.7! Happy
dayz! Time to patch ye' old DOOM2.WAD!!! because just updating the .EXE
will not work...

- ------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca

DeathMatch.. The Ultimate Experience. WaD_MaN --> IRC
- ------------------------------------------------------------------------------


------------------------------

From: alaric@netcom.com (Phil Stracchino -- The Renaissance Man)
Date: Fri, 14 Oct 1994 21:43:22 -0700 (PDT)
Subject: Re: DOOM2 v1.7 EXE [0/9]

> Official word's out! They found the map bugs and released 1.7! Happy
> dayz! Time to patch ye' old DOOM2.WAD!!! because just updating the .EXE
> will not work...

> Dan Cormack Internet dancor@worldgate.edmonton.ab.ca


OK, so who's going to volunteer to produce a 1.666->1.7 DOOM2.WAD patch?



- --
==== I am the NRA ==== Phil Stracchino ==== Don't Tread On Me! ====

"Life does not cease to be funny when people die, any more
than it ceases to be serious when people laugh."
-- George Bernard Shaw

===== Finger alaric@netcom.com for PGP public key and key fingerprint =====

------------------------------

From: Dan Cormack <dancor@worldgate.edmonton.ab.ca>
Date: Sat, 15 Oct 1994 00:10:47 -0600 (MDT)
Subject: Re: DOOM2 v1.7 EXE [0/9]

On Fri, 14 Oct 1994, Phil Stracchino -- The Renaissance Man wrote:

>
> OK, so who's going to volunteer to produce a 1.666->1.7 DOOM2.WAD patch?

Heard on IRC that someone spoke to Dave and John that the patches will be
out soon.

- ------------------------------------------------------------------------------
Dan Cormack Internet dancor@worldgate.edmonton.ab.ca

DeathMatch.. The Ultimate Experience. WaD_MaN --> IRC
- ------------------------------------------------------------------------------


------------------------------

From: Paul Falstad <pf@zoof.cts.com>
Date: Fri, 14 Oct 1994 23:11:50 -0700
Subject: Re: DOOM2 v1.7 EXE [0/9]

Christian Antkow says:
| Subject: DOOM2 v1.7 EXE [0/9]
| Ok. I hope you all don't flame me for this, but I thought I'd be
| considerate and UUEncode the DOOM 1.7 binary for all the people on this
| list. I didn't want to post it to a.g.d.b because I'm not really sure if
| this is couth seeing as how there hasn't been any official word from id
| yet.
|
| If you've been following this list, then you know what I'm talking about.
| My shrinkwrapped copy of DOOM II had files dated 9-21-94 and the EXE
| was DOOM 1.7 and apparently, this is a rarity...
|
| Again, I don't think posting the 1.7 EXE is illegal because you really
| can't do much with it if you don't have a commercial DOOM II IWAD.

Thanks! Although what I really want is the 1.7 Doom II IWAD. :-(


- --
Paul Falstad, pjf@cts.com 619-673-9939

A committee is a cul-de-sac down which ideas are lured and then
quietly strangled.
-- Sir Barnett Cocks

------------------------------

From: MSFell@aol.com
Date: Sat, 15 Oct 1994 03:58:04 -0400
Subject: Combine 1 and 2 for pwads

to: doom-editing@nvg.unit.no
Subj: Combine 1 and 2, for pwads

Osku Salerma <osku@snafu.muncca.fi> wrote:

>my notes seem to indicate the offset as 95f2c, not 95f26

Woops. Right you are.

Matthew Ayres <ayres@cdrom.com> wrote:

>The PNAMES has to be updated too, since doom 2 doesn't contain all of the
>patches that doom 1 does.

Woops again. I Wasn't thinking.

>What I've done so far is rebuilt the DOOM2.WAD with the missing textures
>from doom 1, and updated the PNAMES and TEXTURE1 entries. I stuck all the
>textures into the TEXTURE1 entry. This seems to work just fine

Okay, thanks.

>Also, this morning I wrote a small program to extract the maps from doom 1
>and stick them into a PWAD (called it doom1p.wad), and rename them to the
>MAPxx format. I tried 'doom3 -file doom1p.wad' and it works just fine.

I think the combined wad would be better if it had all the stuff from
both (original names - E1M1..E3M9 as well as MAPxx), with the single
combo PNAMES and TEXTURE1. Then the wad can be treated (renamed) as
doom 1 or 2 and work fine. Multiplayer doom requires all the EXE files
to be identical (not totally true), but the wad files need not be the
same, as long as each has all the necessary lumps for the game being
played. Then a person with just DOOM.WAD can play someone who names
their combo.wad DOOM.WAD, and a person with just DOOM2.WAD can play
someone who names their combo.wad DOOM2.WAD.

>I don't know if I'm getting anywhere with this... I think the neat thing
>that will result is you'll have the ability to use ALL the textures in doom
>1 and 2 in a PWAD... however that requires anyone that wants to use the
PWAD,
>to have doom 3 installed. WADED supports any IWAD you want, so if you tell
>it to use the DOOM3.WAD that contains ALL textures, then it will...

I too think this would be neat. It will be more accepted if it makes
complete sense. If the combined wad (I'm still leery of the name
DOOM3.WAD) has everything in it, works from either, etc., it would
logically be the best basis for pwads. I haven't looked at DOOM3GEN
yet, but if it is perfected, and word gets out about its advantages,
then the fanatics who have both (like us) will use it in sufficient
numbers to make it a good base for pwad development. If it is 100%
compatible, as DOOM.WAD *or* DOOM2.WAD, then I would probably delete
both of the real wads, saving some disk space, or a lot, depending
on how you look at it.

More opinions solicited. I think it might be a great idea. Anyone who
will have doom 2 but not 1? 1 but not 2? ...

!!!!!! !!!!!! !!!!!!
Matt Fell (msfell@aol.com)

------------------------------

From: "C. Sheldon" <sheldonc@acy.digex.net>
Date: Sat, 15 Oct 1994 08:49:21 -0400 (EDT)
Subject: Doom][

Gee it seems to me that after one uudecodes that 1.7 exe all they'd need
would be a copy of DOOM3GEN.wad and they'd be all set with doom2.

See we didn't need pirates afterall


Later Days

DrWu


------------------------------

From: Stanley Stasiak <stasiak@iinet.com.au>
Date: Sat, 15 Oct 1994 23:51:22 +0800 (WST)
Subject: Re: DOOM2 v1.7 EXE [0/9]

>
> On Fri, 14 Oct 1994, Christian Antkow wrote:
>
> Official word's out! They found the map bugs and released 1.7! Happy
> dayz! Time to patch ye' old DOOM2.WAD!!! because just updating the .EXE
> will not work...
Looks like that's not all they've fixed...
I actually did some experimenting of my own and used that 1.7 exe posted here
to run doom 1 v 1.666 ... sure the demos bombed it but the music sounds
normal again. <G>
Wonder if the 'sound dork' got the flick or if they *made* him fix it up.
hehe

Stan.

==============================================================================
.-_!\ | Stanley Stasiak
/ \ | (stasiak@iinet.com.au)
I am here! --->> P_.-._/ <<---- Australia| Perth, Western Australia
==============================================================================

------------------------------

From: Stanley Stasiak <stasiak@iinet.com.au>
Date: Sun, 16 Oct 1994 00:50:28 +0800 (WST)
Subject: Re: Doom][

>
>
> Gee it seems to me that after one uudecodes that 1.7 exe all they'd need
> would be a copy of DOOM3GEN.wad and they'd be all set with doom2.
>
>
> See we didn't need pirates afterall
Well not exactly see if it is made rigght it could be a ptch like the
upgrade patches to say doom 1.666 from 1.2 you'd still need
both iwads .. it itself would not carry any data as such...
only info on how to merge the 2...
Make sense?
That's what I thought it would be....

Stan.

==============================================================================
.-_!\ | Stanley Stasiak
/ \ | (stasiak@iinet.com.au)
I am here! --->> P_.-._/ <<---- Australia| Perth, Western Australia
==============================================================================

------------------------------

From: SWassell@sv.span.com (Stephen Wassell)
Date: Sat, 15 Oct 94 12:12:49 GMT
Subject: Doom 1+2 combining

Yet another idea: extract all the level data, textures, titlepics, music,
and other unique bits from doom.wad to data1.wad, and from doom2.wad to
data2.wad. (PWADs) Then save all the sprites, sounds, character set, status
bar, and other common bits to one IWAD, called combo.wad

Then, to run Doom 1 rename that IWAD to doom.wad, and run doom -file
data1.wad. To run Doom 2, rename the IWAD to doom2.wad and load data2.wad.
These would, of course, go in a .bat looking something like this:

@ren combo.wad doom2.wad
@doom -file data2.wad %1 %2 %3 %4 %5 %6 %7 %8 %9
@ren doom2.wad combo.wad

This will give you complete and original versions of each game, and save
several meg of disk space. BUT - would it work? I think it should, but
I'm not sure about the best way to accomplish this.

Any ideas?

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell 8 Caithness Close, Oakley,
\____ \ \ \/\/ / SWassell@sv.span.com Basingstoke, Hants,
(_____/ \_/\_/ Try coopers.wad! RG23 7NG, England.


------------------------------

From: SWassell@sv.span.com (Stephen Wassell)
Date: Thu, 13 Oct 94 19:13:53 GMT
Subject: Re: Passing hallways (over and under)

In article <199410121620.JAA29137@netcom5.netcom.com> you write:
>
>> Here, walking onto one of the passages closes the other's doors and opens
>> it's own. This lets you add a bit (more?) surrealism by having both the
>> passages on the same level, and it can't be blocked by a stray monster.
>> The only problem is that this is a bit harder to implement than the lift
>> sort.
>
>
>Just one minute, Will Robinson.... doors "can't be blocked by a stray
>monster"? Excuse me? Last I heard, monsters in a doorway *always* block
>the door.

Since when have I been called Will Robinson? Anyway, what I meant was that if
the monster was on the edge of a lift when it was supposed to go up, it
won't, and the passage would be unpassable. With doors, you could still get
past, and the door would reclose as soon as the mosnters sees you. I
haven't actually seen this happen as it's hard to make them co-operate with
you, but this is what I figure.

------------------------------------=*=------------------------------------
_____ __ __
/ ____)\ \ / / from Stephen Wassell 8 Caithness Close, Oakley,
\____ \ \ \/\/ / SWassell@sv.span.com Basingstoke, Hants,
(_____/ \_/\_/ Try coopers.wad! RG23 7NG, England.


------------------------------

From: tmunk@sdcc10.ucsd.edu (Todd Munk)
Date: Sat, 15 Oct 1994 13:23:28 -0700 (PDT)
Subject: Aliens TC with DOOM3.wad?

If I use doomgen to create a doom3.wad can I then run aliens-TC with
DOOM2?

Thanks, Todd.

------------------------------

End of doom-editing-digest V1 #9
********************************

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