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📄 readme.txt

📁 用vc编的一个射击类小游戏
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windoom -net 2 lister holly rimmer -deathmatch -nomonsters
OR
windoom -net 2 .192.168.1.2 .192.168.1.4 .192.168.1.5 -deathmatch -nomonsters

windoom -net 3 lister cat rimmer -deathmatch -nomonsters
OR
windoom -net 3 .192.168.1.2 .192.168.1.3 .192.168.1.5 -deathmatch -nomonsters

windoom -net 4 lister cat holly -deathmatch -nomonsters
OR
windoom -net 4 .192.168.1.2 .192.168.1.3 .192.168.1.4 -deathmatch -nomonsters

If you start a network game and the program appears to be
"hung" (black screen only), press and hold the escape
key for a few seconds.  The program will terminate. It
generates an error when shutting down but it doesn't
affect game play.  I should have that error figured out
soon.

I DO NOT know if the UDP datagrams used are robust enough
to allow this to be played over the internet.  My assumption
is that it would be but I don't know. I haven't tried it.

I have started up a four player game on my network and
played at all four stations. Response was good and play
appeared to be smooth.

I'd be interested to know if anyone is able to play this
over the Internet with all the problems that entails. I can't
because of my router.


BEFORE SOME OF YOU ASK

If you only have the Doom shareware IWAD, you CANNOT use
the Plasma gun or the BFG9000. They just aren't in the
WAD file to use.  You also can't use the double-barreled
shotgun in Doom I.  There are no sprites for those things
in those wads.  It's not something you can change in the
program.


BUG FIXES:

There appear to be some video cards that have multiple
display sync rates at various resolutions.  It may be
necessary to have a setup program that will let you
pick the sync rate you want to use at any given
resolution in order for some monitors to be able to sync
to them.  I am working on this at this right now.

Added normal VGA mode (320x200x8) support to DirectDraw
instead of just ModeX.  This may fix the few remaining
video problems. (I hope...) (no, it didn't :(

Notice to 3Dfx card owners.  Sorry I didn't test this on the
3Dfx machines earlier. I have one but didn't think it would
interfere with the game running.  (Boy, was I wrong...) It
works now. (I don't have one on my development systems...)
Oddly enough, the Obsidian card doesn't do what the Monster
3D does.

There was a bug in the sound volume code that wasn't using
the full volume range.  It now does.

Changed mouse mode to non-exclusive because switching from
the game to something else completely locked up the mouse.

I have gotten some reports of problems from people who have
S3 Trio/64 video cards that their video is "screwy". The
display appears to be in the top half of the screen only.

I have modified the blitting code to the back surface to
try to alleviate this.  I would like to know if this was
successful.  I don't have a Trio/64 card to test it on.

The DirectDraw problem of not enough memory to create
surface should be fixed.  I have been able to reproduce
the failure and changed to the code to work around it.

The IDCLEV cheat code did not work in DoomII or Final-
Doom. This has been fixed in the game and the console.

Palette index problem with indices 0 and 255 is fixed.

WHAT'S NEW?

A few new things have been added along the way.

1. A print screen key is now always available by pressing
   the (Print Screen/Sys Rq) key on your keyboard.  If you
   aren't playing a game, no message will appear on the
   screen but a print screen PCX file WILL be generated.

2. I have added a console similar to the Quake/Quake II
   console.  It isn't as fancy and no doubt not as functional
   as the Quake console but it works and any keyboard command
   such as the cheats can be entered in the console.  Also,
   all messages that appear on the screen briefly will be
   displayed in the console.  The console key is the "`"
   key.  The following commands are currently implemented:

   iddqd         - god mode
   idfa          - full ammo
   idkfa         - keys full ammo
   idclev        - change level
   idchoppers    - chainsaw and invulnerability
   idclip        - no clipping toggle
   idspispopd    - no clipping toggle
   idbeholdi     - invisibility
   idbeholdv     - invulnerability
   idbeholds     - strength (berserk pack)
   idbeholdr     - radiation/environment suit
   idbeholdl     - light amplification goggles
   idbeholda     - all map cheat
   cd on         - starts your cd player (switches from midi)
   cd off        - stops your cd player (switches to midi)
   cd pause      - pause/resume cd music toggle
   cd resume     - pause/resume cd music toggle
   cd next       - play next song on cd
   cd +          - play next song on cd
   cd prev       - play previous song on cd
   cd -          - play previous song on cd
   cd XX         - plays song number specified in XX 00 to 99
   midi pause    - pauses/resumes the midi playback (toggle)
   midi resume   - pauses/resumes the midi playback (toggle)
   quit          - quits the game (immediately)
   god           - enable god mode (degreelessness?) toggle
   map           - e?m? or map?? (Doom I or Doom II map names)
   noclip        - no clipping toggle
   give all      - gives full ammo,armor,health,weapons,keys
   give ammo     - gives full ammo
   give armor    - gives full armor
   give health   - give 100% health
   give weapons  - gives all weapons
   give keys     - gives all keys
   give backpack - gives ammo backpack
   always_run X  - toggles always run 0 = off, 1 = on

   The map and idclev commands are disabled from the console
   during a network game. It crashes the machine you do it
   on and locks up the KEY player's machine.  The other players
   can exit the game but their systems are VERY slow. (You
   have to hold the keys longer.)

   All the original cheat codes work EXACTLY as they did
   originally.  No changes have been made to those. The
   new MAP command works similarly to the MAP command in
   Quake/QuakeII. If you want to select a Doom 1 or Doom
   II level you type in MAP then the full name of the
   map you want to load (E1M7 or MAP19).

   All the cheats are disabled during network games, also.
   Note: This does not include the game control commands,
   just the "cheats".

   A number of other commands are planned for this. Mostly
   just game variables that you can set. (like always_run)

   All game input is dead while the console is active, so
   be warned! The <ESCAPE> key as well as the "`" key will
   terminate the console.  Any command that you have not
   pressed <ENTER> to complete will be thrown away.  The
   menu and console shut each other down when you call
   them up.  They are mutually exclusive.

   The console was done because I wanted to support the CD
   player and there simply weren't enough keys available to
   assign keys to handle this and keep the original cheat
   codes.  Also no menus can be added without hacking the
   original menus to bits and reassembling them.  That was
   too much trouble.  Besides the console is very flexible.
   All sorts of new commands can now be implemented.

3. As you see above, a CD player is now supported.  A number
   of features are planned for this (playlists, directory,
   naming, song naming, etc.)  Trying to play a CD with no
   CD in the drive will do nothing.  Removing the CD from the
   drive while playing will result in the MIDI song being
   restarted.  The CD player will detect if the CD has been
   changed and start playing on the first music track (if
   there is one) and will not play if there are no music
   tracks.

4. Midi file playing. Currently a single MIDI file will be played
   (if it exists) in the game directory. The name of this file is
   doomsong.mid.  It can be any valid MIDI file.  It will be played
   ALL the time unless you turn on the CD player.

5. There is now an "always_run" key. I got this idea from Chi
   Hoang and his DOSDoom. The always_run key is the <CAPS LOCK>
   key and it toggles between on and off. This key state is
   saved in the windoom.ini file.


WARNINGS!


Context switching (switching to other programs) while playing this
program MAY LOCK YOUR MACHINE UP.  (This is being looked into.)
The fix is probably very simple.  I haven't looked very hard.

This program is by no means ready for prime time but it does work
mostly.  The original music was a large part of Doom for some of
us and this game isn't complete without it. It IS being worked on.
It may not be possible, however, to play against other versions of
Doom with this code.  I DO have the specifications for the IPX
protocol used by the original Doom and I will attempt to make that
work as well.

Supporting DOS Doom in network games is, therefore, doubtful but
it may happen.  However if Chi and I can maintain the same message
data for the networking, you should be able to play network games
between the two.

WHAT'S COMING?

Note the version is on the console on the bottom right.  Something
I "stole" from Quake's console.  It's a good idea with a Win32
game to have SOME way to see what version you are running.

The volume control for music will control which ever music mode
is currently selected when it's done.  It isn't done yet.

I am going to add my OpenGL Doom level viewer as the video output
portion of Doom.  I already have ALL the code to generate the levels
as polygons, OpenGL texture creation and rendering of the level.

I have enclosed a screen shot of the OpenGL Level Viewer so you can
get an idea of what that Doom will look like with an OpenGL renderer.

This will mean replacing most of the current renderer or at least
making major modifications to it so that will be fairly slow in
coming.

Once the game has been converted to a polygon renderer (not as
simple as it sounds), I am going to add the ability to look
(and aim) up and down.  I am also going to add a crosshair.

Before I get ahead of myself, let me say that I have a zillion
other changes in mind but the program needs to get back to the
level of the commercial release before any other modifications
are made.

The CD player was added as a replacement for the missing Midi music.
I know it's not the same but you can pick whatever music you want
while you're playing Doom, now. I like cut 6 on the Quake II CD!

The console was necessary to make the CD interface possible. It
was ridiculously easy to do.  I guess id just hadn't thought of
it when Doom was released or maybe it didn't fit with their
design.  Who knows. You don't have to use if you don't want to.
It's ALWAYS available, too.

There will probably be a Win32 dialog box interface created as
the front-end of the program similar to the Doom95 dialog box.

Most of the features (if not all) of that dialog will be duplicated
since most of them are necessary.  This will be available before
the move to OpenGL or any other modifications.  It's a pity we
didn't get that source code so we wouldn't have to recreate
so much of it.  Oh, well, we learn more this way...


THAT'S ALL FOLKS

Notice the DOOM98 in the top right corner of the screen? Please
don't copy that if you are working on your own Win32 port. Or,
at least make yours look different.  (The console I mean.)  The
look of mine is set and I am not going to change it.

Enjoy it if you can...

Bruce Lewis 
brucel@abraxis.com


Thanks to all of you who have downloaded the program (I'm not
calling it a game. The game part comes from id!).  Your feedback
has been very helpful and has made this a better program.

And to those of you who have had problems.  I thank you for
your patience while I worked out the bugs you've reported.

Thanks again to id Software for making Doom.

Microsoft(tm)(c) 1975-1998, Microsoft, Inc., All Rights Reserved.
Quake(R)(c) 1996, id Software, Inc. All Rights Reserved.
Quake II(R)(c)1997, id Software, Inc. All Rights Reserved.
DOOM(R)(c) 1993, id Software, Inc. All Rights Reserved.
DOOM(R) and the DOOM image are registered trademarks of
id Software, Inc.

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