1269 lines
48 KiB
Text
1269 lines
48 KiB
Text
=====================================================================
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BOOM.TXT 10/18/98
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=====================================================================
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BOOM v2.02 --- a modified port of the released DOOM source
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Final Phase 1 Release
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By TeamTNT
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Programmers:
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Lee Killough, Jim Flynn, Rand Phares, Ty Halderman, and Stan Gula
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DoomSource Members:
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Andre Majorel Paul Schmitz
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Bob Evans (odessa) Richard Nagel (*Weeds*)
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Chris Couleur Steve McCrea
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Lisa Moore (pup) William.D.Whitaker
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Adam Landefeld Dave Brachman
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Dave Armstrong Jeremy Wagner
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Demo Wads:
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Gary Gosson (Dawning), Paul Fleschute (Rage)
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=====================================================================
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Contents
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Section 1. Installing BOOM
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Section 2. Configuring BOOM
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Section 3. Playing BOOM in Single Player mode
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Section 4. Playing BOOM in Serial/Network mode
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Section 5. Editing for BOOM
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Section 6. Differences between BOOM and DOOM
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Section 7. Files in the BOOM Distribution
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Section 8. How to report bugs in BOOM
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Section 9. Acknowledgements
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=====================================================================
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---------------------------
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Section 1. Installing BOOM
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---------------------------
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Requirements:
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-------------
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BOOM requires a minimum of a 486DX/33 with 8M of RAM running DOS. BOOM will
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run under Win'95 in a DOS Window, but 16M RAM is recommended.
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Recommended minimum specs are 486DX/66 with 16M or Win'95 with 32M
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BOOM requires a copy of DOOM, DOOM II, Ultimate DOOM, or Final DOOM already
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installed on your system. In the installation instructions below we use
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C:\DOOM2 to denote the directory it is installed in. Substitute the
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path to DOOM on your system wherever that appears.
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BOOM requires a sound card, it will not play sounds over the PC speaker. If
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you do not have a sound card you MUST run it with the -nosound option on the
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command line.
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Suggested installation procedure:
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---------------------------------
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1) Unzip the download archive in a new directory, which we will call \BOOM.
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2) Type BOOM -iwad C:\DOOM2, the game will start as usual. To avoid having
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to type -iwad C:\DOOM2, add the line below to your AUTOEXEC.BAT and
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reboot:
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SET DOOMWADDIR=C:\DOOM2
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Alternately you can unzip the BOOM archive in your DOOM directory and
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avoid needing -iwad or the change to your AUTOEXEC.BAT file.
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You can also simply copy DOOM1.WAD, DOOM.WAD, or DOOM2.WAD to the BOOM
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directory.
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3) BOOM provides support for joysticks. With the current release, your
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joystick must be calibrated using the Allegro setup utility ASETUP.EXE.
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3a) run the Allegro setup utility ASETUP.EXE
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3b) press the Joystick button
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3c) follow the on-screen instructions to calibrate your joystick
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3d) when finished, exit, saving configuration
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4) If sound and music sound ok, and the mouse and joystick behave properly,
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you're done!
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Sound/Music Troubleshooting
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---------------------------
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5) Make sure there is a BLASTER= line in your environment (type SET to see
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the environment in a DOS session or window). If this is missing, consult
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your sound card documentation or technical support. There is a brief
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description of the line and its parameters in SNDDRVR.TXT.
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6) If you have a plug and play sound card and are running under DOS, you
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need to make sure you install plug and play support in DOS; see SNDDRVR.TXT.
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7) If your AWE32 does not produce music or sound under DOS make sure you
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have an E parameter in your BLASTER= line. E620 is the default.
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8) Run the Allegro setup utility ASETUP.EXE
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8a) press the Autodetect button.
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8b) press the Test button.
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8c) if the test pieces all sound correct exit, saving configuration, else
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8c1) go back to the main menu and press digi_driver to configure sound
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effects, or midi_driver to configure music.
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8c2) in the menu of device drivers shown, the ones checked are
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possibles. Try them in bottom to top order, running the Test
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screen after each until the best results are obtained. Exit,
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saving configuration.
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8d) open ALLEGRO.CFG with a text editor like Notepad and note the
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settings for digi_card and midi_card. Close it and open
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BOOM.CFG. Transfer the digi_card setting to sound_card and the
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midi_card setting to music_card in BOOM.CFG. Exit.
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9) In the ASETUP.EXE program's sound test screen, the left and right buttons
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are reversed relative to some sound cards. If the sounds in DOOM seem to be
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reversed to you, then change the flip_pan setting in ALLEGRO.CFG from 0 to 1
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or vice-versa.
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Mouse Troubleshooting
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---------------------
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10) If the mouse fails to work, left motion seems to wait until a button is
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clicked, change the line mouse=logitech in ALLEGRO.CFG to mouse=ms, or add
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the line mouse=ms at the top.
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----------------------------
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Section 2. Configuring BOOM
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----------------------------
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Using the Setup Menus
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---------------------
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BOOM provides Setup Menus in the game itself to ease the task of setting
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configuration options. From the Main Menu, select 'Setup' and you'll see the
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following menu:
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Key Bindings
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Weapons
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Status Bar / HUD
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Automap
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Enemies
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Messages
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Chat Strings
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Selecting a menu item will present a screen or set of screens from which
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you can set many of the BOOM options.
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Note: In general, and by default, the cursor movement keys are used to
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navigate the menu screens. Exceptions will be noted where appropriate
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below. If you bind 'menu navigation' keys (i.e. 'down arrow') to
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something other than the default settings, you'll need to think 'new key'
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when reading 'default key' in the following text.
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The mouse and joystick may also be used to navigate the menus.
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Note: If a joystick is connected, it's possible that the system may receive
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false left or right movements when the joystick is idle. This can affect
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any Setup menus that have multiple screens. If this occurs (sudden switch
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to previous or next menu) you'll need to recalibrate the joystick, which
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will make the problem go away. Refer to the calibration instructions in
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Section 1.
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1) Key Bindings
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*Multiple Screens*
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There are four Key Binding screens. You can move among them using the left
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and right arrow keys. If "NEXT->" appears in the bottom right corner,
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there's another screen.
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*Menu Items & Binding*
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Each menu item shows the action on the left and the key bound to it on the
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right. If you want to bind an action to a different key, move the 'cursor'
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(where the action is ORANGE) to that action. Press ENTER, the action turns
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WHITE, and you're ready to rebind that action.
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Pressing ANY KEY will IMMEDIATELY bind that key to the selected action.
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CAVEAT:
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Be careful when rebinding keys you use to navigate the menus. If you were to
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change the 'next item' key from 'DOWN ARROW' to 'Z' then you'll need to use
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the 'Z' key from that point on to move to the next menu item.
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*Binding Multiple Keys to an Action*
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In this release of BOOM, only one key can be bound to an action. In a future
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release, you will be able to bind multiple keys to an action.
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*Binding a Key to Multiple Actions*
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Under certain circumstances, you can bind a key to several actions. All
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actions are grouped according to game state, which can be 'normal play',
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'in the menu screens', 'in chat mode', and 'looking at the automap'.
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If two actions are in the same group, they can't have the same key binding.
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If two actions are in different groups, they can.
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For example, you can't bind F1 to both the 'HELP' and 'SAVE GAME' actions
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because both are available during normal play. If F1 is bound to 'HELP' and
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you rebind it to 'SAVE GAME', then whatever key was bound to 'SAVE GAME'
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will move over and be bound to 'HELP'.
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As another example, you can bind the 'H' key to 'HELP' for use in normal
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play, and to 'GRID' for use when you have the automap up. Some
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experimentation will show you where you can bind the same key to various
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actions.
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*Mouse Buttons*
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Where an action shows a Mouse Button setting (MB1,MB2,MB3), that action can
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be bound to a Mouse Button. When the action is selected for rebinding,
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pressing the desired Mouse Button will bind the action to that button.
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A future release of BOOM will allow you to set Mouse Buttons to any action.
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*Joystick Buttons*
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Where an action shows a Joystick Button setting (JSB1,JSB2,JSB3,JSB4),
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that action can be bound to a Joystick Button. When the action is selected
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for rebinding, pressing the desired Joystick Button will bind the action
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to that button.
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A future release of BOOM will allow you to set Joystick Buttons to any action.
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2) Weapons
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*Weapon Recoil*
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When ON, your weapon will provide you with a little 'kick'. Great fun when
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on an icy floor. When OFF, there is no recoil. Move the cursor to this item
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and press ENTER twice to change it. At the moment, you must start a new
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level in order for this change to take effect.
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*Player Bobbing*
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When ON, your weapon will bob back and forth, up and down, according to your
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movement. When OFF, there's no movement. Move the cursor to this item and
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press ENTER twice to change it. At the moment, you must start a new level in
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order for this change to take effect.
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*Weapon Preferences*
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In BOOM, you can declare which weapon you want to grab when you run out of
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ammo for your current one. To change the ordering, move to an item, select
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it with ENTER, then press a number between 1 and 9, where
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1 = FIST
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2 = PISTOL
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3 = SHOTGUN
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4 = CHAINGUN
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5 = ROCKET LAUNCHER
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6 = PLASMA RIFLE
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7 = BFG
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8 = CHAINSAW
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9 = SUPER SHOTGUN
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You can select only those weapons that are available in the version of the
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DOOM IWAD that you're using. Unavailable weapons will not be shown.
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Note this behavior: If Weapon 2 is in the '1st CHOICE WEAPON' slot and
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Weapon 5 is in the '4th CHOICE WEAPON' slot, and you select and change
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'1st CHOICE WEAPON' to Weapon 5, then Weapon 2 moves down to '4th CHOICE
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WEAPON'. In short, they swap places.
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3) Status Bar / HUD
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*Red Numbers*
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When ON, the AMMO, HEALTH, and ARMOR numbers on the Status Bar will all be
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red. When OFF, these numbers will display in red, yellow, green, and blue,
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depending on their values.
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*% Always Gray*
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When ON, the percent signs for HEALTH and ARMOR will always be gray. When
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OFF, the percent signs will be the same color as the HEALTH and ARMOR
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values.
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*SINGLE KEYS*
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When ON, you'll only see a single key on the Status Bar even if you have the
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same color key from both the card and skull sets. When OFF, you'll see two
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key icons when you have both keys of the same color.
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*HIDE SECRETS*
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One feature of the new Heads-Up Display is the ability to show your
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KILLS/ITEMS/SECRETS stats as you play, instead of waiting until the level is
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over. If HIDE SECRETS is YES, these are hidden from you. If NO, they'll be
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shown.
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*MESSAGE BACKGROUND*
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When multiple messages are displayed, if MESSAGE BACKGROUND is ON, there is
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a solid background behind the messages. If OFF, the messages are overlayed
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on whatever action is taking place behind them.
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*# MESSAGE LINES*
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You can set the number of lines for your overall message display from 1 to
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16. Move the cursor to this item and press ENTER. Now you can enter a number
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w/in the range. If you attempt to enter something outside the range, the key
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that would put you outside is ignored. I.e. If you wanted to set this item
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to '20', you'd start with a '2', but the following '0' would be ignored.
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Press ENTER again to show you're done entering the value. If you don't like
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what you entered ("Hey, 2 is not right!"), then re-enter the correct value.
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*HEALTH LOW/OK*
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If you're using red/yellow/green/blue colors for your stats, they indicate
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LOW/OK/GOOD/EXTRA AMMO, HEALTH, and ARMOR. 'HEALTH LOW/OK' lets you set
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where yellow changes to red (or where OK changes to LOW).
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This value can range between 0 and 200.
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*HEALTH OK/GOOD*
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Similar to the previous item, but this is where green changes to yellow (or
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where GOOD changes to OK).
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*HEALTH GOOD/EXTRA*
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Similar to the previous item, but this is where blue changes to green (or
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where EXTRA changes to GOOD).
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*ARMOR LOW/OK*
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*ARMOR OK/GOOD*
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*ARMOR GOOD/EXTRA*
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Same as the "HEALTH" set, but pertains to ARMOR.
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*AMMO LOW/OK*
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*AMMO OK/GOOD*
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Similar to the "HEALTH" and "ARMOR" sets, but there's no EXTRA setting, and
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the values should be in the range 0 to 100.
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4) Automap
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This is a collection of color settings for the items that are drawn on the
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Automap (background, lines, Things, etc.).
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Each item's color can be changed as follows:
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a) Move the cursor to the item and press ENTER.
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b) A color palette will come up, with a highlight box around the item's
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current color. Using the menu movement keys (or mouse), move to the new
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color and press ENTER (or click MB1).
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c) The new color is assigned to that item.
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d) Setting a new feature to the first color, the one at upper left in the
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array of colors, disables the feature, in case you don't want the extra
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information. If you actually want to set the color black for a new
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feature use the black in the middle of the bottom row of colors, color
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247.
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5) Enemies
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Includes config options that have to do with enemies.
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6) Messages
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Includes config options that have to do with messages.
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For items denoting string color, the value will display in the
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appropriate color.
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7) Chat Strings
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You can change the chat strings using this screen.
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To change a chat string, select it and press Enter. You can edit the
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string using overstrike, DEL, backspace, and you can position the
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cursor (black underline) using the left and right arrow keys.
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The length of the chat string is limited to what can be shown on this
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screen, to prevent overflow.
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When you're finished editing, press Enter again.
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8) Reset to Default Values
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A "Reset to Default Values" button appears in the upper-right-hand
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corner of each Setup screen (and on the first screen where there are
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multiple screens). When selected, this button blinks.
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This button allows you to reset all options on this Setup screen (or
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set of screens) to their default values. This is useful if you've
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made a number of changes that don't seem to work together, and you'd
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like to get back to a baseline.
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Pressing Enter will give you a dialogue box that asks you whether you
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'really' want to reset to the default values. Pressing 'N' exits the
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dialogue without resetting. Pressing 'Y' resets all values.
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Note: Each screen has its own reset button. There is no single reset
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button that covers _all_ options that appear in all Setup screens. If
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you want to reset _all_ options to their default values, you'll need
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to activate each button separately.
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Editing the BOOM.CFG file
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--------------------------
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You can also set BOOM options by editing the BOOM.CFG file with a text
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editor like Notepad. You should not use a word processor like Word or
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WordPerfect.
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By default each setting is preceeded by a comment that shows the possible
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range of the parameter and its default value, as well as text briefly
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describing its function. If you do not have these comments, set the
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config_help parameter to value 1 and they will appear after the next
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time you run BOOM. Conversely, to disable them, set config_help to 0.
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You can only modify the value on each line, not the comment, nor the
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variable's name. If you mess up, you can always delete BOOM.CFG and it
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will be rewritten with all default values the next time BOOM is run.
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Alternate BOOM.CFG file
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-----------------------
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You can keep several BOOM.CFG files on your system, named as you please,
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for example MYBOOM.CFG, and select the one you want with the command line
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option: -config MYBOOM.CFG. If several users share the same setup, this can
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be handy.
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----------------------------------------------
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Section 3. Playing BOOM in Single Player mode
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----------------------------------------------
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BOOM play features
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-------------------
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*No Static Limits*
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While wad authors are the ones most interested in BOOM's lack of limits,
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players will also benefit by never getting a "Visplane Overflow" or "Too
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Many Plats" message followed by a crash. There will be no 2S HOM's even in
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terrifically detailed areas, and there is no savegame limit. Other less
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commonly known limits have also been removed.
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*Heads Up Display*
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There is now an in-game heads-up-display (HUD) (Press F5, and keep pressing
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it until you like the display). This shows kills/items/secrets counts just
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like the end-level screen, either keys or frags depending on if you're
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single-play or deathmatch, and weapons, ammo, armor and health. The HUD
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only displays when in full screen view. Press + in full screen to toggle it
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on and off.
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The past N messages can be reviewed by pressing Enter. By default N is 1,
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set hud_msg_lines to a number between 2 and 16 to enable the feature. Set
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hud_list_bgon to 1 for a solid background for the list of past messages, to
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0 for a transparent display. Pressing Enter again returns the display to
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showing the last message only.
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The display of kills/secrets/items can be suppressed by setting hud_nosecrets
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to 1, if you prefer the suspense. For both the HUD and the status bar, colors
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are used to indicate transitions to low levels of ammo, health, and armor.
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The levels at which transitions occur can be customized thru the health_green,
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health_yellow, health_red, armor_green, armor_yellow, armor_red, ammo_yellow,
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and ammo_red variables. Note that the weapons line on the hud shows the ammo
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level of each weapon possessed thru its color. If you are berserk the fist
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and chainsaw show in green, not white. If you prefer red numbers only on the
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status bar, set the sts_always_red variable to 1. If you don't like seeing
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doubled keys on the status bar when you have both card and skull set
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sts_traditional_keys to 1.
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*Better Key Support*
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The F1 screen has been redone to show the new key features (among which are
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/ for 180 turns by keyboarders, and capslock for autorun) and it shows the
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currently CONFIGURED key settings, not just the defaults.
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Nearly every key recognized by BOOM is reconfigurable thru the BOOM.CFG
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file, not just some. A utility KEYCODE is provided to determine the config
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file codes for keys.
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*Enhanced Automap*
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The automap has been enhanced. You can now see secrets, teleporters,
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closed/open doors, keyed doors, and can suppress shadow lines and triggers
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when in IDDT if you wish. All features can be configured off thru setting
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them to -1 in the BOOM.CFG file. In addition the players current x,y,z
|
|
coordinates are available at screen upper right for being exact in those
|
|
playtest reports.
|
|
|
|
*Weapon Preferences*
|
|
|
|
Full control thru the config file of the order in which weapons are selected
|
|
when automatically switching from one to another.
|
|
|
|
*Save Games*
|
|
|
|
Two more save slots, no such thing as "Save game overflow", game state
|
|
completely restored, saves redirectable to directory of your choice from
|
|
the command line.
|
|
|
|
*More Cheats*
|
|
|
|
TNTCOMP to toggle DOOM v1.9 compatibility on or off
|
|
|
|
TNTKEYxy to add or subtract a specific key, xy=BC BS RC RS YC YS
|
|
|
|
TNTAMMOx to add or subtract a particular kind of ammo. Abbrev.: TNTAMO
|
|
|
|
TNTWEAPx to add or subtract a particular weapon
|
|
|
|
TNTEM to massacre all living monsters
|
|
|
|
TNTTRAN to toggle translucency enable
|
|
|
|
TNTFAST to toggle -fast mode
|
|
|
|
TNTICE to toggle ice/mud effects on or off
|
|
|
|
TNTPUSH to toggle wind effects on or off
|
|
|
|
TNTSMART to toggle whether monsters remember their last enemy (you)
|
|
|
|
TNTPITCH to toggle variable pitched sound effects on or off
|
|
|
|
TNTHOM to highlight areas containing HOM
|
|
|
|
TNTKA obtains all keys without adding ammo
|
|
|
|
*Better Cheats*
|
|
|
|
IDBEHOLDx to turn on light-amps, radsuits, invisibility, etc. until toggled
|
|
off
|
|
|
|
IDMUSx now works across netgames and is remembered by savegame
|
|
|
|
ID[K]FA now includes backpack
|
|
|
|
*Fewer Bugs*
|
|
|
|
Archviles don't resurrect ghosts or glue resurrected enemies together
|
|
|
|
Pain elementals don't spawn heads thru walls and across monster blockers
|
|
|
|
Players do not get stuck falling off a ledge when restoring
|
|
|
|
Monsters don't fall asleep after a restore
|
|
|
|
Floor crushers work
|
|
|
|
Trigger once functions don't vanish forever if they fail to activate at first
|
|
|
|
Texture changers and donut functions don't crash the game if not set up right
|
|
|
|
Using 1s doors or 0 tag triggers doesn't crash game
|
|
|
|
Multiple tagged rising stairs work properly
|
|
|
|
Tutti-frutti error has been eliminated -- short textures tile properly
|
|
|
|
Medusa errors no longer slow the game to a crawl, and it is legal to have
|
|
multipatched textures on 2s normals
|
|
|
|
If levels have no secrets, 100% secrets is displayed
|
|
|
|
Par times removed if -file parameter is used, unless .deh modified
|
|
|
|
Plats remember their heights across savegames correctly
|
|
|
|
Sprites and flats load from the PWAD
|
|
|
|
No crash on menu with large mouse sensitivity
|
|
|
|
Screenshots can go past DOOM99.PCX and no longer display "Screenshot"
|
|
|
|
Lower textures do not absorb bullets or rockets
|
|
|
|
IDCLEV is disallowed when in the menus
|
|
|
|
Crashes left staying in graphics mode are no longer possible
|
|
|
|
Exclusive linedef functions like floor->highest neighbor floor and
|
|
doors can contain lines referenced to the tagged sector on both sides.
|
|
|
|
Lights to max neighbor now works properly.
|
|
|
|
|
|
Command line parameters
|
|
------------------------
|
|
|
|
*Configuration Options
|
|
|
|
-iwad <full path|dirname|iwadname>
|
|
|
|
If a full path is specified it must exist, and be a valid IWAD, and
|
|
becomes the one used.
|
|
|
|
If a directory is specified, it is searched for each of DOOM2F.WAD,
|
|
DOOM2.WAD, PLUTONIA.WAD, TNT.WAD, DOOM.WAD, or DOOM1.WAD, in that order if
|
|
multiple IWADs exist there.
|
|
|
|
If just an iwad name like DOOM2, DOOM.WAD, PLUTONIA, TNT.WAD, etc is
|
|
specified, or a custom iwad name is specified, then the current dir,
|
|
the BOOM exe's dir, the dir specfified by the environment variable
|
|
DOOMWADDIR, and the dir specified by the environment variable HOME
|
|
are searched in that order for a file by that name. The file located
|
|
must have an IWAD tag in the header or an error occurs. Game mode
|
|
(Shareware DOOM, Registered DOOM, Ultimate DOOM, or DOOM II) is
|
|
determined by the levels present in the file, and all appropriate to
|
|
the mode must be present for correct identification, though. A DOOM II
|
|
IWAD may be missing Map31 and Map32, to support the German version.
|
|
|
|
If -iwad is not specified or an IWAD is not found there, the current
|
|
directory followed by the directory that BOOM.EXE was found in, then the
|
|
directory pointed to by the environment variable DOOMWADDIR, and finally
|
|
the directory pointed to by the environment variable HOME are searched,
|
|
for any of the standard IWADs.
|
|
|
|
This option is new to BOOM, it was not available in DOOM.
|
|
|
|
-save <dirname>
|
|
|
|
If <dirname> exists, and is a directory, it becomes the path where save
|
|
games are stored, and loaded from. If -save is not specified or the
|
|
directory does not exist, then the current directory is used. The
|
|
parameter -cdrom overrides -save. The -save option is new to BOOM, it was
|
|
not available in DOOM.
|
|
|
|
-cdrom
|
|
|
|
When this parameter is specified, a directory named c:\doomdata is created
|
|
(if it doesn't exist) and is used to read and write both the configuration
|
|
file and savegames. It is not very useful with BOOM because BOOM does not
|
|
exist on any CDROMs, making this usually unnecessary. It can be used to
|
|
temporarily switch to a different configuration and savegame set however,
|
|
and is supported for that reason. Note demos are still recorded and played
|
|
back from the path you specify, and if none, that is the current directory,
|
|
even if you are running from a cdrom.
|
|
|
|
-nosound
|
|
|
|
This parameter disables both music and sound during play.
|
|
|
|
-nomusic
|
|
|
|
This parameter just disables music while playing.
|
|
|
|
-nosfx
|
|
|
|
This parameter only disables sound effects when playing.
|
|
|
|
-config <configfile>
|
|
|
|
The -config parameter allows you to use a different configuration file than
|
|
BOOM.CFG for the DOOM session being started. If -cdrom is specified -config
|
|
will be ignored. Its primary use is to support different BOOM setups from a
|
|
single directory, when different people use the same installation and have
|
|
different preferences. If the configfile specified does not exist it will
|
|
be created with all default values.
|
|
|
|
*Play Options
|
|
|
|
-nomonsters
|
|
|
|
This option allows you to eliminate any monsters from the level you are
|
|
playing, just to check it out first, or during deathmatch where monsters
|
|
may be a bother. Unlike DOOM -nomonsters will remain in effect after you
|
|
IDCLEV to another level. This switch will not affect demo playback or
|
|
savegames you load however, if they had monsters when recorded, they still
|
|
will.
|
|
|
|
-respawn
|
|
|
|
This option, only for the seriously deranged <g>, causes monsters to come
|
|
back to life (i.e. respawn) 8 seconds after you kill them.
|
|
|
|
-fast
|
|
|
|
The -fast option gives you the nastier monsters of nightmare skill level
|
|
without the nasty habit of coming back to life 8 seconds after you kill
|
|
them. In combination with UV skill, this is another higher skill level,
|
|
sometimes called "grandmaster" skill.
|
|
|
|
-turbo <nn>
|
|
|
|
The -turbo option allows you to control the speed of your player. The
|
|
number nn should be in the range 0 to 255, with 100 the default player
|
|
speed (100%). Use higher values for a speedier player, and smaller values
|
|
for a slower player. Values higher than 100 are cheating when recording
|
|
demos or playing deathmatch.
|
|
|
|
-record <demoname[.LMP]>
|
|
|
|
The -record option allows you to make a recording of your play during a
|
|
DOOM session. The recording will continue thru level exits, you must quit
|
|
the DOOM session to end the recording. The 'Q' key, which used to terminate
|
|
demo recording, all too often accidentally, has been disabled. Unlike DOOM
|
|
you may specify a path to the recording, and the .LMP extension may be
|
|
specified if desired, though it is not necessary.
|
|
|
|
-maxdemo <nnn>
|
|
|
|
In DOOM the demo buffer was by default 128k, the demo recording session
|
|
would exit on exceeding this amount (a little over 15 mins), and you could
|
|
extend it to larger fixed sizes with this parameter, which represents the
|
|
number of kilobytes allowed for it. This is no longer necessary, the demo
|
|
buffer will grow as needed during demo recording, as memory permits. You
|
|
might still want to specify this parameter, if only to avoid any slight
|
|
pauses at inconvenient moments, but really they should not be noticeable
|
|
in any case.
|
|
|
|
|
|
*Loading Options
|
|
|
|
*New: You may specify .wad, .deh, .bex and .lmp files without using
|
|
the -file, -deh and -playdemo switches, and they will be understood
|
|
and treated as if their respective switches had been specified.
|
|
This only works if those files appear on the command line before
|
|
any switches. For example,
|
|
boom fred wilma flint.bex pebbles.lmp
|
|
is the equivalent of
|
|
boom -file fred.wad wilma.wad -deh flint.bex -playdemo pebbles.lmp
|
|
Remember that this won't work:
|
|
boom -nomonsters fred wilma
|
|
but this will:
|
|
boom fred wilma -nomonsters
|
|
The first -switch on the command line ends the auto-identification
|
|
functionality.
|
|
|
|
-file <pwadname> <pwadname>...
|
|
|
|
The -file parameter is followed by the names of the PWADs (DOOM levels
|
|
created by users rather than id) you want to load with the game. The .WAD
|
|
extension is optional (unlike DOOM). If any file is not found, BOOM will
|
|
exit, informing you of which was missing. You can specify paths as well as
|
|
filenames. The order you load PWADs can sometimes be important. Generally
|
|
speaking if two PWAD files both specify the same resource, the last one on
|
|
the line is used. Consult the PWAD's documentation for proper loading
|
|
order.
|
|
|
|
-warp <e m>
|
|
-warp <m>
|
|
-warp
|
|
|
|
The -warp option allows you to "warp" directly to a level rather than going
|
|
thru the startup menus. In DOOM, two numbers are required, first the
|
|
episode number 1-4, then the mission number 1-9. In DOOM2 only a single
|
|
number is required, the Map or level number 1-32.
|
|
*New: if no level number is specified with -warp, BOOM will automatically
|
|
warp to the first level present in any pwads that have been loaded.
|
|
|
|
-episode <n>
|
|
|
|
The -episode parameter is only useful with DOOM, not DOOM II, and it warps
|
|
you to the first level of the episode 1-4, that you specify. It is
|
|
equivalent to -warp <n> 1.
|
|
|
|
-skill
|
|
|
|
The -skill parameter overrides the default_skill setting in BOOM.CFG if you
|
|
want to temporarily play at a different skill level.
|
|
|
|
-deh <dehfile[.DEH or .BEX]>
|
|
|
|
The -deh parameter allows you to specify a DEHACKED patch to change default
|
|
engine behavior. You can specify a .DEH file, which is backward compatible
|
|
to DEHACKED v3.1 format (patch format 6) outside text changes, or a .BEX
|
|
file which allows BOOM extensions to DEHACKED. See DEH support in BOOM
|
|
below for more detail. Note the -deh option is new to BOOM, it did not
|
|
exist in DOOM.
|
|
|
|
-playdemo <demoname[.LMP]>
|
|
|
|
The -playdemo option loads the demoname and starts it playing. An optional
|
|
path and .LMP extension can be specified. When the demo ends BOOM will
|
|
exit. If the demo was recorded with PWADs loaded, you need to load the same
|
|
PWADs during demo playback. Note that BOOM will play demos from any version
|
|
of DOOM or DOOM II starting with v1.2, but only demos recorded by
|
|
the current version of BOOM are guaranteed to work. BOOM will never exit
|
|
with the message "Demo recorded with wrong DOOM version" however.
|
|
|
|
-timedemo <demoname[.LMP]>
|
|
|
|
The -timedemo option is like -playdemo except that the demo is played much
|
|
faster, and after the demo exits the video frame rate measured during demo
|
|
playback is output.
|
|
|
|
-fastdemo <demoname[.LMP]>
|
|
|
|
The -fastdemo option is like -timedemo, except that it runs as fast as
|
|
possible. The -fastdemo option is new to BOOM -- it did not exist in DOOM.
|
|
|
|
-loadgame <n>
|
|
|
|
The -loadgame option is used to load a savegame directly from the command
|
|
line, without using the menus or function keys. If the save was recorded
|
|
with PWADs loaded you need to load the same PWADs with -file when you use
|
|
-loadgame. If -loadgame is used you may not use -record or any of the demo
|
|
loading options at the same time. The loadgame parameter is 0-7, to load
|
|
the first thru eighth savegame slot respectively. Note DOOM only supported
|
|
6 savegame slots.
|
|
|
|
*Debug Options
|
|
|
|
-devparm
|
|
|
|
This option is used during development, or at least it was designed that
|
|
way. It does two things of interest. It causes dots to be displayed in the
|
|
lower left corner whose number is inversely proportional to frame rate. It
|
|
redefines the F1 key to take a screenshot instead of displaying the HELP
|
|
screen.
|
|
|
|
-nodraw
|
|
-noblit
|
|
|
|
The nodraw and noblit options are primarily used to isolate the video from
|
|
other processes when measuring BOOM's speed. They should be used with
|
|
caution, as nothing will display on the screen when they are used and
|
|
you'll need to exit BOOM "by feel" without the aid of menus. Press ESC,
|
|
Q, Enter to do this. The nodraw option suppresses all drawing, while the
|
|
noblit option simply suppresses the transfer of screen data from the
|
|
internal buffer to the screen.
|
|
|
|
-dumplumps <filename[.WAD]>
|
|
|
|
The dumplumps option causes the predefined lumps in the BOOM engine
|
|
to be written out as a .WAD. This is so wad authors can inspect
|
|
them, understand them, and replace them. BOOM exits after writing
|
|
the predefined lumps to the file.
|
|
|
|
*Obsolete Options
|
|
|
|
-shdev
|
|
-regdev
|
|
-comdev
|
|
|
|
These three switches were used by id in their development to switch between
|
|
shareware, registered, and commercial versions. They do not work in any
|
|
other context and are not useful for end users.
|
|
|
|
-wart
|
|
|
|
In BOOM -wart is completely equivalent to -warp. In DOOM it was used to
|
|
support id's development and had many strange and not too useful properties
|
|
for the end user.
|
|
|
|
-statcopy <n>
|
|
|
|
Not fully understood, has something to do with an external statistics
|
|
device whose interface must be linked into the program. Unless you have
|
|
one of those, suggest you leave it alone <g>.
|
|
|
|
-----------------------------------------------
|
|
Section 4. Playing BOOM in Serial/Network mode
|
|
-----------------------------------------------
|
|
|
|
IPXBOOM and SERBOOM are provided with the BOOM distribution and provide
|
|
equivalent functions to IPXSETUP and SERSETUP except they recognize BOOM.EXE
|
|
by default. DM.EXE will also work if you change its DM.CFG file to point to
|
|
IPXBOOM.EXE or SERBOOM.EXE.
|
|
|
|
*Multiplayer Options
|
|
|
|
-deathmatch
|
|
|
|
The -deathmatch parameter tells BOOM to start up in deathmatch mode as
|
|
opposed to cooperative mode when starting a multiplayer game.
|
|
|
|
-altdeath
|
|
|
|
The -altdeath parameter (must also use the -deathmatch parameter) specifies
|
|
that items other than invisibility and invulnerability will respawn after
|
|
being picked up.
|
|
|
|
-timer <nnn>
|
|
|
|
The -timer parameter allows you to set a time limit on the length of a
|
|
deathmatch game. After nnn minutes have elapsed the level will end and the
|
|
frag scores will display.
|
|
|
|
-frags <nn>
|
|
|
|
The -frags option allows you to deathmatch until one player achieves nn
|
|
frags, at which time the level ends and scores are displayed. If <nn> is
|
|
not specified the match is to 10 frags. This option is new to BOOM and was
|
|
not available in DOOM.
|
|
|
|
-avg
|
|
|
|
The Austin Virtual Gaming mode is equivalent to -timer 20. Deathmatches
|
|
end after 20 minutes of play.
|
|
|
|
-extratic
|
|
|
|
This option sends an extra copy of the player movements across the network,
|
|
perhaps making play smoother by redundancy in favor of retransmission,
|
|
which is slower.
|
|
|
|
-dup <n>
|
|
|
|
Like -extratic this option sends extra copies of the player movements
|
|
across the network, perhaps making play smoother by redundancy in favor of
|
|
retransmission, which is slower. This option allows you to specify the
|
|
number of extra packets sent however, from 1 to 9. If you specify less
|
|
you'll get 1, if you specify more you'll get 9.
|
|
|
|
-debugfile
|
|
|
|
When used outputs network debug information to debugN.txt where N is the
|
|
player number of the person who used -debugfile.
|
|
|
|
|
|
----------------------------
|
|
Section 5. Editing for BOOM
|
|
----------------------------
|
|
|
|
Editors with full or partial support for BOOM
|
|
---------------------------------------------
|
|
|
|
DETH v4.14b (freeware) provides full BOOM support, and is available from the
|
|
same location you obtained BOOM:
|
|
|
|
http://www.teamtnt.com.
|
|
|
|
This program is in beta and should be used with caution. DETH runs under
|
|
DOS, Win'95's MS-DOS mode, or in a FULL SCREEN Win'95 Dos Window.
|
|
|
|
DCK 2.2f (freeware) will support BOOM, and DOOM17.DAT is provided at the
|
|
TeamTNT site mentioned above. DCK 3.62 (shareware) will NOT work with
|
|
generalized linedef types, they are truncated to 255 on output of the
|
|
wad. Limited support is available thru the DOOM19.DAT file also provided at
|
|
the TeamTNT archive. DCK will only run under DOS, or Win'95s MS-DOS mode.
|
|
|
|
DeeP '97 (shareware) provides full BOOM support. DeeP '97 runs in Win'95.
|
|
You may get DeeP '97 from ftp.cdrom.com or http://www.sbsoftware.com.
|
|
|
|
WadAuthor (shareware) partially supports BOOM thru use of a custom BOOM.WCF
|
|
file, available at the site above for BOOM and DETH. We are working on
|
|
getting full support for BOOM in WadAuthor soon.
|
|
|
|
DMapEdit has recently been improved to include some support for BOOM. It
|
|
basically supports direct numeric entry for the new features. The URL
|
|
for the beta version is: http://babtech.com/doom.html.
|
|
|
|
|
|
Wad extensions in BOOM phase I
|
|
------------------------------
|
|
|
|
BOOM has not changed the wad structure in any significant fashion, merely
|
|
made use of previously undefined bits and fields. Nearly any editor will
|
|
work, but not all will allow or support use of the advanced editing features
|
|
of BOOM. See BOOMREF.TXT in the EDTUTIL download for details. In brief, the
|
|
differences are:
|
|
|
|
1) Linedef types filled out to values 0-269
|
|
2) Generalized linedef types added in range 2F80H - 7FFFH
|
|
3) Generalized sector types using bits 5-11 of the sector type field
|
|
4) New things 5001, 5002 added to support point source wind effect
|
|
5) New thing flags, bit 6 "not in DM", and bit 7 "not in CO-OP"
|
|
6) New linedef flag, bit 9, PassThru, that allows one push to activate
|
|
several functions simultaneously.
|
|
|
|
BOOM supports embedding MIDI directly in the WAD file instead of MUS thereby
|
|
eliminating length limitations and improving fidelity.
|
|
|
|
BOOM recognizes two new lumps, SWITCHES, and ANIMATED. These allow the wad
|
|
designer to extend or replace the list of switches and animated textures and
|
|
flats recognized by the engine. A tool SWANTBLS.EXE is provided to turn a
|
|
simple text file into these lumps, along with the default text file
|
|
definition, DEFSWANI.DAT.
|
|
|
|
BOOM also recognizes the lump TRANMAP so that authors can create their own
|
|
translucency lookup table for specialized effects.
|
|
|
|
BOOM supports an arbitrary number of colormaps, defined between the C_START
|
|
and C_END markers, and predefines one called WATERMAP. Any of these colormaps,
|
|
as well as Doom's predefined COLORMAP, can be used with the 242 linedef to
|
|
change the lighting the player sees in normal space, below fake floors (water),
|
|
and above fake ceilings.
|
|
|
|
BOOM supports replacing sprites and replacing and adding flats directly from
|
|
a PWAD.
|
|
|
|
|
|
Using CLED to supplement your editor
|
|
------------------------------------
|
|
|
|
If your editor will not support the features of BOOM, all may not be lost
|
|
if you are editing for DOOM II. If like DCK 3.x, it changes the fields it
|
|
doesn't understand, it won't be possible, but if like EdMap it ignores them,
|
|
the following will work.
|
|
|
|
There is a command line DOOM II/BOOM editing tool called CLED, provided at
|
|
the TeamTNT site that can be used supplement your editor. It is used by
|
|
noting the number and kind of object you want to set a field for in your
|
|
regular editor, then after saving and exiting, using CLED to modify the
|
|
parameter your editor doesn't support.
|
|
|
|
Example: Suppose in Map03 of MYWAD.WAD you want to set linedef #543 to type
|
|
20152. You would type:
|
|
|
|
CLED MYWAD LINEDEF(3,543).TYPE=20152
|
|
|
|
CLED comes with documentation containing more examples. It can be used to
|
|
set any of the BOOM-extended fields mentioned above.
|
|
|
|
TRIGCALC.EXE is also available and will output the generalized linedef type
|
|
number for a function you describe by answering questions.
|
|
|
|
|
|
DEH Support in BOOM
|
|
--------------------
|
|
|
|
The popular program DEHACKED.EXE has been used for some time now to change
|
|
things about the game that are hardcoded into the executable program.
|
|
Dehacked was created by reverse engineering what the internal structures
|
|
and behaviors are, and is a remarkable program for its intended purpose.
|
|
|
|
Unfortunately, 100% compatibility with all dehacked files is impossible to
|
|
achieve due to the way dehacked works. In particular, text changes are done
|
|
in a manner that is dangerous and error prone. To make it easier to alter
|
|
text strings in DOOM (like the level names in the automap, intermissions,
|
|
etc.) a new format for text has been created for BOOM. The separate text
|
|
file BOOMDEH.TXT will go into considerably more detail about those items,
|
|
and shows what the current defaults are for all 300+ strings that are
|
|
changeable in BOOM.
|
|
|
|
DEHACKED.EXE creates files with a .DEH extension, and those are supported
|
|
in BOOM, other than general text string changes. You also can use a new
|
|
extension, .BEX (Boom EXtended format), which can contain any of the regular
|
|
Dehacked items such as code pointers, frame wiring, etc. as well as the new
|
|
BOOM extended text format. Although you can put any valid DEH or BEX data
|
|
in a file with any extension (if you specify it on the command line, you can
|
|
use -deh myfile.zyx, if you like), the idea is that a .DEH file will contain
|
|
only items that Dehacked would understand (you can use the rather excellent
|
|
Dehacked interface to adjust those) and that a .BEX file would contain
|
|
string extensions as well.
|
|
|
|
There is now an "include" directive available to allow a .BEX file to
|
|
include the contents of one or more other .DEH or .BEX files
|
|
|
|
You can also change par times with .BEX files.
|
|
|
|
You do need to use a Dehacked file from version 3.0 or 3.1 of DEHACKED.EXE,
|
|
which says in the .DEH file itself that it is a Patch format 6. We have
|
|
also had success with Patch format 5, though compatibility is not
|
|
guaranteed.
|
|
|
|
** New: Code pointers may now be changed in a .BEX file by using mnemonic
|
|
(words) for the pointers, such as "Chase" and "Scream". Pointers may also
|
|
now be put into any frame, whether there was one there before or not, an
|
|
improvement over that limitation in Dehacked. Extensive information is
|
|
available in BOOMDEH.TXT for code pointers including a listing of the
|
|
original frame information for reference.
|
|
|
|
See BOOMDEH.TXT for details.
|
|
|
|
---------------------------------------------
|
|
Section 6. Differences between BOOM and DOOM
|
|
---------------------------------------------
|
|
|
|
1) Savegames
|
|
|
|
BOOM does not support compatibility with previous engine's saves at all.
|
|
Only savegames made by BOOM may be loaded in BOOM. If future versions of
|
|
BOOM are released usability of savegames will not be guaranteed.
|
|
|
|
2) Demos
|
|
|
|
BOOM supports demos made with previous engines in a limited fashion.
|
|
Some will go out of sync, though none will cause the engine to crash. This
|
|
is almost unavoidable due to the large number of changes made in the engine.
|
|
Internal demos may now contain revenants without losing sync.
|
|
|
|
The demo_insurance option in BOOM.CFG allows one to make tradeoffs between
|
|
demo sync and game chaos. If demo_insurance=0, Boom demos stand a good chance
|
|
of losing sync on the next version of Boom, but the gameplay is more chaotic
|
|
because a single RNG is used for all events. If demo_insurance=1, Boom demos
|
|
stand a greater likelihood of staying in sync across Boom versions, but the
|
|
game is slightly less chaotic as a result. The two goals of demo sync across
|
|
different versions of the game, and chaos during the game, are somewhat
|
|
contradictory. If demo_insurance=2 (the default), then the special steps are
|
|
only taken when demos are being recorded -- normal gameplay is unaffected.
|
|
|
|
demo_insurance does not affect the playback quality of Doom demos, which were
|
|
recorded without Boom's special sync-preserving measures.
|
|
|
|
Even when demo_insurance is enabled, the games are fully randomized -- the only
|
|
difference is whether independent game events will use the same RNG and thus
|
|
interact, increasing the chance of demo desync if the slightest change occurs
|
|
in the game, or whether each game event will use its own independent RNG.
|
|
|
|
3) Wads
|
|
|
|
BOOM supports playing old wads fully. The only proviso is that those wads
|
|
must not contain serious errors, BOOM cannot play them if they do. Due to
|
|
the more sensitive nature of DPMI protected mode, BOOM is highly sensitive
|
|
to accessing arrays past limit and other illegal memory usages. The usual
|
|
result will be exit from BOOM with the message "Segment Violation". CWSDPMI
|
|
under DOS is more sensitive than Win'95s DPMI, so some wads that won't play
|
|
under DOS may still play under Win'95 in a DOS Window. On the positive side,
|
|
if you test your wads fully under DOS with CWSDPMI, they are very likely to
|
|
play without trouble after uploading. Its also very unlikely that your
|
|
system can be corrupted by BOOM. The config file, BOOM.CFG, contains a
|
|
variable named original_doom_compatibility that will insure that BOOM acts
|
|
as much like DOOM v1.9 as possible, even preserving some bugs in that
|
|
engine.
|
|
|
|
|
|
-----------------------------------------
|
|
Section 7. Files in the BOOM Distribution
|
|
-----------------------------------------
|
|
|
|
BOOM executable archive BOOM201.ZIP
|
|
|
|
BOOM.EXE..........Executable BOOM program
|
|
ASETUP.EXE........Allegro setup utility
|
|
BOOM.TXT..........This file
|
|
SNDDRVR.TXT.......Additional documentation on setting up sound/music in BOOM
|
|
BOOMDEH.TXT.......Description of BOOM's version of DEH
|
|
BOOMREF.TXT.......Reference for all extended wad features supported by BOOM
|
|
KEYCODE.EXE.......Tool to output keycodes for use in config file
|
|
COLHELP.BMP.......Chart of DOOM colors for use in config file
|
|
SERBOOM.EXE.......SERSETUP for BOOM
|
|
IPXBOOM.EXE.......IPXSETUP for BOOM
|
|
CSDPMI4B.ZIP......DJGPP v2 runtime support including docs and config util
|
|
CWSDPMI.EXE.......DJGPP v2 runtime support executable
|
|
GO32-V2.EXE.......DJGPP tool to provide info on DPMI setup
|
|
COPYING...........DJGPP copyright, DOOM source and binary copyright
|
|
|
|
DETH for BOOM (optional) DETH415b.ZIP
|
|
|
|
DETH.EXE..........v4.12 of the freeware editor DETH with full BOOM support
|
|
DETH.FNT..........Font used by DETH
|
|
DETH.INI..........Option and configuration file for DETH
|
|
COMMON.CFG........Options common to DOOM and DOOM II for DETH
|
|
DOOM2.CFG.........Options specific to DOOM II for DETH
|
|
DOOM1.CFG.........Options specific to DOOM for DETH
|
|
INSTALL.TXT.......Brief note on installation of DETH
|
|
KEYS.TXT..........Summary of key functions in DETH
|
|
TEXTURE.TXT.......Brief document on texture alignment
|
|
CHANGES.TXT.......DETH v4.12 release notes
|
|
CSDPMI4B.ZIP......DJGPP v2 runtime support including docs and config util
|
|
CWSDPMI.EXE.......DJGPP v2 runtime support executable
|
|
GO32-V2.EXE.......DJGPP tool to provide info on DPMI setup
|
|
COPYING...........DJGPP copyright and distribution license
|
|
|
|
EDIT utilities for BOOM (optional) EDITUTIL.ZIP
|
|
|
|
CLED.EXE..........Command line editor for extended fields in wads
|
|
CLED.TXT..........Documentation for CLED
|
|
TRIGCALC.EXE......Tool to output generalized linedef numbers by Q&A
|
|
MUSPUT.EXE........Tool to embed MIDI files in a wad
|
|
MUSPUT.TXT........Documentation for MUSPUT.EXE
|
|
BOOMREF.TXT.......Reference for all extended wad features supported by BOOM
|
|
CWSDPMI.EXE.......DJGPP v2 runtime support executable
|
|
SWANTBLS.EXE......Creates SWITCHED.LMP and ANIMATED.LMP from input text file
|
|
DEFSWANI.DAT......File for SWANTBLS.EXE containg default switches & animations
|
|
MAKTRLMP.EXE......Converts a TRANMAP.DAT file to a .LMP for wad inclusion
|
|
MAKTRLMP.TXT......Documentation for MAKTRLMP.EXE
|
|
CMAPTOOL.EXE......Tool for creating custom colormaps by editing a BMP
|
|
CMAPTOOL.TXT......Documentation for CMAPTOOL.EXE
|
|
DOOMCOLR.BMP......BMP containing all colors edited for use by CMAPTOOL.EXE
|
|
COLBMPS.ZIP.......Edited examples of DOOMCOLR.BMP
|
|
COLMAPS.ZIP.......Colormap lmps produced by CMAPTOOL from example BMPS
|
|
COLMAPS.WAD.......Add-on WAD containing example colormaps
|
|
|
|
EDIT configuration for WadAuthor (optional) WACFG.ZIP
|
|
(thanks to Rick (Wildman) Clark and Jonathan (DfA) Campbell)
|
|
BOOM.WCF..........Extended linedef, thing types for WadAuthor
|
|
|
|
EDIT configuration files for DCK (optional) DCKBOOM.ZIP
|
|
|
|
DOOM17.DAT........Extended types configuration for DCK2.2f
|
|
DOOM19.DAT........Extended types configuration for DCK3.x
|
|
DCKBOOM.TXT.......Documentation on DCK configuration files
|
|
WATERMAP.WAD......File that allows DCK to insert WATERMAP texture
|
|
|
|
DEMO wads
|
|
|
|
DAWNING.ZIP.......BOOM demo wad by Gary Gosson
|
|
RAGE.ZIP..........BOOM demo wad by Paul Fleschute
|
|
BOOMEDIT.ZIP......BOOM editor's tutorial wad by Jim Flynn
|
|
|
|
--------------------------------------
|
|
Section 8. How to report bugs in BOOM
|
|
--------------------------------------
|
|
|
|
If an error message during loading is involved in the problem, you'll
|
|
want to report it precisely, as that will help us identify the
|
|
problem. In order to capture the initialization screen completely use
|
|
the following command line:
|
|
|
|
REDIR -eo BOOM (normal boom command line parameters here) > errlog.txt
|
|
|
|
After exiting BOOM, the errlog.txt file will contain the full
|
|
initialization script so you can report the error exactly.
|
|
|
|
If you find a bug in BOOM you should visit
|
|
|
|
http://www.teamtnt.com
|
|
|
|
and follow the directions there for reporting it. There will be a bug report
|
|
form, and an e-mail link provided. Please examine the bug report form to see
|
|
what kind of information we are interested in, even if you report it by
|
|
e-mail. This information will help us duplicate the problem, which is an
|
|
important step in fixing it.
|
|
|
|
Your help in making BOOM bug free is appreciated.
|
|
|
|
----------------------------
|
|
Section 9. Acknowledgements
|
|
----------------------------
|
|
|
|
We'd like to thank id Software for this incredible game, and especially John
|
|
Carmack for his release of the source and his encouragement of our efforts.
|
|
|
|
Credit is due Chi Hoang who sped us on our way with his near instant port of
|
|
the Linux DOOM source to DOS. BOOM is based on v.20 of his port.
|
|
|
|
Credit also to Steve Bacquet, whose QMUS2MID utility provided the insight we
|
|
needed to get a working MUS to MID converter running.
|
|
|
|
Thanks to Shawn Hargreaves who wrote Allegro, and made this possible in far
|
|
less time.
|
|
|
|
Thanks to all the folks who wrote our compiler, DJGPP v2, and who continue
|
|
to support free software.
|
|
|
|
Thanks to the non-coding DoomSource project members who tested our early
|
|
attempts and made many suggestions to improve the product.
|
|
|
|
Thanks to BOOM's BETA crew who beat on the engine mercilessly for long hours
|
|
and diligently filled our mailboxes with what they saw.
|
|
|
|
Gaston (Mordeth) Lahaut Ky (Rez) Moffet Jan Van der Veken
|
|
Joachim (Jou) Otahal Len Pitre Doug Freeman
|
|
Chris (Case) Christenson Jonathan (DfA) Campbell Ingo Kirsch
|
|
Tom Robinson Rich Brennan Kurt Schulenberg
|
|
Justin Madigan Lorenzo Cricchio Peter Zahner
|
|
|
|
Thanks to Rick (Wildman) Clark and Jonathan (DfA) Campbell for creating an
|
|
editor configuration file for WadAuthor.
|
|
|
|
Thanks to Bruce (DOOMGuy) Benko for his work making DMapEdit work
|
|
with BOOM.
|
|
|
|
And finally thanks to all the DOOMers still out there who have kept the
|
|
game alive so long, and who gave us many fine ideas thru the newsgroups
|
|
and mail. Keep on Doomin'!
|
|
|