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Doom FAQ 58 Part I

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Sep 10, 1994, 11:16:32 AM9/10/94
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Post-Release v5.8 - MINOR revision
Last Updated: August 30, 1994 EST
Written by: Hank Leukart (ap...@cleveland.freenet.edu)
"DOOM: Where the sanest place... is behind a trigger."
"DOOM: Such mayhem the likes of which have never
been witnessed in this particular dimension!"
-----------------------------------------------------------------------------

----------
DISCLAIMER
----------

This FAQ is to aid in informing the public about the game DOOM, by id
Software. In no way should this promote your killing yourself, killing others,
or killing in any other fashion. Additionally, Hank Leukart claims NO
responsibility regarding ANY illegal activity concerning this FAQ, or
indirectly related to this FAQ. The information contained in this FAQ only
reflects id Software indirectly, and questioning id Software regarding any
information in this FAQ is not recommended.

---------------------
TRADEMARK INFORMATION
---------------------

All specific names included herein are trademarks and are so
acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative
Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS),
Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum,
IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here
are still hypothetically acknowledged.

----------------
COPYRIGHT NOTICE
----------------

This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved.
You are granted the following rights:

I. To make copies of this work in original form, so long as
(a) the copies are exact and complete;
(b) the copies include the copyright notice and these paragraphs
in their entirety;
(c) the copies give obvious credit to the author, Hank Leukart;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
above, so long as
(a) this is the original work and not a derivative form;
(b) you do not charge a fee for copying or for distribution;
(c) you ensure that the distributed form includes the copyright
notice, this paragraph, the disclaimer of warranty in
their entirety and credit to the author;
(d) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from Hank Leukart);
(e) the distributed form is the NEWEST version of the article to
the best of the knowledge of the distributor;
(f) the distributed form is electronic.

You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogs, and speech. You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission. These rights are temporary and revocable upon written, oral,
or other notice by Hank Leukart. This copyright notice shall be governed
by the laws of the state of Ohio.
If you would like additional rights beyond those granted above,
write to the author at "ap...@cleveland.freenet.edu" on the Internet.

---------
CONTENTS:
---------

[1] Introduction
*1-1* A word from Hank Leukart
[1-2] About the "Official" DOOM FAQ
(1-2-1) About the "Official" DOOM ASCII Logo
[1-3] Getting the "Official" DOOM FAQ
[1-4] Adding to the FAQ
[1-5] The DOOM Mailing List
(1-6) Acknowledgments
[1-7] Accurate Information

=SECTION ONE= PRELIMINARY INFORMATION

[2] What is DOOM?
[3] What makes DOOM different from Wolfenstein 3-D?
[3-1] Texture-Mapped Environment
[3-2] Non-Orthogonal Walls
[3-3] Light Diminishing/Light Sourcing
[3-4] Variable Height Floors and Ceilings
[3-5] Environment Animation and Morphing
[3-6] Palette Translation
[3-7] Multiple Players
[3-8] Smooth, Seamless Gameplay
(3-9) New Monsters and Artificial Intelligence
[3-10] Weapons
[3-10-1] What does BFG9000 stand for?
[4] Who created DOOM?
[4-1] How can I contact id Software?
[5] What are the differences between the different releases of DOOM?
*5-1* What is the shareware release?
[5-2] What is the mail-order release?
*5-3* What makes the six versions different?
*5-4* What is the commercial release?
(5-5) I bought DOOM in a store, is it illegal?
[5-6] What is the Jaguar release?
*5-7* What is WinDOOM?
*5-8* What are DOOM ports are in the works?
[6] Where can I get DOOM?
[6-1] How can I get the shareware release?
*6-1-1* What are the file names?
[6-1-2] How can I get DOOM using FTP?
[6-1-3] How can I get DOOM using AFS?
[6-1-4] How can I get DOOM on a BBS?
[6-2] How can I get the mail-order release?
*6-3* How can I get the commercial release?
[6-4] How can I get the DOOM Specs for creating add-on utilities?
(6-5) Where can I get the serial play and node building source code?
(6-6) What books about DOOM are available?
[7] What is needed to run DOOM?
[7-1] What is REQUIRED to run DOOM?
[7-2] What sound cards does DOOM support?
[7-3] What game controllers does DOOM support?
[8] How can I use multiple players in DOOM?
[8-1] How does the multi-player gameplay work?
[8-1-1] How does pausing, saving, and loading work?
[8-1-2] What are the different uniform colors for?
[8-1-3] How does a player see what others are doing?
[8-1-4] How do players communicate using Chat Mode?
[8-1-5] How do the weapons work?
[8-1-6] What happens when a player dies?
[8-1-7] Can players exchange supplies?
[8-1-8] Miscellaneous
[8-2] What exactly is "DeathMatch" mode?
[8-3] How does DOOM work with networks?
*8-3-1* What are the network command line parameters for DOOM?
(8-3-2) How does DOOM determine player colors?
[8-3-3] How can I use DOOM on Novell Netware Lite?
[8-3-4] How can I use DOOM on other types of networks?
[8-3-5] How can I set up a small inexpensive DOOM network?
[8-4] How can I play DOOM by serial link?
[8-5] How can I play DOOM over the Internet?
*8-5-1* How can I play DOOM using IHHD?
*8-5-2* How can I play DOOM using TCPSetup?
[8-6] How can I setup DOOM to be played on a multi-player BBS?
(8-7) Where can I find multi-player partners?

=SECTION TWO= CHEATS AND SPOILERS

[9] How can I cheat in DOOM?
[9-1] What are the DOOM cheat codes?
*9-2* What command line parameters exist?
(9-2-1) What do the dots that appear in development mode mean?
[10] Can someone tell me how to...?
[10-1] Where are the DOOM secret levels?
[10-1-1] Knee-Deep in the Dead?
[10-1-2] The Shores of Hell
(10-1-3) Inferno
(10-2) Where are the secret doors in DOOM?
(10-2-1) Secret Master List
*10-2-2* Knee-Deep in the Dead
*10-2-3* The Shores of Hell
*10-2-4* Inferno
[10-3] When should I use each weapon?
[10-4] Where can I get each weapon for the first time?
(10-5) Where can I find the various powerups in the game?
(10-5-1) How much do health and armor items help me?
[10-6] How powerful is the ammunition?
(10-6-1) How much ammunition is obtained from picking up
the various types?
[10-7] How many enemies are in the entire game?
[10-7-1] Knee Deep in the Dead
[10-7-2] The Shores of Hell
[10-7-3] Inferno
[10-8] How many shots does it take to kill each enemy?
(10-9) Which enemies will attack each other?

=SECTION THREE= DOOM ADD-ON SOFTWARE

*11* What is DOOM add-on software and where can I get it?
*11-1* If I don't have FTP access, how can I get these files?
[12] What cheating utilities have been made for DOOM?
[13] What add-on utilities allow me to alter DOOM?
[13-1] BSP v1.2x
*13-2* DEHACKED v1.3
*13-3* Deframed v1.0
(13-4) DEU v5.21
(13-5) DMapEdit v3.0
(13-6) DMAUD v1.1
[13-6-1] DMFE v0.0.1
[13-7] DMGRAPH v1.1
(13-8) DMMUSIC v1.0a
(13-9) DOOMCAD v4.3
(13-10) DOOM Color Changer
(13-11) DOOMDump v0.9
(13-12) DOOM Editor: The Real Thing v2.60b4
[13-13] DOOMTOOL
[13-14] DOPE v1.02
(13-15) IDBSP v1.0
[13-16] Jumble v3.0
[13-17] MDE: My DOOM Editor v0.90b
(13-18) Move Level v2.0
(13-19) MUS2PWAD v1.0
[13-20] NodeNav v0.8
(13-21) RanDOOM v1.65
(13-22) REJECT v1.0
(13-23) Renegade Graphics DOOMED v1.1c/e
[13-24] RENWAD
[13-25] VERDA v0.20
(13-26) VERDA Node Builder v1.05
(13-27) WADED v1.23
[13-28] WAD Extended Tools v1.0
[13-29] WAD Hacker v2.0
[13-30] WADMASTER v0.5
[13-31] WADNAME
(13-32) Wads_Up v1.1
[13-33] WAD Tools v1.0
[14] What add-on data files exist for DOOM?
(14-1) Graphics
(14-2) Missions
(14-2-1) A comprehensive listing
(14-2-2) DOOM DeathMatch WAD Ranking
(14-2-3) PWAD Authoring Template v1.4
(14-3) Sounds
(14-4) Music
(14-5) LMPs (Recordings)
*14-6* DEHACKED patches
[15] What other miscellaneous DOOM add-ons exist?
[15-1] BNUDOOM v1.26
(15-2) DIRPWAD
(15-3) DOOMBSP Source Code
[15-4] The DOOM Hall of Fame: Collectors Edition
(15-5) The DOOM Hacker's Tool Kit v1.0
*15-6* The DOOM Help Service
*15-7* The DOOM Honorific Titles
[15-8] DOOM Launcher for OS/2 v1.1
(15-9) The DOOM Level Design FAQ v1.1
[15-10] DOOMLOAD v2.01a
[15-11] DOOM Master v2.0
*15-12* DOOMenu v10.0
[15-13] DOOMODEM v1.0
[15-14] DOOM Modem Contact List R7
[15-15] DOOMPICS.ZIP
[15-16] DOOM Serial Connection Manager v1.06b
[15-17] DOOM Utilities v0.1
(15-18) DOOM WAD Manager v1.30c
(15-19) The DOOM IPX Network FAQ v1.2
(15-20) LNTYP v1.01
(15-21) MIDI2MUS
[15-22] OLDIPX.ZIP
[15-23] SER4.ZIP
[15-24] The Ultimate DOOM Maps
[15-25] The Unofficial DOOM Specs v1.4
[16] Future add-on software
(16-1) Add-on software wish list
[16-2] Add-on software in the making

=SECTION FOUR= TROUBLESHOOTING

[17] Why won't DOOM work correctly?
[17-1] How can I use SMARTDRV.EXE with DOOM?
[17-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
[17-3] Why does DOOM crash when I start it?
[17-4] How can I run DOOM under OS/2?
[18] Why won't my sound card work with DOOM?
[18-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
(18-2) Why won't my Sound Blaster Pro work with DOOM?
(18-3) Why won't my Gravis UltraSound work with DOOM?
[18-4] Why does the game crash when using my Gravis UltraSound?
[18-5] Why won't my Pro Audio Spectrum 16 work with DOOM?
[18-6] Why won't my ATI Stereo-F/X work with DOOM?
[19] Miscellaneous DOOM problems
[19-1] Why won't my mouse work with DOOM?
[19-1-1] Why does my mouse start moving itself during play?
[19-1-2] Why won't my two button mouse work with DOOM?
[19-1-3] Why won't my IBM PS/2 mouse work with DOOM?
[19-2] Why does netDOOM seem to crash at certain times?
(19-3) Why won't my modem work with DOOM?
[19-4] Why is my network slowing down when using DOOM?
(19-5) Why won't the v1.666 patch install correctly?
[19-6] DOOM is too easy
[19-7] DOOM is too hard
[19-8] I get motion sickness when playing DOOM

=SECTION FIVE= MISCELLANEOUS

(20) Confidential NORAD Transmission
(21) Other literature available from Hank Leukart
[22] Conclusion
[23] Revision History
[23-1] Pre-Game-Release FAQs
[23-2] Post-Game-Release FAQs

-------------------------
CHAPTER [1]: Introduction
-------------------------

*1-1*: A word from Hank Leukart
===============================
Because I have ESP, I know that right now, you're thinking:

"What in the world is he doing? He's releasing yet ANOTHER FAQ?
Is this guy satanic or what?"

id decided that in the last few weeks that they should keep
releasing versions of DOOM on the Internet until they had a version with no
bugs. :) And, hopefully, with v1.666, they will have finally done it. So,
here is the "Official" DOOM FAQ, v5.8. Who was it who sent me E-mail asking
if I was a masochist? <grin>

Because I have ESP, I know that right now, you're thinking:

"Wait a minute! I just downloaded DOOM v1.666. Why did I get this
incredible FAQ with it?"

id Software was kind enough to allow me to package the FAQ with
DOOM v1.61bt and with DOOM v1.666. I think this will be great for all DOOM
players, as many of their questions can be answered immediately. This should
also cut down on questions to id's technical support.

Because I have ESP, I know that right now, you're thinking:

"Okay, now what is he going to talk about? After all, it has only
been a few weeks since the last FAQ! What new, cool add-on utilities could
he plug?

I do admit that in the last few weeks, I haven't seen any major
upgrades on any of the DOOM editors or other popular utilities. I have
seen, however, a new utility that has probably caught on the fastest of any
of the add-ons. Matt Fell recently released a small file outlining the
DOOM.EXE. This file gave way to DEHACKED by Greg Lewis
(gregor...@umich.edu). And what a COOL utility! Some of the patches
made for DEHACKED allow monster "morphing," a shotgun that fires as fast
as a chain gun, and a flame thrower to replace the plasma gun. Other
special-effects include flying enemies and enemies that look like trees. I
recommend downloading this utility along with some of the patches. See
Chapters [13-2] and [14-6] for more information.

Because I have ESP, I know that right now, you're thinking:

"Let me see. If I can scramble my brain waves, maybe he won't be
able to read my mind anymore."

Okay, you figured me out. I don't actually have ESP after all.
Anyway, watch out for mind readers, memorize the FAQ, and above all, "keep
on DOOMing!"

-Hank Leukart

[1-2]: About the "Official" DOOM FAQ
====================================
Welcome to the post-release v5.8 of the "Official" DOOM FAQ. What
does that mean? Post-release is after the game is released, version 5.8 is a
minor revision written after 5.7, "Official" means absolutely nothing,
DOOM is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions.
Here's how revision classification works. If a new version of
the FAQ only has a small amount of information changed or added, the version
number is increased by 0.1. This is called a "minor revision." If a new
version of the FAQ has a substantial amount of new information changed or
added, the version number is increased by 0.5. This is called a "standard
revision." If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, then the version number is increased by 1.0. This is called a
"major revision."
You may be wondering why chapter numbers are enclosed in either
[]'s, ()'s, or **'s. The definition of these is as follows:

[]: Chapters enclosed in brackets mean that the information
contained in the chapter has not been updated in this or the
previous FAQ.
(): Chapters enclosed in parenthesis mean that the information
contained in the chapter has not been updated since the previous
FAQ.
**: Chapters enclosed in asterisks means that the information
contained in the chapter is new or has been updated for the
current version of the FAQ you are reading.

(1-2-1): About the "Official" DOOM ASCII Logo
=============================================
Thanks to Frans P. de Vries (fpde...@hgl.signaal.nl), an
incredible ASCII DOOM logo was added to the beginning of the document in
v5.5 of the FAQ.
Please keep in mind that, as is rest of this document, the logo
is copyrighted. This FAQ may not be split into parts and distributed.
Therefore, the logo may not be used independently from the "Official" DOOM FAQ
in any other documents apart from the "Official" DOOM FAQ, the Unofficial
DOOM Specs, and DOOM iNsAnItY.
Thank you for respecting U.S. copyright laws.

[1-3]: Getting the "Official" DOOM FAQ
======================================
I am sorry to announce that my DOOM Mailing List has been
canceled, due to numerous problems. Anyone who has had a subscription to
the list in the past will no longer receive updates, and no new
subscriptions are permitted. There is a new mailing list, however. See
Chapter [1-5] for more information.
The "Official" DOOM FAQ can still be requested from me, however. My
Internet E-mail address is "ap...@cleveland.freenet.edu." Please make the
subject of your E-mail "DOOM FAQ Request."
The "Official" DOOM FAQ is posted every two weeks (or earlier
if a new version is released) on the following Usenet groups.

(1) comp.sys.ibm.pc.games.action
(2) comp.sys.ibm.pc.games.announce
(3) comp.sys.ibm.pc.games.misc
(4) alt.games.doom

The "Subject:" line of the post will be "'Official' DOOM FAQ v??.??"
where "??.??" is the version number of the FAQ.

New releases of the "Official" DOOM FAQ are uploaded to the
following Internet FTP sites.

(1) ftp.uwp.edu IN /pub/incoming/id
IN /pub/msdos/games/id/home-brew/doom
(2) infant2.sphs.indiana.edu IN /pub/doom/incoming
IN /pub/doom/text
(3) wuarchive.wustl.edu IN /pub/MSDOS_UPLOADS/games/doomstuff

The file name of the upload will be "doom??.faq" where "??" is the
version number of the FAQ. This filename is for FTP sites only. BBS
filenames are below.

New releases of the "Official" DOOM FAQ are uploaded to Software
Creations BBS (and other BBSes) under the file name "dmfaq??.zip" where "??"
is the version number of the FAQ.

Software Creations BBS:
(a) (508)-365-2359 2400 baud
(b) (508)-368-7036 9600-14.4k v.32bis
(c) (508)-368-4137 14.4-16.8k HST/DS

ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all
other information services. PLEASE conform to the naming standard of the
"Official" DOOM FAQ when placing this file on your system. The file name
should be "dmfaq??.zip" where the "??" is the version number of the FAQ or
"dmfaq??.txt" if the FAQ is a text file instead of PKZIPped.

[1-4]: Adding to the FAQ
========================
If you want something added to the FAQ, please send E-mail to
"ap...@cleveland.freenet.edu" (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version. In
the E-mail, please supply your name and E-mail address.
Please note that all submissions to the FAQ become the property of
the author (Hank Leukart) and that they may or may not be acknowledged.
By submitting to the FAQ, you grant permission for use of your submission
in any future publications of the FAQ in any media. The author reserves
the right to omit information from a submission or delete the submission
entirely.

[1-5]: The DOOM Mailing List
============================
The DOOM Mailing List is run by an automatic server. To subscribe,
send mail to "list...@cedar.univie.ac.at" with "sub DOOML <First Last>"
IN THE BODY of the message. DO NOT put a subject on this message. To post
to the mailing list, send mail to "DO...@cedar.univie.ac.at". If you are
having trouble using this, send mail to "list...@cedar.univie.ac.at" with
the word "HELP" IN THE BODY of the message. Again, put no subject on the
message. If you are having problems with the server, mail
"sav...@cedar.univie.ac.at" with your problem.

*1-6*: Acknowledgments
======================
I'd like to thank id Software for creating such a GREAT
game! It definitely exceeds expectations. I'd also like to thank them
for helping me out, and getting involved with on-line users. I'd like to
thank the following on-line users for the following reasons:

ID SOFTWARE IN ALPHABETICAL ORDER:

John Romero (he...@idsoftware.com)

What a guy! He's been putting up with my infinite
cross-examinations for six months now, and he still hasn't killed me! He
also read through the ENTIRE FAQ to give me a list of corrections for this
release. A BIG thanks, John! (oh yeah, he also programmed that game --
what was it called?! :))

David Taylor (he...@idsoftware.com)

Three cheers for David Taylor! His once-in-a-while "idNews" Usenet
postings always seem to cut down the amount of E-mail I get for a few
hours. He also, has put up with me, and answered numerous questions.

Jay Wilbur (he...@idsoftware.com)

You've got to admire this guy. He puts his life and his family's
life on the line everytime he posts a release date (or "within two weeks")
on Usenet. He's a great CEO, a great net representative, and handled the
small island travel arrangements at a time in which we thought we might be
pummeled. :)

And to everyone else at id Software, thanks for a great game!

ALPHABETICAL ORDER:

Christoph Anderson (psy...@asl.uni-bielefeld.de) - Enemy count info
Marco Arriaga (ma...@fidev.pwcm.com) - Novell Netware Lite information
Kent Bentkowski (dpm...@prodigy.com) - DOOM Book information
Barry Bloom (ba...@noc.unt.edu) - Modem Initialization Strings
Steve Bonds (sbo...@jarthur.claremont.edu) - IPX FAQ information
Vesselin Bontchev (bont...@fbihh.informatik.uni-hamburg.de) - Major help
on grammatic and
other problems
Larry J. Brackney (brac...@ecn.purdue.edu) - Jaguar Specs
Scott Browser (brow...@cnsvax.uwec.edu) - Information on SMARTDRV
Jason Brunette (stimp...@aol.com) - Command line parameters
Kevin Burfitt (za...@torps.apana.org.au) - Command line parameters
Tom Cannon (ink...@leland.stanford.edu) - Location of the chain saw
TC Cheng (t...@po.EECS.Berkeley.edu) - PAS information
Scott Coleman (tm...@uiuc.edu) - The TCPSetup DOOMer's FAQ
Jay Cotton (j...@calc.vet.uga.edu) - The TCPSetup DOOMer's FAQ
David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
Seth Delackner (d...@crl.com) - Command line parameters
James Dicke (jdi...@carroll1.cc.edu) - DOOM DeathMatch WAD Ranking
Vinc Duran (vi...@ile.com) - ATI Stereo F/X information
Joakim Erdfelt (joakim....@swsbbs.com) - Great DOOM Utilities, and help
with the FAQ
Paul Falstad (p...@z-code.z-code.com) - HUGE amount of secret info (big
thanks!)
Matt Fell (matt.b...@acebbs.com) - DOOM Spec writer
David Few (df...@cix.compulink.co.uk) - OS/2 settings info
Mark Harrop (har...@telecom.jorn.gov.au) - Information classification
Jarkko Tapio Heinonen (jthe...@cc.helsinki.fi) - Small grammar help
Fred Homewood (fr...@meiko.com) - Novell Network Lite info
John Iodice (jio...@telesciences.com) - HUGE grammatic fixes list
John Thomas Lemke (jt...@ciao.cc.columbia.edu) - Frames per second info
Henry Liang (lia...@eniac.seas.upenn.edu) - IHHD information
Ian CR Mapleson (mapl...@cee.hw.ac.uk) - PS/2 Mouse information
Bill McCormick (bil...@microsoft.com) - WinDOOM information
Samer Meshreki (mesh...@udel.edu) - Gravis UltraSound information
Christian Metcalfe (uk0...@mik.uky.edu) - Weapon shot conversions
Michael Millard (michael...@swcbbs.com) - Making sure the FAQ got
finished :)
Neal Miller (mil...@rpi.edu) - For putting up with my seemingly inability
to get his add-on software in correctly :)
"Minstrel" (mins...@u.washington.edu) - IPX Network info
"Motop" (eksc...@vela.acs.oakland.edu) - Network card supply
Tom Neff (tn...@panix.com) - DOOM Design FAQ, monster information
Joe Pantuso (73633.2517) - Miscellaneous info, putting up with my seemingly
inability to get the RGD Editor entry correct :)
Elias Papavassilopoulos (ep...@cus.cam.ac.uk) - Cheat codes and parameters
Walter Pullen (crui...@stein.u.washington.edu) - INCREDIBLE amount of
secret info and saving me
at the last second from
definite DOOM :)
Charlie Ray (exu...@exu.ericsson.se) - DOOM: Opening a door to hell
Tobey Reed (tr...@world.std.com) - DOOM v1.2 information
Owen Salava (osa...@vaxsrv2.royalroads.ca) - Keeping my nose to the grind-
stone and making sure my
mailbox is filled <g>
Joost Schuur (zxm...@studserv.zdv.uni-tuebingen.de) - Miscellaneous info
Wouter Slegers (wsb...@urc.tue.nl) - DOOM Secrets FAQ information
Stanley Stasiak (sta...@tartarus.uwa.edu.au) - Motion sickness/secrets
Stephen Sprunk (ssp...@nox.cs.du.edu) - Modem information
Stephen Stibler (sti...@watson.ibm.com) - Two button mouse information
Ajaipal S. Tanwar (tan...@utxvms.cc.utexas.edu) - Secret level information
Aaron Fredrick Tiensivu (tien...@student.msu.edu) - Command line parameters
John Van Essen (vane...@maroon.tc.umn.edu) - DOOM Mini FAQ/Miscellaneous
Jim Urbas (ji...@point.cs.uwm.edu) - DOOM DeathMatch WAD Ranking
Frans P. de Vries (fpde...@hgl.signaal.nl) - The cool ASCII DOOM logo,
lots of grammatic help, and
never ending FAQ attention
"Zhar" (cerb...@hade.eqinox.gen.nz) - Fixing the "*" search method

Forgive me if I am missing anyone, so many people have helped me!
#- THANK YOU! -# If, for some reason, I did miss you, PLEASE send
me E-mail!
Finally, I'd like to thank everyone who reads this FAQ, you
are what the FAQ is for!

[1-7]: Accurate Information
===========================
An attempt has been made to make the information in this FAQ as
accurate as possible. Unfortunately, due to the fact that the game
was recently released, and updates, add-ons, and new information are being
worked on each second, it's hard to keep up. I had to stop myself from
adding to the FAQ, because if I didn't it would have never been released!
The original press release dated from January 1993 listed a few things that
didn't go in the final game. Some of those things were impossible to do
after rewriting the 3-D engine 4 times over (for speed and size); other
things just made no sense with the rest of the design. Trust id Software.
They know what they are doing. DOOM is one great game!

=====================================
=SECTION ONE= PRELIMINARY INFORMATION
=====================================

--------------------------
CHAPTER [2]: What is DOOM?
--------------------------

DOOM is a three dimensional, virtual reality type action game
created by id Software. In some ways, it is similar to Wolfenstein 3-D
(id Software, Apogee).
In DOOM, you're a space marine, one of Earth's toughest, hardened in
combat and trained for action. Three years ago you assaulted a superior
officer for ordering his soldiers to fire upon civilians. He and his body
cast were shipped to Pearl Harbor, while you were transferred to Mars, home
of the Union Aerospace Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste
facilities on Mars and its two moons, Phobos and Deimos. With no action for
fifty million miles, your day consisted of suckin' dust and watchin'
restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has
used the remote facilities on Phobos and Deimos to conduct various
secret projects, including research on inter-dimensional space travel.
So far they have been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out the other.
Recently however, the gateways have grown dangerously unstable.
Military "volunteers" entering them have either disappeared or been
stricken with a strange form of insanity--babbling vulgarities,
bludgeoning anything that breathes, and finally suffering an untimely
death of full-body explosion. Matching heads with torsos to send home
to the folks became a full-time job. Latest military reports state
that the research is suffering a small setback, but everything is
under control.
A few hours ago, Mars received a garbled message from Phobos. "We
require immediate military support. Something fraggin' evil is coming
out of the gateways! Computer systems have gone berserk!" The rest
was incoherent. Soon afterwards, Deimos simply vanished from the sky.
Since then, attempts to establish contact with either moon have been
unsuccessful.
You and your buddies, the only combat troop for fifty million miles
were sent up pronto to Phobos. You were ordered to secure the perimeter of
the base while the rest of the team went inside. For several hours, your
radio picked up the sounds of combat: guns firing, men yelling orders,
screams, bones cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the
planet on your own. Plus, all the heavy weapons have been taken by
the assault team leaving you only with a pistol. If only you could get your
hands around a plasma rifle or even a shotgun you could take a few down on
your way out. Whatever killed your buddies deserves a couple of pellets in
the forehead. Securing your helmet, you exit the landing pod. Hopefully you
can find more substantial firepower somewhere within the station. As you
walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors. They know you're here. There's no
turning back now.

------------------------------------------------------------
CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?
------------------------------------------------------------

[3-1]: Texture-Mapped Environment
=================================
DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and scanned
textures on the walls, floors, and ceilings of an environment, makes the
world much more real, thus bringing the player more into the game experience.
Others have attempted this, but DOOM's texture mapping is fast, accurate,
and seamless. Texture-mapping the floors and ceilings is a big improvement
over Wolfenstein 3-D. With their new advanced graphic development
techniques, allowing game art to be generated much faster, id brings
new meaning to "state-of-the-art".

[3-2]: Non-Orthogonal Walls
===========================
In other games (such as Wolfenstein 3-D), walls were always joined
at ninety degrees to each other, and were always eight feet thick. DOOM's
walls are at many angles, and of any thickness. Walls have see-through
areas, like windows. This allows more natural construction of levels. If
you can draw it on paper, you can see it in the game.

[3-3]: Light Diminishing/Light Sourcing
=======================================
Another touch adding realism is light diminishing. With distance,
your surroundings become enshrouded in darkness. This makes areas seem huge
and intensifies the experience. This also creates some amazing effects;
sometimes the lights go out, and you'll have to look for a light switch or
light amplification visors. Light sourcing allows lamps and lights to
illuminate hallways, explosions to light up areas, and strobe lights to
briefly reveal things near them. These features make the game
frighteningly real.

[3-4]: Variable Height Floors and Ceilings
==========================================
Floors and ceilings can be of any height, allowing for stairs, poles,
altars, plus low hallways and high caves-allowing a great variety for rooms
and halls.
In DOOM, monsters can be shot on levels that are higher or lower than
you are. All you have to do is aim horizontally, and DOOM will do the rest!

[3-5]: Environment Animation and Morphing
=========================================
In DOOM, the world reacts to you. Many surfaces animate.
A glowing wall-plate may change in appearance when you touch it. Radioactive
ooze could seethe and bubble.
In earlier versions of the FAQ, I talked about environment animation
and morphing. id Software removed information terminals, access stations,
and wall weapon damaging. DOOM does include "crushing ceilings," however.

[3-6]: Palette Translation
==========================
In earlier versions of the FAQ, I talked about many different
types of palette translation. Most of the palette translation has been
removed from DOOM. The only palette translations that are currently
implemented in DOOM are for multi-player mode (other players are in
different colors), invincibility mode and a few other special effects.

[3-7]: Multiple Players
=======================
Up to four players can play over a local network, or two players
can play by modem or serial link. DOOM v1.2 supports modem play.
You can see the other player in the environment, communicate with him or her,
and in certain situations you can switch to their view. This feature, added
to the 3-D realism, makes DOOM a very powerful cooperative game and its
release a landmark event in the software industry. This is the first game to
really exploit the power of LANs and modems to their full potential. In
1994, id Software fully expects to be the number one cause of decreased
productivity in businesses around the world. See Chapter [8] for more
information on multi-playing.

[3-8]: Smooth, Seamless Gameplay
================================
The environment in DOOM is frightening, but the player can be at
ease when playing. Much effort has been spent on the development end to
provide the smoothest control on the user end. And the frame rate (the rate
at which the screen is updated) is high, so you move smoothly from room to
room, turning and acting as you wish, unhampered by the slow jerky motion of
most 3-D games. On a 386DX, the game runs well, and on a 486/33, the normal
mode frame rate is almost as fast as television. This allows for the
most important and enjoyable aspect of gameplay: immersion.

(3-9): New Monsters and Artificial Intelligence
===============================================
Wolfenstein 3-D is basically made up of a lot of closed rooms. When
you open a door, the guards get a chance to see you and opening the door
connects your sound area to the revealed room's sound area, so a gunshot will
be heard in both places. Guards in both places will respond to this kind of
action. In DOOM it's much more complex. DOOM isn't made up of a bunch of
rooms; it's a cohesive world. You might blast your shotgun and the sound
could travel through a window or slime-river tunnel to another entirely
different area and alert some monsters. Then, they'll come looking for
you! Opening doors, going down stairs, wading through slime, etc. You are
still able to get the drop on them from behind, just like in Wolfenstein
3-D -- but you have to be sneakier about it.
There is a huge amount of new enemies in DOOM. Here is a list:

FORMER HUMANS (dudes in filth-covered combat suits): Just a few days
ago, you were probably swapping war stories with one of these guys. Now it's
time to swap some lead upside their head. They are the weakest of all
enemies.

FORMER HUMAN SERGEANTS (dudes in black armor, also filthy): Same as
above, but much meaner and tougher. These walking shotguns provide you with
a few extra holes if you're not careful!

IMPS (brown thorny hominids): You thought an imp was cute little
dude in a red suit with a pitchfork. Where did these brown bastards come
from? They heave balls o' fire down your throat and take several bullets to
die. It's time to find a weapon better than that pistol if you're going to
face more than one of these S.O.B.s.

DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved
gorilla, except with horns, a big head, lots of teeth, and harder to kill.
Don't get too close or they'll rip your fraggin' head off.

SPECTRES (vague, half-formed shapes): Great. Just what you needed.
An invisible (nearly) Demon.

+ LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. Flying
skills with a hot temper. They like to go for a screaming head-on
collision.

+ CACODEMONS (gigantic floating one-eyed heads): They float in the
air, belch ball-lightning, and boast one Hell of a big mouth. You're toast
if you get too close to these monstrosities.

BARONS OF HELL (you'll know `em when you see `em): Tough as a dump
truck and nearly as big, these goliaths are the worst thing on two legs since
Tyrannosaurus Rex. Watch out for the green plasma they fling at you.

+ CYBERDEMON (rocket shooting colossus): When you get to the end of
the second episode, you'll know.

+ SPIDERDEMON (huge robotic chaingun shooting spider): It will make
you wish you never were playing DOOM in the first place. Watch for it at
the end of the third episode.

+: Not found in the shareware version

[3-10]: Weapons
===============
Here's a list of weapons that are in DOOM. Don't try using these at
home. :)

(1) Fist
(2) Chain Saw
(3) Pistol
(4) Shotgun
(5) Chain Gun
(6) Rocket Launcher
(7) Plasma Rifle +
(8) BFG9000 +

+ = Denotes a weapon not implemented in the shareware version.

[3-10-1]: What does BFG9000 stand for?
--------------------------------------
Being the most powerful weapon, the only thing BFG9000 could stand
for would be "Big Fraggin' Gun." :)

------------------------------
CHAPTER [4]: Who created DOOM?
------------------------------

DOOM was created by id Software, and is also published by
id Software.
Id Software is made up of the following dedicated people:

- John Romero Coder -
- John Carmack Coder -
- Dave Taylor Coder -
- Adrian Carmack Artist -
- Kevin Cloud Artist -
- Jay Wilbur CEO -
- Sandy Peterson Designer -
- Shawn Green Tech Support -
- Robert Prince Music -

Note: Apogee has NOTHING to do with DOOM.

[4-1]: How can I contact id Software?
=====================================
id Software can be contacted via the Internet. If you would like to
ask any questions about DOOM (that are not answered in here), send E-mail to
"he...@idsoftware.com". Id Software can also be reached at their 800 number.
The number is (800)-ID-GAMES. This number is for ordering games ONLY. This
number is not for technical support or inquiries.

---------------------------------------------------------------------
[5]: What are the differences between the different releases of DOOM?
---------------------------------------------------------------------

*5-1*: What is the shareware release?
=====================================
The shareware version of DOOM only includes one of the three
missions of DOOM. Each mission contains eight levels and a secret
level. The shareware version contains network support and modem
support. The shareware version does NOT include the Plasma Rifle and
the BFG9000 weapons. On December 10th, 1993, v1.0 was released. On
December 16th, 1993, v1.1 was released. On February 17th, 1994, id
released v1.2 of DOOM. This version fixed many bugs and added new
features, including modem support. Unfortunately, this revision added
many new bugs. On June 28th, 1994, v1.4 was released. This version was
only an "Internet Beta version," as was used to find bugs before the
pending released of v1.5 of DOOM. Then, on July 8th, 1994, v1.5 was
released as another "Internet Beta version." Both version 1.4 and 1.5
were released without registered version patches. In early August, v1.6
was released as yet another "Internet Beta version." FINALLY! In early
September of 1994, v1.666 made its debut! The new features of v1.4,
v1.5, and v1.666 are all outlined in Chapter [5-3].

[5-2]: What is the mail-order release?
======================================
The mail-order release of DOOM includes all three missions of DOOM.
Each mission contains eight levels and a secret level. This version includes
all weapons. All mail-order releases ordered July of 1994 are older
versions. It is recommended that you upgrade to v1.666 if you wish modem
support, Nightmare mode, DeathMatch v2.0, and various other bug fixes.

*5-3*: What makes the six versions different?
=============================================
Seven different versions of DOOM have been released: v1.0 (which
has the v0.99 operating system), v1.1, v1.2, v1.4, v1.5, v1.6, and
v1.666. Version 1.0 was the initial December 10th, 1993 release.
Version 1.1 was the first upgrade of DOOM, released on December 16th,
1993. Although this version fixed many bugs and compatibility problems,
it introduced many new ones. Version 1.2, released on February 17th,
added modem play, Nightmare mode, and better use of networks, but again
introduced many new bugs. v1.4 of DOOM was a Beta version released
exclusively on the Internet, and was only used for finding bugs before
the pending v1.5 release. v1.5 followed, which again was released as an
Internet Beta version to find bugs for the pending v1.6. v1.6 was then
released as another Beta, and finally v1.666 was released in early
September which fixed some modem play problems and other miscellaneous
sound code and control bugs.

v1.4/v1.5/v1.666 new features:

- New 14.4k and 28.8k modem support
- Better serial support
- New and improved SETUP.EXE with the following features:
+ Phone number list
+ Modem string database
+ Level warp key (F1)
+ Up to eight digital channels instead of four
- New DeathMatch v2.0 rules (-ALTDEATH parameter):
+ All objects respawn after 30 seconds
+ Suicide subtracts a frag from your score
+ Negative frags are now possible
- You can type "+" and "-" in chat mode
- The "Official" DOOM FAQ is now included
- Microscopic map bugs fixed and some elements changed in certain
maps for network play
- Recording multiplayer demos is now possible
- Recorded demos do NOT end when you die or when the level ends.
You must press "Q" or quit from DOOM to halt recording. The
default demo buffer is 128K, but it can be increased by using
the "-MAXDEMO <#k>" command-line parameter. "-MAXDEMO 1024"
would allocate one megabyte for a demo recording buffer!
- When playing back Multiplayer demos, you can use F12 and TAB
keys to access the other player's views and watch everyone
on the automap.
- You can NOT use external files with the shareware version any
longer. You must register first.
- You can now reload maps using the IDCLEV<e#><m#> cheat if you are
map editing on a LAN
- Supports RESPONSE files for up to 100 command-line arguments. A
response file is a text file that contains all the command-line
arguments you which to pass to DOOM. An example would be:

---- start of file ---- (don't type this line)
-nomonsters
-deathmatch
-altdeath

---- end of file ---- (don't type this line)
If you name this file RESPONSE.TXT, when you invoke DOOM, you
would type "DOOM @RESPONSE.TXT" and add any additional
command-line parameters afterwards.
- Sound Blaster AWE32 sound support
- Sound does NOT work under Windows or OS/2 yet. A new version is
being test and will be released when it is stable.
- new FAST parameter allows optional fast enemies
- new TURBO parameter allows the marine to move more quickly
(this is considered cheating and is only meant for DeathMatch play)
- the DEVPARM parameter is no longer needed to record demos

NOTE: Saved games from versions before v1.666 do not work with v1.666.

Bug fixes since v1.5:

- Miscellaneous sound code, serial code, and control fixes
- IDKFA and shotgun no longer crashes the game

Bug fixes since v1.4:

- SERSETUP has been rewritten-- AGAIN!
- Help screen now mentions F11:Gamma Correction.
- Sprite graphics can now be used in PWADs.
- A bug that caused some monsters to teleport outside of the levels
has been corrected.
- Mysterious DeathMatch bug (since v1.0) that caused random objects
to reappear but not be gettable has been corrected.
- Increased 64K of savegame buffer space for PWAD developers.
- SERSETUP COM port setting > 38400 has been fixed.
- Response file bug fixed.
- SETUP lets you type ENTER for a control key.
- New GUS instrumnet mapping file for 1mb GUS cards only.

Bug fixes since v1.2:

- Now more than two people can play over a network without crashes.
- No more PS/2 mouse bug (player loses control of character,
character spins, game locks, etc.)
- Saving a game under a open door, restoring it, then pressing
space no longer causes the game to crash.
- Sound code rewritten.
- Serial game difficulty selection fixed in SETUP.EXE.
- map bug fixes including two-sided linedef bug and faulty
SKY1 ceiling texture mapping
- gun projectiles (rockets, plasma, rockets) will no longer trigger
linedefs

It is recommended that you upgrade to v1.666 if you have not already
done so.

*5-4*: What is the commercial release?
======================================
The commercial version of DOOM is called "DOOM II: Hell on
Earth" and will not be released in stores until October 10th, 1994.
DOOM II is finished and is now available to registered users of
the original DOOM. It can be ordered directly from id or from GT
Interactive Software at 1-800-332-4300. It costs $44.95 per copy.
DOOM II will include these features:

* Chaingun dude. Kill him & pick up his weapon!
* Archvile: Resurrects dead demons and does a Hellfire attack on ya!
* Fatso: Shoots triple high-speed bruiser-damage shots, but moves
around pretty slowly
* Pain Elemental: A gray/brown Cacodemon that shoots Lost Souls! When
you kill him, 3 Lost Souls birth from the goo!
* Hell Knight: A weaker, lighter-colored version of the Baron of Hell
* 30 levels
* Lots of graphics
* All new music
* More sound effects
* Runs a little faster than original DOOM due to further code
optimizations!
* Totally killer DeathMatch-designed levels!

(5-5): I bought DOOM in a store, is it illegal?
===============================================

Here is accurate information regarding DOOM's legality.

(1) DOOM purchased directly from (800)-ID-GAMES is NOT illegal.
(2) The registered version of DOOM purchased in ANY retail stores
within the United States is illegal.
(3) The registered version of DOOM purchased on CD-ROM ANYWHERE
is illegal.
(4) The registered version of DOOM purchased in retail stores
OUTSIDE of the countries listed below is illegal.

Australia
New Zealand
Hong Kong
Taiwan
Singapore
Netherlands
UK

(5) The registered version of DOOM purchased in retail stores in
Canada is illegal.
(6) The shareware version of DOOM purchased anywhere (on CD-ROM
or otherwise) is LEGAL.

I hope this clears it up. If you own an illegal copy of DOOM,
please E-mail to "he...@idsoftware.com" to report the distributor,
date of purchase, and price. Calling (800)-388-PIR8 is also allowable
for people without Internet access.

[5-6]: What is the Jaguar release?
==================================
Shawn Green of id Software has been gracious enough to indulge a
nearly constant barrage of questions concerning the upcoming Jaguar version
of DOOM. The Jaguar is a 64-bit game cartridge system.

- Comlynx will be supported. (2 Player: Jag to Jag communications)

- The game will be presented in 16 bit color (possibly - see next item).

- The final frame rate is expected to clock in at around 15-20 FPS.
If ID reverts to 8-bit color (as in the PC version) 20 FPS is definite.
The advantage is a little bit faster frame rate.
The disadvantage is loss of color depth.

- The game will have digital music and (digitized?) sound effects.

- Game levels will be slightly different than the PC version.
ID will take the best 20 levels from the PC version (all three
episodes) and perform minor optimizations for speed. Included
in the twenty levels will be a secret level.

- JagDoom will support automatic regeneration of monsters. (After the
enemy dies, he comes back again. And again. And again. Etc..)

- Save Games will come in the form of a password. All of the stats will be
saved except for the location within a level. Upon restoring game stats
from a saved game, you will be placed at the beginning of the level.

- NO RELEASE DATE HAS BEEN MENTIONED. Folks, don't
bother the id concerning a release date. They have a VARIETY
of projects on the burner, and will get JagDoom out as soon as
they are able. Shawn says, "A Summer release is feasible."

- NO PRICE HAS BEEN MENTIONED. Cart memory is NOT cheap, and I'm
sure this is a constraint that ID is struggling with as they work
on the Jag version.

Once again, I want to caution that this is PRELIMINARY information.
The DOOM engine is running on a Jag development system, but it has a
long way to go before it's ready to ship for manufacturing. The info
presented here reflects how the game may LIKELY end up, but cart cost
is (sadly) a major concern when the game is being finalized.

*5-7*: What is WinDOOM?
=======================

Here is the latest information on WinDOOM, direct from Microsoft.

- WinDOOM is a joint effort of id Software and Microsoft. Microsoft is doing
most of the porting work.
- WinDOOM is a Win32 application. It runs under Windows NT and Windows 4.0.
- WinDOOM uses the recently announced WinG libraries.
- WinDOOM supports full music and sound and supports all Windows MIDI and
WAVE devices.
- WinDOOM has variable resolution. WinDOOM can render the display at
320x200 through 640x400. Resolutions greater than 640x400 are
performed via "stretching" (this is a limitation of the DOOM engine)
- WinDOOM supports network play via WinSOCK (TCP/IP) and NetBIOS (NetBeui,
IPX, etc.)
- WinDOOM supports any display with at least 256 colors.
- WinDOOM is multithreaded so if you're running under a multiprocessor
machine you'll see a significant speed increase.
- WinDOOM will support DEC Alpha and MIPS RISC machines.

*5-8*: What are DOOM ports are in the works?
============================================
Here is the status on all the latest DOOM ports.

OS/2: Still working, no dates yet. IBM guys are handling this.
This is how this will work: You will be able to download the
OS/2 version from most BBSs and ftp sites. It will work with
your registered wad or the shareware one. NO CHANGE.

SGI Irix v5.2: ftp.uwp.edu:/pub/msdos/games/id/sgixdoom.tar.Z.
It is integrated with the v1.6ish DOOM version. It supports
pixel-doubling, -tripling, -quadrupling as well as 16-bit sound
for clearer mixing. Now compiled with -mips1 flag.

LINUX: Same as Irix version. Not finshed yet. Out later, though.
This will also be available from most ftp sites.

JAG: Running very fast. Lighting is working now. This will be out
later this summer probably September. We are doing this. There
will be two new levels in the Jag version. The graphics are
getting faster every day.

MAC: We have found a team to do this. There is no release date. No
development has begun. We just got some Power PCs to test the beta
version on. It should be here soon. Please do NOT ask to test
this. There is no more info on this at this time. NO CHANGE.

----------------------------------
CHAPTER [6]: Where can I get DOOM?
----------------------------------

Note: Unless you are an official id Software Beta-Tester, any
Beta version that you may have in your possession is a violation of U.S.
federal copyright laws. Additionally, it is illegal to make copies of
the registered release of DOOM. Violation of these laws can result in
fines of up to $250,000 and jail terms of up to 5 years. If you are in
possession of a Beta version, it is suggested that you delete your copy
immediately.

[6-1]: How can I get the shareware release?
===========================================

*6-1-1*: What are the file names?
---------------------------------
DOOM is released in two formats, a two file 1.44mb format, and a one
file 2mb format. The 2mb format is released under the name
"doom1_6.zip". The 1.44mb file names are "doom1_6a.zip" and "doom1_6b.zip."
If you got DOOM before September of 1994, it is recommended that
you upgrade to v1.666 if you wish all of its new features and bug fixes.
NOTE: v1.666 shareware and the registered patches were not available at
time of writing, but should be available very soon. A patch under the
file name "dm1_6spt.zip" is available to upgrade the v1.2 shareware
version to v1.666. A patch under the file name "dm1_6rpt.zip" is
available to upgrade the registered version to v1.666. Additionally, a
file named "altdoom1.zip" is available for those people whose computers
do not work with the DOOM DOS Extenders, but only for DOOM v1.1.
NOTE: Registered version patches for v1.4, v1.5, and v1.6bt were
NEVER released.

(6-1-2): How can I get DOOM using FTP?
--------------------------------------
Here is a list of sites DOOM is on. Choose the one closest to you
for fastest delivery.

andyspc.rh.uchicago.edu: /pub/doom
cactus.org: /incoming (will be moved to /pub/IHHD/multi-player)
charm.tn.cornell.edu: /pub/doom
ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
ftp.demon.co.uk: /pub/ibmpc/games/id
ftp.sun.ac.za: /pub/msdos/id
ftp.uml.edu: /msdos/Games/ID
ftp.uwp.edu: /pub/msdos/games/id
ftp.funet.fi: /pub/msdos/games/id
infant2.sphs.indiana.edu: /pub/doom/id
lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2)
wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom

[6-1-3]: How can I get DOOM using AFS?
--------------------------------------
DOOM can get received from the following AFS site.

/afs/andrew.cmu.edu/usr23/dsa3/ftp

[6-1-4]: How can I get DOOM on a BBS?
-------------------------------------
DOOM is on id Software's official BBS, Software Creations. DOOM is
located in the id Software directory. Choose the appropriate phone number
for your modem.

(a) (508)-365-2359 2400 baud
(b) (508)-368-7036 9600-14.4k v.32bis
(c) (508)-368-4137 14.4-16.8k HST/DS

[6-2]: How can I get the mail-order release?
============================================
The mail-order release of DOOM is available directly from id
Software. To order, call id Software's order number, (800)-ID-GAMES.
This number is for ORDERING ONLY, not for inquiries or technical support.
The mail-order version of DOOM costs $40.00. If you live out of the United
States, you can still order DOOM by an out-of-country shareware
distributor.

*6-3*: How can I get the commercial release?
============================================
The commercial release of DOOM will not be available until October
10th, 1994. The price has not been set as yet.
It will be available by mail-order directly from id Software, or at
your local software store. (assuming your software store is local) :)

[6-4]: How can I get the DOOM Specs for creating add-on utilities?
==================================================================
id has made the decision not to release their own DOOM specs.
The Unofficial DOOM Specs, however, written by Matt Fell and
distributed by myself, are available. See Chapter [15-24] for more
information.

(6-5): Where can I get the serial play and node building source code?
=====================================================================
The serial play source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
"sersrc.zip."
The node building source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
"doombsp.zip."

(6-6): What books about DOOM are available?
===========================================

Killer DOOM: Tips & Tricks by Brady Publishing
Author: Robert Waring
Price : $9.95
Order : (800)-428-5331

The Official DOOM Survival Guide
Author: Jonathan Mao Mendoza
Price : $19.95 ($15.00 if ordered directly from id)
Order : (800)-ID-GAMES

DOOM Battlebook: Secrets of the Games series by Prima Publishing
Author: Rick Barba
Price : $14.95
ISBN #: 1-55958-651-6

----------------------------------------
CHAPTER [7]: What is needed to run DOOM?
----------------------------------------

[7-1]: What is REQUIRED to run DOOM?
====================================
DOOM requires a 386sx IBM compatible computer running MS-DOS v3.3 or
higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of
DOOM needs about 4.8mb of hard drive space. The mail-order version needs
about 12mb of hard drive space.
DOOM ports for the Atari Jaguar, Linux/X, Irix/X, Windows, OS/2 PM,
MacOS, SEGA 32X (Mars), QNX, FreeBSD, Solaris, and UNIX are also planned.

[7-2]: What sound cards does DOOM support?
=========================================
DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro,
Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster, Pro
Audio Spectrum 16, and compatibles.

[7-3]: What game controllers does DOOM support?
===============================================
DOOM supports keyboard, mouse, joystick, and trackball (functioning
as a mouse).
DOOM also supports the Gravis Gamepad and Logitech Cyberman.

----------------------------------------------------
CHAPTER [8]: How can I use multiple players in DOOM?
----------------------------------------------------

DOOM supports 2-4 players in a multi-player mode. DOOM is
playable over networks, modems and by serial link.

Note: For playing the registered DOOM over networks or by modem, EACH user
MUST BUY his/her own individual copy of the game.

[8-1]: How does the multi-player gameplay work?
===============================================
In DOOM, players are able to see each other, and watch each other
jerk in pain as they are hit during the game. Players are able to watch
others get hurt, die, and move throughout the labyrinth. DOOM allows
players to play together, working as a team. In this cooperative mode,
players can see each other on an "automap" and switch to each other's view.
DOOM also allows players to play against each other, in DeathMatch mode.

[8-1-1]: How does pausing, saving, and loading work?
====================================================
In DOOM, some things change when playing with more than one player.
When you activate the Options menu or submenus, the game KEEPS
RUNNING so that other players can continue with the action. So, it is best
to find a safe place before adjusting screen size, sound, etc.
A player may pause the game by pressing the PAUSE key, but any other
player can unpause the game by pressing the PAUSE key again. Make sure it is
okay with your buddies before taking a breather.
When you do a save game during network/modem play, it saves on every
player's system in the save game slot you select, writing over whatever was
there. Before saving the game, players should agree on a safe slot to save
it in.
You cannot load a saved game while playing a multi-player game. To
load a game, everyone must quit from the current game and restart the game
from a saved game. To start a game from a saved game, you can either
select it from the SETUP program or identify it as a command line parameter.

[8-1-2]: What are the different uniform colors for?
---------------------------------------------------
In network/modem games, each player's uniform is a different color.
The color of your character is the color behind your face on the status bar.
The colors are BROWN, INDIGO (black), GREEN, and RED.
These are used to identify between players during game play, and
to chat with others using Chat Mode.

[8-1-3]: How does a player see what others are doing?
-----------------------------------------------------
If you're playing in cooperative mode, press F12 to toggle through
the other players' viewpoint(s). You still retain your own status bar at
the bottom, and if your view reddens from pain it is YOU, not your partner,
who has been hit.

[8-1-4]: How do players communicate using Chat Mode?
----------------------------------------------------
In a multi-player game you can communicate with other players in the
Chat Mode. To enter into Chat Mode and broadcast a message to all the other
players, press the letter "T". A cursor will appear where your messaging is
normally placed. To broadcast to a specific player, instead of pressing
"T", you'll need to press the first letter of the player's color: (B)rown,
(I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown
character, you would press the letter "B".
In DOOM v1.2, a macro capability was added. After defining
ten macros in SETUP.EXE, pressing the player color, and then
"ALT-<macro number>" will send a macro.

[8-1-5]: How do the weapons work?
---------------------------------
When a player runs over a weapon, he picks it up, but the weapon
remains in the game for other players to take. Shotguns dropped by former
human sergeants are removed from the game after being picked up or smashed.
In DeathMatch v2.0 (use the ALTDEATH parameter), weapons are
removed from the playing field from thirty seconds and then reappear when
playing DeathMatch mode.

[8-1-6]: What happens when a player dies?
-----------------------------------------
If you die and restart in the level, previously taken items and
destroyed monsters don't reappear unless you are playing in DeathMatch
v2.0. Even though you've died, other players have survived.

[8-1-7]: Can players exchange supplies?
---------------------------------------
Players cannot exchange supplies.

[8-1-8]: Miscellaneous
----------------------
In Cooperative mode, each player begins in the same area. In
DeathMatch mode the players begin in completely different areas--if you want
to see your buddy you'll need to hunt him down. Plus, each time you die,
you'll start in one of several random locations.
Unlike in single-player or Cooperative mode gameplay, in DeathMatch
mode the players start at each location with the keys necessary for opening
any locked door in that area.
In DeathMatch mode the ARMS section on the status bar is replaced
with "FRAG." The FRAG section displays the number of times you've killed
your opponents.
In Cooperative mode the Automap works the same way it does in
single-player mode. Each player is represented by a different color arrow.
In DeathMatch mode you won't receive the pleasure of seeing your opponents on
the map. Just like the monsters, your friends could be just around the
corner, and you won't know it until you face them.

[8-2]: What exactly is "DeathMatch" mode?
=========================================
DOOM has a "DeathMatch" mode where every player is out for
himself. At the beginning, the level is infested with enemies and power-ups.
In this mode, players can't see the other players in the Automap, nor switch
to their view. Players are not able to view other's health in the mode,
because of the disadvantage this can cause.

[8-3]: How does DOOM work with networks?
========================================
DOOM supports the IPX (Novell Netware) protocol in the initial
shareware version. Using this network support, DOOM can be played in a
workplace type environment.
To start network mode:
(1) Launch DOOM from the SETUP program, by going to the directory in
which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike
playing DOOM in single player mode, DOOM in multi-player mode must be run
either from the SETUP program or by using the command line parameters.
(2) The SETUP program allows you to configure the information that
is necessary for the multi-player game. The SETUP is simple to use.
(3) Start the game!

*8-3-1*: What are the network command line parameters for DOOM?
---------------------------------------------------------------
-LOADGAME allows you to start DOOM from a specified save game. Instead of
using the saved game name, simply enter the number (0-5) that corresponds to
the slot you saved the game to on the SAVE GAME screen.
-loadgame <# of the game>

-DEATHMATCH starts DOOM as a DeathMatch game. If you don't enter DEATHMATCH
as a command line parameter, DOOM will default to Cooperative mode.
-deathmatch

-SKILL sets the skill level (1-5) you wish to play.
-skill <# of skill level>

-EPISODE sets the episode (1-3) you wish to play. The default episode is
Episode One, Knee-Deep in the Dead.
-episode <# of the episode>

-CONFIG allows you to use your configuration file from any directory you
choose.
-config <pathname> ex. -config f:\doom\data\myconfig.cfg

-NOMONSTERS allows you to start playing with NO MONSTERS running around!
This is great for DeathMatch where, really, the monsters just get in the
way.
-nomonsters

-RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the
monsters to respawn 8 seconds after you kill them. The NIGHTMARE skill
level already does this. Note that using -respawn and -nomonsters at the
same time is a dumb thing to do.
-respawn

-ALTDEATH uses DeathMatch v2.0 mode.
-altdeath

-FAST uses fast monsters, as in Nightmare mode
-fast

-MAXDEMO determines the maximum size of a recorded demo
-maxdemo <size in K>


-TURBO increases the speed of the marine (this is considered cheating in
single player mode and is meant for DeathMatch only)
-turbo <speed increase 1-255)

(8-3-2): How does DOOM determine player colors?
-----------------------------------------------
The player numbers and colors are determined by the ethernet node
address. The lower the number, the lower number you will be assigned in a
multi-player game. The lowest number gets green, and the highest number
(with four players) gets red. To change the player numbers in a net game,
insert the line :"NODE ADDRESS xxxxxxxxxxxx" under the Link Driver section of
your net.cfg before you load LSL.

[8-3-3]: How can I use DOOM on Novell Netware Lite?
---------------------------------------------------
Here is information on how to play DOOM on a Novell Netware Lite
network. Novell does not approve of or recommend the following drivers.

HOST/CLIENT (1) Load the LSL. (LSL.COM)
HOST/CLIENT (2) Load your card driver. (example: 3C5X9.COM)
HOST/CLIENT (3) Load your server. (SERVER.COM)
HOST/CLIENT (4) Load your client. (CLIENT.COM)
CLIENT (5) Log into the network.
CLIENT (6) Map the hosts to the hard drive. (refer to NWL Manual)
HOST (7) Run DOOM's SETUP.EXE, configure, and press F10.
CLIENT (8) Change to mapped DOOM directory, and run SETUP.EXE,
using the same options as used on the host.
(9) PLAY DOOM!

Note: It is illegal to use the Registered DOOM on only one server. You
must buy a seperate copy of the game for each player.

[8-3-4]: How can I use DOOM on other types of networks?
-------------------------------------------------------
It does not matter what type of network you use for DOOM, whether it
is Lantastic, Windows for Workgroups or other networks. netDOOM uses the
cards at such a low level that it does not need the network services. It
only needs the ODI/IPX drivers.
This being the case, netDOOM works fine with any Ethernet or any
other cabling system. Naturally, you can not use any normal network services
at the same time.

There are a number of ways of getting IPX working with a given
ethernet card. One is to use a dedicated IPX driver for the card,
another is to run an IPX converter over some other standard such as
NDIS, ODI, or the packet driver standard. If one method fails to
work, try another one! I have had good reliability with the IPX
over Packet driver method, though it can sometimes be a challenge
to get it running... If you are already using Novell, then the IPX
over ODI might be simpler to set up, though I have found it less
reliable.

Before I get going, let me plead with everyone NOT TO USE DOOM 1.1
OR 1.0 ON ANY NETWORK OTHERS ARE TRYING TO USE!! Doom 1.6 is now
available, so please use it rather than 1.1 or 1.0. DOOM 1.0 and
1.1 really screw up networks.

Now that I have all my disclaimers out of the way... :)

To use this method of installing IPX you need two files, both of
which are in the file PKTD11.ZIP, which can be had from
oak.oakland.edu as/pub/msdos/pktdrvr/pktd11.zip. I have seen some
problems with this version (11) of the drivers, however, so it
would be wise to test out the packet driver after it is loaded, or
perhaps to try one which comes direct from the ethernet card
manufacturer. (i.e. 3c5x9pd.com from ftp.3com.com)

If you have problems with these drivers, I have put together a
collection of older versions of IPX and packet drivers which seem
to work better with DOOM. This package will be uploaded to
ftp.uwp.edu as OLDIPX.ZIP. (see Chapter [14-6])

The first file is specific to your ethernet hardware. It is the
packet driver software that converts packet-driver calls to
commands your ethernet card can understand. The INSTALL.DOC file
included with the packet driver collection has details about which
cards are supported and what sort of command-line parameters are
needed for each packet driver. I always load the packet driver
using interrupt 0x60, a popular convention. These drivers will not
work well under Windows without tweaking, so read the INSTALL.DOC
file for details. There are also some useful packet utilities
included. Again details are in INSTALL.DOC. (Got the hint yet? :)

EXAMPLES:

3Com 503 card on interrupt 5, I/O port 0x300, and the
internal transceiver. (twisted pair RJ-45 connector ON
THE CARD or coaxial BNC connector-- NOT the 15-pin AUI
connector) The shared memory area is automatically
determined-- but be sure to exclude the region from your
expanded memory manager, if used!

3C503.COM 0x60 0x5 0x300 1

3Com 509 card: These cards are entirely
software-configurable through the config/diagnostics on
your EtherDisk that came with the card. If you have lost
the disk, all the needed files are available from
ftp.3com.com.

3C509.COM 0x60

AT&T StarLan cards: Almost like the 503 except the memory
location must be specified.

AT&T.COM 0x60 0x2 0x360 0xD000

Once the packet driver is loaded and reports things correctly
(i.e. it does not give your ethernet address as
FF:FF:FF:FF:FF:FF...) then just run PDIPX.COM to load IPX support.
The PDIPX.COM program is included with PKTD11.ZIP, but it is
contained in a .ZIP file INSIDE of PKTD11.ZIP called PDIPX103.ZIP.
Run the .COM file with no parameters.

If you have problems with an "invalid mode" when loading PDIPX, you
probably are trying to run other network software at the same time
as the Packet Driver/IPX combination. Strip down your CONFIG.SYS
and your AUTOEXEC.BAT files to those shown below. Do not load any
additional TSR's! Once this bare-bones configuration works, you
can begin adding TSR's. if your problems persist, try using the
older versions of the packet driver and IPX-to-PD converter. (They
should be on ftp.uwp.edu.)

If nothing seems to work, try running the diagnostic program
PKTWATCH.COM after getting everything set up. If your screen fills
with scrolling multicolor hexadecimal numbers then the packet
driver is working OK. If it just flashes a cursor at you, then you
have problems UNLESS you are wired directly to another computer.
Hook your computer back up to an active network and see if you can
receive anything then. If you do not have an active network
available, start DOOM on the OTHER computer while running PKTWATCH
on the original computer. Of course, the other (sending) computer
needs to have IPX set up as well.

The simplest way to get all the drivers you need loaded and to
exclude other drivers which may interfere is to create a boot disk
with the correct startup files. For example:

CONFIG.SYS
device=a:\himem.sys
dos=high,noumb
files=30
buffers=30

AUTOEXEC.BAT
prompt [DOOM Setup] $p$g
a:\3c503.com 0x60 0x5 0x300 1
rem change the above according to your card.
a:\pdipx.com

The ONLY line that will vary with what card you have is the
"3c503.com" line. I encourage you NOT to load an EMS driver since
so many cards use shared memory and it is sometimes difficult to
ensure that the proper area, and only the proper area, is excluded.
DOOM runs just fine with XMS, and you have the added benefit of
loading DOS high to make room for things like mouse drivers. DOOM
does not NEED XMS to run, though. Also, I like to change the DOS
prompt to reflect my configuration whenever I am using a bizarre
setup.

It might be a good idea to also scan your bootable floppy for
viruses BEFORE booting the networked computer with it. (Scan it on
the NETWORKED computer, not your own...) There are a number of
common viruses spread by booting computers from infected disks.
(Stoned, Form, and Michelangelo to name a few.) Let's not give
DOOM a bad name by booting network computers from infected disks!
(btw, F-prot from oak.oakland.edu as /pub/msdos/virus/fp-211.zip is
an EXCELLENT antivirus program. <plug>)

You must make sure that all of the networked computers using DOOM are
using the same frame type.

[8-3-5]: How can I set up a small inexpensive DOOM network?
-----------------------------------------------------------
All that is required for network play is a network card for each
computer, a T-plug for each computer (usually supplied with your network
card), and some cable. A server is not necessary. Here is a good supply of
inexpensive eight bit network cards for DOOM play.

Corporate Systems Center PHONE: (408)-734-DISK
1294 Hammerwood Avenue FAX: (408)-745-1816
Sunnyvale, CA 94089

Brand new 16-bit cards priced at only US$49.00 each. When calling,
tell your service person that you would like to run DOOM. Corporate Systems
will send you the cards mentioned here.

[8-4]: How can I play DOOM by serial link?
==========================================
DOOM works in two player mode by modem or null modem. The
minimum baud rate to play DOOM is 9600 bps.
Shareware versions 1.0 and 1.1 do NOT support play by modem or
serial link. It is recommended that you upgrade to v1.666 of DOOM.
Using this mode is similar to network mode.
To use a serial link connection, run the DOOM setup and choose "Run
Network/Modem/Serial Game." Then, choose the type of connection you plan
to make. Then, configure the game to your liking, and choose the connect
method.
Note that to run null-modem game, you must have a null-modem cable
plugged into a serial port on both computers and each computer runs
SETUP.EXE with identical parameters.
If you are using a modem, you will most likely need to edit the
MODEM.CFG file in the DOOM directory. The first line of the file is an
initialization string. Pull out your modem manual, and do the following.

(1) Find the code that turns off error correction.
(2) Find the code that turns off data compression.
(3) Find the code that locks your modem at 9600 baud.
(4) Find the code that turns off all hardware and software flow
control.
(5) Create an "AT" initialization string with all these codes and
put it into the MODEM.CFG.

To find an already created initialization string for your modem, look
in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will
have to dig up your modem manual for the correct settings.
The second line is a hangup string used when you quit DOOM.
If you STILL cannot get the modems to connect, both of you should
run your favorite terminal programs, and connect with 9600, no error
correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run
SETUP.EXE with the "Already Connected" option in the configuration box.

[8-5]: How can I play DOOM over the Internet?
=============================================

*8-5-1*: How can I play DOOM using IHHD?
----------------------------------------
Enter IHHD -- the Internet Head to Head Daemon designed by Jim
Knutson. With this brilliant little piece of code, multiplayer gaming has
soared to new heights. With IHHD, you'll be able to play Head to Head
against other human opponents all over the world, with the only cost to you
being the regular prices you pay to connect to or use your Internet host.
Best of all, it's free.

First of all, your host needs to be running UNIX as its operating
system. If you aren't sure what your host is running for its operating
system, check the information given at the login prompt or send mail to
your administrator.

Other than that, you should be able to run IHHD with ease. Your
first order of business is to get the IHHD software. It is available via
anonymous FTP at "rex.pfc.mit.edu" in the "pub/IHHD/src" directory.

To get it:

(1) FTP to rex.pfc.mit.edu ("ftp rex.pfc.mit.edu" at UNIX prompt)
(2) At the login prompt, enter "anonymous"
(3) At the password prompt, enter your E-mail address
(4) At the command prompt, type "cd pub/IHHD/src"
(5) Type "binary"
(6) Type "get dialer1.6.4.shar"
(7) Type "bye"

If you followed the above steps, you should now have the
"dialer1.6.4.shar" file in your home directory. Type "ls" at your host's
command prompt to verify its existence. If you don't see it, try the
above steps again or call for help.

Next, if you've successfully retrieved the "dialer1.6.4.shar" file
from the FTP site, you need to prepare the IHHD to run on your UNIX system.
For UNIX veterans, the "dialer1.6.4.shar" file is in fact a shar file, and
contains a makefile for easy compiling on your system. For the rest of
us, follow these steps to get the IHHD up and running:

(1) Create a directory to put the IHHD software in.
Type "mkdir IHHD" at the command prompt.
(2) Move the IHHD file to the new directory.
Type "mv dialer1.6.4.shar IHHD"
(3) Go to the IHHD directory.
Type "cd IHHD"
(4) Unpack the IHHD files.
Type "sh dialer1.6.4.shar"
(5) Compile the IHHD software to run on your system.
Type "make"
(6) You should now see a whole mess of files in the IHHD directory.
The important filenames you're looking for should be:
"dialer"
"tcpdialer"
"tcpanswer"
"call"
"showlog"
(7) If you've got these, you're cool. Otherwise, try the above
steps again, re-retrieve the "dialer1.6.4.shar" file from
"rex.fpc.mit.edu" using the instructions above, or call for help.

If everything checks out, you're ready to rumble!

Here's how you get connected using IHHD:

(1) Set up a time to play with another Internet DOOM player.
Ideally, you should use E-mail to make the prior arrangements.

Make sure you and your opponent use the same baud rate and line
settings for your modems.

Make sure data compression, error correction, and hardware
flow control on your modem are off. Look at the modem
initialization strings section in this FAQ for more help.

(2) When it's time to play, start your favorite terminal program
and call up your Internet host using your modem. Make sure that
your baud rate and line settings correspond to your opponent's.

(3) Login to your Internet host normally.

(4) Contact the other player by sending a short E-mail message
indicating that you are on the net and ready to play.

(5) Once you both establish that you're there and ready to go,
return to your UNIX prompt.

(6) Type "cd IHHD" to enter your IHHD directory.

(7) You may have to type "terminal download," if you do not have it
activated already.

(8) Type "dialer opponent's.host" to start the IHHD connection.
For example, if you were playing against knu...@cactus.org,
you would type "dialer cactus.org" to initiate the connection.

Another way is to type "tcpdialer opponent's.host" while your
opponent types "tcpdialer -answer". Or reverse roles, where
you type "tcpdialer -answer" while your opponent types "tcpdialer
your.host". Don't ask me what the difference is; I don't know.

So, to recap, there are two methods of IHHD connection.
Method 1: dialer. You each type "dialer other.guy's.host"
Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host"
while the other types "tcpdialer -answer".

(9) Regardless of which method you use to connect, type short text
messages followed by a carriage return until you see your opponent
acknowledge you. Unless you have "local echo" set to ON in your
serial settings, you will not see the text you type.

(10) If you don't see your opponent after a reasonable amount of time,
exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting
the "CTRL" and "C" key simultaneously.) Contact your opponent
again by E-mail and agree to try the other method of
connecting.

(11) If you're connection looks fine and your opponent has acknowledged
you and you have acknowledged him, exit your terminal program
and change to your DOOM directory. Run SETUP.EXE, and select
"Run Network/Modem/Serial Game." On the next menu, choose
"Modem." Finally, configure all of the options to your liking,
select "Already Connected," and press F10.

(12) If everything goes well, DOOM will start up and bring you to
your first game over the Internet! Congratulations, you are
now connected by IHHD. You can now proceed to play DOOM as if
you were connected via a regular phone line.

If you are having trouble getting DOOM to work with your modem, you
may want to download one of the many third-party serial drivers for DOOM.
(see Chapter [15])

Unfortunately, because of the nature of the Internet, delays and
warping may occur with your IHHD connection, depending on the quality of the
connection between your and your opponent's host machines. These delays
are often sporadic, and depend largely on what's going on on the Internet
at that particular times. Then again, you might just be extremely unlucky
and have a cruddy Internet connection.

To gauge the quality of the connection, try to "ping" your opponent's
computer from your host. At the UNIX prompt, type "ping -s opponent's.host".
You should get a listing of "ping times", which you may stop at any time by
pressing "CTRL-C". Try pinging some other hosts you know to get an idea of
how much ping times vary, and use this data to guesstimate the quality of the
connection between your host and your opponent's.

Another way to judge the quality of your connection is to simply look
at the other player. If he's jumping all over the place, you've got a
cruddy connection. If he's relatively smooth and steady, you've got a good
connection.

If all else fails, burn incense and sacrifice a beautiful young virgin
princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail
me for an address.

*8-5-2*: How can I play DOOM using TCPSetup?
--------------------------------------------

--------------------------------------------------------------------------
The TCPSETUP DOOMer's FAQ version 1.00
by Scott Coleman (tm...@uiuc.edu)
and Jay Cotton (j...@calc.vet.uga.edu)

DOOM across the Internet is made possible by a neat little
freeware program called TCPSETUP, written by Jake Page. TCPSETUP
uses the UDP protocol (part of the TCP/IP protocol suite) to send
DOOM game information between multiple machines on the Internet.
It is based on WATTCP, a public domain library of routines
written by Eric Engelke of the University of Waterloo. Although
the authors of this document did not write TCPSETUP, we have used
the program extensively and played iDOOM sessions successfully
with opponents as far away as Estonia (formerly a part of the
Soviet Union). In writing this FAQ, we hope that sharing some of
our experience will make it easier for you to get connected in
your own iDOOM sessions.

Q1: I want to play Internet DOOM. What hardware do I need?

To successfully play DOOM across the Internet, you will need
the following hardware:

* A machine capable of playing DOOM (D'OHH!)

* An ethernet card. And not just any old ethernet card, mind
you - your ethernet card must be supported by a packet
driver if you wish to use it to play iDOOM. This document
assumes that your PC is already equipped with a functional
ethernet card, although it may currently be in use for some
other non-TCP/IP function (such as a node on a Novell
network).

* A direct connection to the Internet. If there is a modem
somewhere in the link between your PC and your opponent's
PC, this FAQ is not for you. Although it is possible to play
iDOOM over a modem link (either by dialing up to a UNIX
machine and using IHHD or via SLIP/PPP), such connection
methods are beyond the scope of this document.


* A MicroSoft-compatible mouse. OK, OK - so you don't REALLY
need a mouse to play iDOOM, but it does help you turn more
quickly, aim more accurately, and STOMP your keyboard-only
iDOOM opponents... ;-)

Q2: OK, I've got all the hardware. What software do I need?

In addition to the hardware requirements, some software is
also required to round out your the package. Before you can play,
you'll need to pick up the following:

* DOOM 1.2 or higher (1.6 beta or higher is STRONGLY
recommended, since 1.6 seems to have solved some problems
related to initializing network games). DOOM versions 1.1
and below are incapable of using TCPSETUP.

* A packet driver written specifically for your ethernet
card. The Packet Driver is what lets TCPSETUP (and therefore
DOOM) "talk" to your ethernet card.

* TCPSETUP.EXE, the Internet driver for DOOM.

* The WATTCP Applications (not absolutely necessary, but can
be useful for debugging and testing your setup).

Q3: Hold it - I don't have some of this software! Where can I get
it?
* To obtain TCPSETUP: Log on to infant2.sphs.indiana.edu via
anonymous ftp. Change to directory /pub/doom/multi_doom/net.
Download the file TCPSET9B.ZIP. Version 0.9B is the latest
version of TCPSETUP as of this writing. The file named
TCPSETUP.ZIP is an older version which is both buggy and
incompatible with 0.9B - make sure you get the newer
version.

* Many ethernet cards come with the appropriate packet
drivers on a utilities diskette packaged with the card. If
your card does not come with a packet driver, there is an
excellent collection of freely available packet drivers
called the Crynwr (nee Clarkson) Packet Driver collection.
You can obtain it via anonymous ftp from oak.oakland.edu.
Change to the /pub/msdos/pktdrvr subdirectory and download
PKTD11.ZIP and PKTD11C.ZIP. The files PKTD11A.ZIP and
PKTD11B.ZIP contain source code for the packet drivers and
example programs - you won't need these in order to play
iDOOM.

* To obtain the WATTCP applications, ftp to
dorm.rutgers.edu, change to the /pub/msdos/wattcp/
subdirectory, and download file APPS.ZIP.

Q4: OK, I've got everything, now what do I do to set it up?

Setting your computer up for TCP/IP access is very
straightforward. As an illustration, I'll be taking you through
the steps necessary to set up a PC with an SMC ethernet card and
the IP address 128.192.23.5. You'll of course need to substitute
your own specific information in place of the examples given
here. All set? OK, let's get started.

Step 0: START WITH A CLEAN BOOT!!!!! Set up your CONFIG.SYS
and AUTOEXEC.BAT files to load as few drivers as possible. This
includes such things as memory managers (HIMEM, EMM386, QEMM,
etc.) and network drivers (e.g. LSL, IPXODI). DOOM doesn't need
the former, and the latter will probably conflict with the packet
driver. We recommend that you prepare a boot floppy with a
CONFIG.SYS containing only a FILES=20 line, and an AUTOEXEC.BAT
containing only prompt=$p$g.

Step 1: Set up the packet driver.
Determine your ethernet card's IRQ setting, it's base I/O
port setting, and it's memory address setting (if any). You
should be able to determine this by looking at the card itself
and consulting the user manual. You'll need some if not all of
this information, depending upon which packet driver you use.
Unzip the appropriate driver from Crynwr Packet Driver collection
archive. In our example case, the packet driver is called
SMC_WD.COM. By looking at the jumpers on the card and consulting
the manual, I determined that the card has been set to IRQ 7,
Base I/O port address 300h, and the base memory address is at
segment d800h. For this example, I have chosen to use interrupt
60h for the packet driver. Packet drivers typically operate on an
interrupt in the range of 60h to 80h inclusive; since nothing
else in my sample system happens to be using the first available
interrupt (INT 60h), I chose that. Thus, to load my packet
driver, I use the following command line:

SMC_WD 0x60 0x7 0x300 0xd800

where 0x60 is the packet driver interrupt, 0x7 is the IRQ setting
on the card, 0x300 is the I/O port base address, and 0xd800 is
the memory base address (NOTE: all numbers are in C-style HEX
notation). Don't worry if you don't understand what all this
stuff means - as long as you use the correct numbers, your packet
driver should work. NOTE: If your PC is currently part of a
Novell network (e.g. Netware, Netware Lite, Personal Netware) the
parameters you need can be found in a file called NET.CFG,
usually located in your \NOVELL, \NWLITE or \NWCLIENT
subdirectories (along with all the other drivers needed by
Novell).

At the very minimum, the packet driver should give a sign on
message and report the ethernet address of your NIC (Network
Interface Card) when you load it. Chances are that if your
ethernet card has been functioning properly for other tasks (e.g.
as a node on a Novell network) then you'll have no problems here.
If not, or if there are any error or warning messages, something
is wrong. One possibility is that one of the settings on your
ethernet card is in conflict with those of another adapter card
in your system. No two adapter cards can have the same IRQ, I/O
port, or memory address settings, nor can the memory areas of two
cards overlap. Whatever the cause, you'll need to correct the
problem before continuing.

Step 2: Set up your WATTCP.CFG file.
Your WATTCP.CFG file contains important parameters used by
the WATTCP TCP/IP kernel. These values MUST be entered correctly
if you wish to make a connection with another DOOM PC. In
preparation for this, you'll need several bits of information.
Contact the network administrator for your site and find out the
IP address for your machine, the IP address for your gateway or
router, the IP address of at least one Domain Name Server local
to your site, and your netmask value. The three IP addresses will
each consist of four groups of digits separated by periods. In
our example, the machine's IP address is 128.192.23.5, the
gateway is 128.192.23.1, the netmask is 255.255.255.0, and the
nameserver address is 128.192.44.67. NOTE: it is important to use
the numeric IP addresses, not the actual host names. NOTE: If you
have other Internet programs currently installed on your machine,
such as Gopher or the Trumpet newsreader, you can probably get
the information you need from the configuration files you need
for those programs (some will even use their own WATTCP.CFG, in
which case you can simply copy it over to your DOOM directory).

When you have collected all this information, unzip the
TCPSET9B.ZIP file in your DOOM directory. Use your favorite ASCII
text editor to edit the file called WATTCP.CFG. Edit or add the
following lines in WATTCP.CFG:

my_ip=
gateway=
nameserver=
netmask=
MSS=

On our example machine, the WATTCP.CFG file looks like this:
my_ip=128.192.23.5
gateway=128.192.23.1
netmask=255.255.255.0
nameserver=128.192.44.67
MSS=256

Save the changed file and exit back to DOS.

A short digression: The last line of the WATTCP.CFG file
specifies the MSS, or Maximum Segment Size, used by WATTCP when
sending and receiving IP packets across the Internet. The theory
behind a small MSS is that it can improve throughput in a game
like DOOM, which sends out lots and lots of tiny packets (usually
16 or so bytes in size). The jury is still out on whether or not
this actually helps; however, it won't HURT so I recommend that
you throw it in just in case. Some players who have tried the
MSS=256 trick have reported noticeable increase in speed and
playability of network games; feel free to do some experimenting
and find out for yourself.

If you know your machine's IP address, but you can't find
out the other values, you can often get away with some educated
guesswork. For instance, the gateway for a subnet usually has an
IP address ending in .1, as is the case with our example. Thus,
if your IP address is xxx.yyy.zzz.www, try setting your gateway's
IP address to xxx.yyy.zzz.1. As for the subnet mask, a common
value for this parameter is 255.255.255.0. Finally, if you don't
know your nameserver's IP address, you can probably get by
without it for the purposes of DOOM playing. Since you'll be
specifying IP addresses for all of your opponents' machines, a
nameserver lookup won't be necessary to resolve their addresses.

Step 3: Test your TCP/IP setup.
Load your packet driver with the appropriate interrupt, IRQ,
I/O and memory addresses. Next, unzip the TCPINFO and PING
programs from the WATTCP apps archive into your DOOM directory.
At the DOS prompt, type:

TCPINFO

and press the <Enter> key. If your WATTCP.CFG values are set up
correctly, and if your packet driver and net connection are
functional, you'll see a couple of screens of information about
your system, including your ethernet address and the parameters
you specified in the WATTCP.CFG file.

If everything looks OK, the next step is to use the PING
program to attempt to establish contact with your subnet gateway.
At the DOS prompt, type

PING <yourgateway's.numeric.ip.address>

and press the <Enter> key. After a brief delay, you should see a
message telling you that the host is responding, as well as the
round trip time for PING's test packets. If you see the "Timeout"
error message, then something is wrong with your setup; if your
PC is unable to reach your gateway, it will be unable to reach
the rest of the Internet, as well. For our sample system, we
would type:

ping 128.192.23.1

If your gateway PING was successful, try PINGing your Domain
Name Server (at the IP address you specified in WATTCP.CFG) as
well as some well-known site on the internet (e.g. infant2, which
is at IP address 129.79.234.115). These will test your machine's
ability to connect with other machines outside of your subnet as
well as those outside of your site. All of these PINGs should
result in a "host responding" message with a response time. If
any of these attempts fails, recheck your entries in WATTCP.CFG
and/or get some help from your network administrator. Examples
for our test system:

ping 128.192.44.67

and

ping 129.79.234.115


Put Me in, Coach - I'm Ready to Play!

OK, if you've made it this far, you're now ready for the
main event: an actual game of DOOM! For this first attempt, it's
best to try and find someone on your local network who's willing
to put in a little frag time with you. Connections on your local
net will be faster and less problematic, whereas if you attempt
as long distance connection your first time out, you'll have a
hard time discerning problems caused by distance from problems
caused by an incorrect configuration.

In general, the players will decide beforehand which machine
will be machine #1, which will be #2, which will be #3, and so
on. Then each machine's command line follows the format

tcpsetup [game options] -net <machine_number> <IP_addresses>

The IP addresses MUST appear in order, i.e. machine #1's IP
address must appear FIRST in ALL command lines. Machine #2's IP
address must appear SECOND, and so on. The final piece to the
puzzle is that each machine leaves it's own IP address out of the
list. The result is a set of command lines like the following:

tcpsetup [options] -net 1 <machine2> <machine3> <machine4>
tcpsetup [options] -net 2 <machine1> <machine3> <machine4>
tcpsetup [options] -net 3 <machine1> <machine2> <machine4>
tcpsetup [options] -net 4 <machine1> <machine2> <machine3>

Note that machine1, machine2, machine3, and machine4 are the
numeric IP addresses of each respective machine in the iDOOM
session.

In our example scenario, the computer is part of a local
area network in a computer lab. Thus, there are identical
machines sitting immediately beside my test machine, with IP
addresses one off from my own, i.e. the test machine has IP
address 128.192.23.5, the machine to the right has IP address
128.192.23.6, and the one to the left is 128.192.23.4. After
stepping through the basic configuration process outlined above
on the other test machines, my frag buddies and I are ready to
begin. On my machine, which we decided will be machine #1, I
type:

tcpsetup -deathmatch -net 1 128.192.23.6 128.192.23.4

The guy to my right, whose machine is #2 and whose IP address is
128.192.23.6, types:

tcpsetup -deathmatch -net 2 128.192.23.5 128.192.23.4

And finally the guy to my left (machine #3, IP address
128.192.23.4) types:

tcpsetup -deathmatch -net 3 128.192.23.5 128.192.23.6

After we all hit <ENTER>, our machines display "Looking for
a Node..." then "Found a Node!" and after that the usual DOOM
startup information. Shortly thereafter, the screen melts away
and there we are, in E1M1, pistols at the ready!

Give your buddies a good thrashing - you've earned it! Now,
after you've gotten DOOM working on your own subnet, you're ready
for the final step. Find a partner who is also capable of playing
Internet DOOM. Watch the posts in alt.games.doom, or tune into
the #doom or #tcpdoom channels on irc. You and he will negotiate
game parameters, such as which map to play, which skill level,
and so on. You'll also decide on who will be -net 1 and who will
be -net 2 (experienced DEATHMATCHers will often try very hard to
avoid being -net 1, since that player's uniform is colored day-
glo green and is easier to spot in a DEATHMATCH). Now simply add
the parameters you've agreed on to the tcpsetup command line you
used before, making sure that the -net <n> <etc.> is the LAST
thing on the command line, and that the entire command line does
NOT exceed the 128 character limit imposed by DOS. A typical
command line will look something like

tcpsetup -skill 5 -nomonsters -deathmatch -net 2 128.192.55.666


Oh Oh - It's Not Working!

OK, so you've done everything, just like I've shown you, but
you're still having problems. The following are some suggestions
to try in case of trouble.

Q: My machine keeps looking for a node forever.
A: TCPSETUP searches for other game nodes in a very specific
way: It starts searching for the LAST player first, and then
works its way backward. Thus, if you try to start a 4 player net
game, but the 4th player has problems, NOBODY will find ANYBODY
ELSE. This behavior can be very misleading and confusing to those
caught unawares.

Q: I keep seeing this ICMP: port unreachable message on my
screen.
A: This message is generated by the other machine when the
port being requested by the sender is unavailable (in use) by the
destination. I've seen this happen in some cases when I started
looking for a node before the other player did. Once the other
player began looking for a node also, the ICMP: messages went
away, and the game linked up normally. If you see this message,
you might also want to try using a different port (see the
TCPSETUP documentation on the -port command line parameter).

Q: The music starts up fine, but all I see is a BSOD (Black
Screen of Death).
Q: My machine displays "sending network start info" or
"listening for network start info" and then locks up.
A: TCPSETUP uses UDP packets to exchange game information
between all machines in the game. UDP packets are not guaranteed
to reach their destination, and there is no mechanism for the
sender to even be informed that what he sent never made to the
destination machine. DOOM has its own internal error detection
and correction schemes, so this ordinarily isn't a problem -
EXCEPT, apparently, at game startup. For whatever reason, DOOM
appears to be extremely vulnerable to dropped packets during the
game startup arbitration. This can result in some machines
getting as far as "sending network start info" but never getting
a response (if the response packet was lost) or in a node
"listening for network start info" forever, since the network
start info packet fell into a bit bucket somewhere along the way.
One thing to do is make sure that you're waiting long enough
before giving up and declaring your machine locked. In some
cases, especially those involving multiple players and/or long
distances, it can take quite some time for all machines involved
to sync up. Give it a full minute before you give up.

In some cases a machine will even get as far as clearing the
graphics mode screen and starting up the music track, but will
lose the game at that point.

Q: What does "game mode indeterminate" mean?
A: The author has only seen this error message once, on a
VERY long distance connection attempt. The two ends found each
other quickly, went through the entire startup sequence, only to
have DOOM dump out immediately to DOS with the above error
message. Upgrading both ends of the connection from the DOOM 1.5
beta to the DOOM 1.6 beta resulted in a successful connection.

You call also compete in the ongoing TCP Doom Tourney.
Contact Jay Cotton at j...@calc.vet.uga.edu for information on
joining the tourney. You can also get help running tcpsetup and
meet the authors of many of the best wads and utilities on #doom.
Be warned! The IRC and tcpdoom can be VERY addictive. Don't lose
your "real" life just to play a game!

[8-6]: How can I setup DOOM to be played on a multi-player BBS?
===============================================================
Applied Personal Computing, Inc. has recently developed a platform that
allows almost any multiline BBS to host 2-4 player network DOOM games.

The APCi MultiPlayer Game Server allows gamers to create a simulated
IPX network just by dialing the host BBS at high speed. APCi MultiPlayer
Game Client software makes use of the APCi MultiPlayer Game Server very
intuitive for even the newest user of online services. Best of all,
all APCi MultiPlayer Game Client software is FREEWARE and includes any
and all information desired about the supported game.

For more information regarding the APCi MultiPlayer Game Server, or to
witness the APCi MPGS in action, call the APCi BBS at (618) 632-7664. You
may also contact APCi at 1-800-535-APCi. More information can also be
requested from Kevin Sawyer (saw...@delphi.com).

(8-7): Where can I find multi-player partners?
==============================================
A good place to find people to play with is on Usenet is the
"alt.games.doom" newsgroup or on IRC on the #DOOM channel.


--

James Becktel | 00jdb...@bsu.edu
Ball State University | Muncie, Indiana
The two most common | things in the world are
Hydrogen | and stupidity

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