Just wondering, as some things are old from what I can tell; Sergeant in the red switch room of underhalls has silver bars over his normal switch compared to it getting removed in later versions, backpack in Gauntlet, and the ending area for Inmost Dens ISN'T all intricate and fancy, it's just the two switches.
I spent money for this game (7$) off of Ebay, so I really don't know if it's a pirated version or not. I say this because some textures are HOM, no texture at all (can see skybox through it) and some monsters placed into each other (e.g. Pinkies stuck together in Map 31).
Thanks for the help.
How many bytes is your Doom2.wad? (i.e. the precise number of bytes, which will be more than 14 million - not the number of kB)
From the description, it sounds like 1.666, but the exact number of bytes will enable us to say if it is a modified/patched version.
No, I haven't, I need to read or tutorial or something similiar if I want to use the disk operating system.
Thank you very much for the help Vulture, but it's comepletely unsupported by my system as it's 64 bit only. Again, thanks.
On 64-bit Windows, most DOS programs will not execute - Windows just spits out a generic "does not run on this version of Windows" error message when any attempt is made. So either an alternative program (like the above mentioned JIwadPatcher) or a shell environment (like DOSBox, or VirtualBox with a 32-bit Windows or FreeDOS installed) will be needed to patch.
The IWAD patcher had no problem running for me on Windows 7 64-bit here right out of the zip. It doesn't require the original EXE or anything, it just patches doom2.wad straight to 1.9 for source port use.
I can't thank you enough for all the help, guys.
But I checked my IWAD with LichSoftware and, to my knowledge, it didn't mark anything that was labeled "pirate" or "corrupt" it just marked 1.666.
GreyGhost, that walkthrough is extremely helpful. I greatly appreciate you posting that.
And vertigo, thank you to, I've sent you back a message as well.
Seriously guys, thank you for all the help. I really, really appreciate it. If I ever see a question that really leaves you guys stumped (which might be alot rarer than my questions, as I expect most of you to have around roughly twice as long of a DooM experience) I will try my best to answer them.
Again, thanks for all the help and time!
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To investigate quantitatively the cooperative binding ability of beta-cyclodextrin dimers, a series of bridged bis(beta-cyclodextrin)s with 2,2'-diselenobis(benzoyl) spacer connected by different lengths of oligo(ethylenediamine)s (2-5) and their platinum(IV) complexes (6-9) have been synthesized and their inclusion complexation behavior with selected substrates, such as Acridine Red, Neutral Red, Brilliant Green, Rhodamine B, ammonium 8-anilino-1-naphthalenesulfonate, and 6-p-toluidino-2-naphthalenesulfonic acid, were investigated by means of ultraviolet, fluorescence, fluorescence lifetime, circular dichroism, and 2D-NMR spectroscopy. The spectral titrations have been performed in aqueous phosphate buffer solution (pH 7.20) at 25 degrees C to give the complex stability constants (K(S)) and Gibbs free energy changes (-DeltaG degrees ) for the inclusion complexation of hosts 2-9 with organic dyes and other thermodynamic parameters (DeltaH degrees and TDeltaS degrees ) for the inclusion complexation of 2-5with fluorescent dyes ANS and TNS. The results obtained indicate that beta-cyclodextrin dimers 2-5 can coordinate with one or two platinum(IV) ions to form 1:1 or 1:2 stoichiometry metallobridged bis(beta-cyclodextrin)s. As compared with parent beta-cyclodextrin (1) and bis(beta-cyclodextrin)s 2-5, metallobridged bis(beta-cyclodextrin)s 6-9 can further switch the original molecular binding ability through the coordinating metal to orientate two beta-cyclodextrin cavities and an additional binding site upon the inclusion complexation with model substrates, giving the enhanced binding constants K(S) for both ANS and TNS. The tether length between two cyclodextrin units plays a crucial role in the molecular recognition with guest dyes. The binding constants for TNS decrease linearly with an increase in the tether length of dimeric beta-cyclodextrins. The Gibbs free energy change (-DeltaG degrees ) for the unit increment per ethylene is 0.32 kJ.mol(-)(1) for TNS. Thermodynamically, the higher complex stabilities of both ANS and TNS upon the inclusion complexation with 2-5 are mainly contributed to the favorable enthalpic gain (-DeltaH degrees ) by the cooperative binding of one guest molecule in the closely located two beta-cyclodextrin cavities as compared with parent beta-cyclodextrin. The molecular binding ability and selectivity of organic dyes by hosts 1-9 are discussed from the viewpoints of the multiple recognition mechanism and the size/shape-fitting relationship between host and guest.
So you've got a Pokmon that you just hatched from an egg and want to get it up to a level where it can hold its own against the Elite Four or the level at which it evolves? Prefer to make your Pokmon do the hard work by itself instead of abusing the EXP Share or the Switch option? Okay, so not a lot of serious people do that, fine, but I do, so basically here is what I find to be the best set of areas to go through with your Pokmon. This is analyzed in terms of the maximum and minimum levels found in the location and the average experience gained per 100 encounters - the suggested locations should have just about the optimal EXP output for what your Pokmon can handle at any given moment.
The levels indicated apply to your Pokmon (rather than the wild ones) and show only my approximations of when it is appropriate to move on to the next stage. Of course it depends heavily on how strong your Pokmon is and what moves it knows, so if it seems things are being a bit too easy or too hard, by all means switch to the next or previous stage as appropriate until you've found a good balance.
There isn't a lot of choice here exactly; you're pretty much stuck with good old Bidoof and Starly (and Kricketot in the morning and night in Platinum) on Route 201, as I wouldn't really trust a level one Pokmon to beat a level four one. If you're lucky and Doduo happen to be swarming there, they improve the experience considerably; having FireRed also helps, since it gives you Growlithe.
Good time to move on to Route 202 if you have no GBA Pokmon games or no PokRadar. If you do, on the other hand, Lake Verity is an interesting place. The PokRadar gives you level four Wobbuffet, which will give crazy experience for this level as long as you can handle them (which then again you might not), and having a GBA Pokmon game in the dual slot, particularly Ruby or Sapphire (in Platinum, only Ruby and Sapphire), will give you significantly better replacements for those two 4% slots.
Route 207 is the best place to be at this point, particularly in Platinum (in all versions, you should be training there at day, and you're a very, very lucky person if it happens to be swarming Phanpy). However, it's a lot of Machop and Geodude (well, and some Kricketot in the morning, Kricketot and Zubat in the night, and Ponyta especially in the morning and day in Platinum), which may or may not suit your Pokmon. If you can take the Geodude but not the Machop, you'll want the first floor of either Oreburgh Gate or Oreburgh Mine, depending on how much your Pokmon can take. (In Platinum, admittedly, both of those are both lower-leveled and give less experience, so you'll be better off in Oreburgh Mine B1F.) If you absolutely can't deal with Rock-types right now, you should go to the Floaroma Town side of Route 204 if you're playing D/P; in Platinum, that area is considerably higher-leveled, so you should really just try to deal with the Geodude on Route 207 - there aren't as many of them in Platinum, anyway.
This is where D/P players go to Valley Windworks or Route 205 Floaroma side. They're both very similar, but Valley Windworks has lower-leveled Pokmon and more Pachirisu. Both will also get you more EXP if you've got FireRed in your GBA slot thanks to the Elekid. If both of them are really not your thing and you'd rather be battling more Geodude, Oreburgh Mine B1F will give you that, but it gives considerably less experience than either of the other two.
In Platinum, this is where you could finally look to the Floaroma Town side of Route 204 - but ironically, it gives less experience on average than Platinum's greatly-improved Route 207. Oreburgh Gate B1F, if you're up for some Zubat, Geodude and Psyduck, gives slightly more experience than Route 207 (considerably more at night, when you'll actually be better off on Route 204 Floaroma side than on Route 207, too). Otherwise, just stick with Route 207.
If you're playing D/P and it's nighttime, Eterna Forest will rock your world, especially so in Pearl. It doesn't hurt that a lot of that is very easy EXP, coming from Silcoon and Cascoon, which only use Harden. Obviously, it's also heaven for any Pokmon that's good at Bug and Grass Pokmon *coughFlyingcoughFirecough*. If it's morning or daytime, on the other hand, you'll on average get slightly more out of the Eterna City side of Route 205. You might also perhaps prefer it Pokmon-wise.
In Platinum, the EXP for Eterna Forest is very similar at whichever time of day you're playing, and always slightly higher than the alternatives (Valley Windworks and Route 205 Floaroma side). Unusually, you should emphatically not have a Pokmon game that modifies anything in your GBA slot; it actually lowers the average experience for Eterna Forest, since it replaces the quite profitable Buneary and Gastly with stuff like Seedot and Caterpie. The levels for Eterna Forest are slightly higher than in D/P, though, so if it's too much for your Pokmon, you might want to consider Valley Windworks/Route 205 Floaroma side anyway.
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