Deathmatcher Posted June 29, 2003 Hi, the thing is, I would like the Doom 95 frontend NOT to warp by default, so that I am able to see the title screen and choose episode and skill level WITHIN the game. Unfortunately, you seem to have to warp, as there is no toggle off-option on the front-end. Is there anyway to trick Doom95 into thinking not to warp, config-modifying, for example? 0 Share this post Link to post
Grazza Posted June 29, 2003 Start it as normal, and then go to Options > End Game. 0 Share this post Link to post
Deathmatcher Posted June 29, 2003 I'd like to have a simple win32-compatible doom port that doesn't force me to warp, but lets me have a look at the title screen, as I am creating a megawad. I tried lots of ports, but each of them had a problem. Legacy, for example, doesn't have the "voodoo doll"-support, which I use in some of my levels. Win4Doom, which came closest to my desires, turned out to produce some ugly HOM-effects in some of my levels, which do not appear in Doom 95. Maybe you can tell me another good, stable and simple port, that supports high resolutions, (640x480 and up) and title screen-showing? 0 Share this post Link to post
Grazza Posted June 29, 2003 Try Zdoom (lot of features), PrBoom/GLBoom (highly compatible with the original game), jDoom (very pretty graphics) and Eternity (good compatibility and some interesting features). Ask in the source ports forum if you need further guidance on particular ports. BTW, the suggestion I made about Doom95 does enable you to see the title screen after just a few key presses. 0 Share this post Link to post
myk Posted June 30, 2003 Deathmatcher said: the thing is, I would like the Doom 95 frontend NOT to warp by default, so that I am able to see the title screen and choose episode and skill level WITHIN the game. Unfortunately, you seem to have to warp, as there is no toggle off-option on the front-end. Is there anyway to trick Doom95 into thinking not to warp, config-modifying, for example? You can do this: Make a BAT file in your Doom95 directory and type this in it: doom95 -nodm It'll start up directly without warping like you want. 0 Share this post Link to post
Deathmatcher Posted June 30, 2003 thanks @myk! The -nodm thing did the trick. BTW, is there a list of all the command line parameters of Doom95 around? ps: @Grazza: I was aware of the END GAME-option in the game but it gets really annoying to keep telling people to do it in order to see the title screen. 0 Share this post Link to post
Never_Again Posted July 1, 2003 Deathmatcher said: thanks @myk! The -nodm thing did the trick. BTW, is there a list of all the command line parameters of Doom95 around? DOOM95 command line parameters explained ----------------------------------------------------------------------- -320x200 ...... sets screen resolution to 320x200 -320x240 ...... sets screen resolution to 320x240 -640x400 ...... sets screen resolution to 640x400 -640x480 ...... sets screen resolution to 640x480 -320x200w ..... sets screen resolution to 320x200 windowed. Note that the desktop must be at 8-bit (256 colors) for the windowed modes to work properly -320x240w ..... sets screen resolution to 320x240 windowed -640x400w ..... sets screen resolution to 640x400 windowed -640x480w ..... sets screen resolution to 640x480 windowed -altdeath ...... DM rules with item respawns and negative frags -avg ........... Austin Virtual Game mode, ends the game after 20 minutes -basewad ....... sets the game mode: -shareware DOOM, loads DOOM1.WAD -registered DOOM or Ultimate Doom (DOOM.WAD) -DOOM2[] (DOOM2.WAD) -Final Doom - TNT: Evilution (TNT.WAD) -Final Doom - Plutonia Experiment (PLUTONIA.WAD) -Doom ] [ French version (DOOM2F.WAD) -cdrom ......... allows the game to run off the CDROM. -cmdfrag ....... sets the fraglimit -comdev ........ development/debugging switch -config ........ unlike in DOS Doom, seems to have no effect -deathmatch .... can be used in a single player game, with interesting effect (items respawn, DM starts are used etc.) -debugfile ..... development/debugging switch -devparm ....... development/debugging switch. Displays real-time frame rate; pressing F1 creates a screenshot -emulate ....... disables Direct Draw acceleration. Useful with some video card driver/DirectX combinations, where transparency (e.g., Specters, invisible effect) is not handled properly -episode ....... starts from the first level of an episode -fast .......... monsters will move fatser and/or shoot more often -file .......... loads one or more custom WAD(s), can be used with demos as well (see -playdemo) -guid .......... Along with -onet it probably has something to do with connecting to the now defunct DWANGO. -loadgame ...... loads a savegame (0-5) -maxdemo ....... overrides the defold memory buffer allocated for demo recording, in kB -noblit ........ disables blitting to the screen during a -timedemo -noclipper ..... doesn't create a DirectClipper object when running in a window -nodm .......... skips the Launcher interface, required for most other parameters to work -nodraw ........ disables all drawing to the screen during a -timedemo. Useful for determining system load created by sound subsystem and AI. -nojoy ......... disables joystick support -nomonsters .... no monsters -nomouse ....... disables mouse support -nomusic ....... disables MIDI support -nosfx ......... disables sound effects -nosfxformat ... disables sound effects upsampling -nosound ....... disables sound effects and MIDI support -nowarn ........ skips 'Warning: this Doom version has been modified...' dialog box when loading custom WADs -onet .......... ? -penti ......... forces internal pentium flag (only used for startup video mode first time game is run ever). -playdemo ...... loads a demo (must be in the same directory), do not specify the extension or path. Demos in other directories have to be loaded with both -file (with path and extension) and -playdemo (with neither) -players ....... specifies the number of players (2,3 or 4) -record ........ records a demo, no extension necessary -regdev ........ debugging switch used in registered version development -respawn ....... killed monsters will respawn -shdev ......... debugging switch used in shareware version development -skill ......... sets difficulty level: 1 (I'm Too Young To Die) 2 (Hey, Not Too Rough!) 3 (Hurt Me Plenty) 4 (Ultra-Violence) 5 (Nightmare!) -statcopy ...... ? -sysmem ........ forces video surfaces into system memory -ticdup ........ (1,2 or 3) compensates for lag in modem games -timedemo ...... plays a demo and calculates the frame rate which is frame rate = (gameticks / realticks) * 35 -timer ......... sets game duration, in minutes -turbo ......... sets player speed, in percents of default speed -vidmem ........ forces video surfaces into video memory -warp .......... starts from specified level -wart .......... loads WAD named ExMy.WAD -weirdo ........ specifies the respawn delay in seconds for items, except Invulnerability and Megasphere. Ledmeister shall take credit for the info on -noclipper, -penti, -sysmem and -vidmem (see this thread for the original discussion). Thanks to myk for the -file tip with LMPs. 0 Share this post Link to post