T.R | Title | User | Personal Name | Date | Lines |
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119.1 | What does this patch fix? | AYOU47::SLITTLEJOHN | | Tue Sep 06 1994 08:45 | 0 |
119.2 | | FORTY2::HOWELL | Just get to the point... | Tue Sep 06 1994 09:44 | 5 |
| Yes, why should I get 1.666 again? I know you told me in person (or
atleast somebody did!) , but I've forgotten.... what's better about it?
Cheers,
Dan
|
119.3 | | FORTY2::HOWELL | Just get to the point... | Tue Sep 06 1994 09:45 | 1 |
| (Nice version number, by the way!)
|
119.4 | | KDX200::ROBR | Daybreak at the bottom of a lake... | Tue Sep 06 1994 12:26 | 4 |
|
DOOM2 is Doom v1.666 (havent tried these patches, but thats the version
number when you fire up DOOM 2)
|
119.5 | | DNEAST::BOTTOM_DAVID | anti-EMM! anti-EMM! I hate expanded memory!- Dorothy | Tue Sep 06 1994 14:28 | 9 |
| COPY SHUVVA::DKB0:[DOOM.MISC]DM1666RP.ZIP USER$4CK:[BOTTOM.PC]*
%SYSTEM-F-INVLOGIN, login information invalid at remote node
can we fix it please?
thanks
dave
|
119.6 | Any other locations? | YAVIN::ERVIN | | Tue Sep 06 1994 22:16 | 4 |
| Since SHUVVA has been having trouble,...does anyone else have a copy of
the patch on the net?
>>>Joe
|
119.7 | | IOSG::GILESL | Surf's up, lets Webb | Wed Sep 07 1994 04:36 | 3 |
| See note 4.l and 4.l-1
Linsey
|
119.8 | No need to read. | TROOA::BARTLETT | Same job ... New planet ... | Wed Sep 07 1994 09:33 | 13 |
|
Can the SW patch be applied to older versions (and still become DOOM
II) or does it have to be applied to V1.666?
I tried putting V1.666 on top of V1.4 and nothing seems to have
changed. Have I done something wrong?
Of course I didn't even glance at the README 8^)
Jason...
|
119.9 | I don't think this DOOM II! | TROOA::BARTLETT | Same job ... New planet ... | Wed Sep 07 1994 09:44 | 13 |
|
OK now I've read the README...
The SW ZIP seems to be the full V1.666 (according to README.EXE)
The SP ZIP is a patch from 1.2 to 1.666 (according to PATCHIT.BAT)
There is no mention of this being DOOM II in these files, have I missed
something?
Jason...
|
119.10 | | FORTY2::HOWELL | Just get to the point... | Wed Sep 07 1994 09:55 | 11 |
| It's not supposed to be DOOM II !!!!
You think they'd sell a game, and give a free upgrade to previous
owners?!?!
Doom 1.666 and DOOM II are the same versions of software, they are NOT
however the same games (WADs are different, I presume?).
Am I correct?
Dan
|
119.11 | So what??? | LEDS::MCCULLER | | Wed Sep 07 1994 11:16 | 9 |
|
Let me echo some of the previous queries--"What does this
patch correct/fix/upgrade?" It took about 15 minutes to
apply the patch to V1.2. I then fired it up and ran thru
some quick levels--the only effect I notice is a cool
sound effect you now hear when you grab super armor.
Anybody got a better handle on changes?
|
119.12 | | KDX200::ROBR | Daybreak at the bottom of a lake... | Wed Sep 07 1994 11:32 | 4 |
|
the doom 2 docs say the doom 2 engine (v1.666) is supposed to be
faster.
|
119.13 | Info ! | IOSG::CHEWTER | | Wed Sep 07 1994 12:41 | 24 |
|
Doom 1.666 and Doom II use the same engine (v1.666) to run the game,
the difference between them is the wad that is provided.
The 1.666 patch should only be applied to a fresh copy of 1.2, there
have been reports of problems when installing it against other versions
or modified wads i.e. if you've played about using Dehacked or some
such utility.
1.666 Fixes a variety of things, the majority of these are to do with
modem / serial use (14.4 & 28.8 now supported) and the sound problems
(AWE32 & GUS probs fixed). It seems the engine runs a little bit faster
than before. Other small things like a "gong" sound when you collect
items that count towards your items % at the end of level (So I'm told)
Also there is now no suicide allowed in Deathmatch games and a new set
of deathmatch rules (-altdeath) has been added - Monsters respawn after
30 seconds, Negative frags, Suicide counts as a negative frag. Finally
on the deathmatch front there is a -timer option to end after a
specified time e.g. -timer 30 allows a deathmatch game of 30 seconds.
Hope this clears up some points.
Enjoy,
-John.
|
119.14 | compatibility warning! | SUBPAC::MAGGARD | Integrate! | Wed Sep 07 1994 13:18 | 9 |
|
v1.666 will *NOT* work with some pwads.
...and since I'm currently mucking about with the Starwars and Aliens pwad
kits, it's no good for me. I'm oh so very glad I backed up the .exe and .wad
files first. When I get around to trying multiplayer, I'm sure I'll have to
set up a 2nd doom directory.
- jeff
|
119.15 | Just the FAQ's | NOVA::GENTZEL | Listen to the Flower People | Wed Sep 07 1994 13:54 | 6 |
| The FAQ included with the patch has a list of the changes.
Read it. That's what FAQ's are for :-).
If you want to read the FAQ without actually patching your game, just
run the patch routine in an empty directory (although it does still
require you to have >11M free...).
|
119.16 | or for the patience/disk impaired... | SUBPAC::MAGGARD | Integrate! | Wed Sep 07 1994 15:56 | 9 |
| > If you want to read the FAQ without actually patching your game, just run
> the patch routine in an empty directory (although it does still require you
> to have >11M free...).
not really... the faq is the first thing unpacked, so you can just Ctrl-C
patchit.exe after it gives you the FAQ.
- jeff
|
119.17 | I think I was mislead at an early note .... | TROOA::TRP302::BARTLETT | Same Job ... New planet ... | Wed Sep 07 1994 18:43 | 13 |
| RE .4
DOOM2 is Doom v1.666 (havent tried these patches, but thats the version
number when you fire up DOOM 2)
This is why I was confused. I thought .4 was implying that DOOM II and V1.666
were the same. As a later note pointed out the engine is V1.666 but the WAD is
different.
There ya go.
Jason...
|
119.18 | It *thinks* it's being helpful... | NOVA::GENTZEL | Listen to the Flower People | Wed Sep 07 1994 19:21 | 9 |
| >> If you want to read the FAQ without actually patching your game, just run
>> the patch routine in an empty directory (although it does still require you
>> to have >11M free...).
>not really... the faq is the first thing unpacked, so you can just Ctrl-C
>patchit.exe after it gives you the FAQ.
Won't work. The patch program checks for enough free space before it will
unpack anything :-/.
|
119.19 | | OCTAVE::VIGNEAULT | Surveyor of the Universe | Mon Sep 12 1994 08:54 | 14 |
|
I installed the V1666 registered patch. Seems okay. I did notice
that I now get an occasional brief pause where I never used to before.
Game play does seem a bit faster with the exception of the above. The
maximum health is now 200 instead of 199. Also, there was a problem
in the Central Processing level (1-6?) where one of the soldiers was
trapped behind walls and the only way to get him was to use IDSPISPOPD.
That seems to have been fixed also.
The gong effect sounds cool. I noticed that they also added a new
mechanical sound when stairways open up.
Lv
|
119.20 | | TEACH::WICKERT | Washington D.C. Training Center | Tue Sep 13 1994 13:47 | 6 |
|
Anyone have a pointer to the DM1666RP.ZIP file other than SHUVVA?
Thanks,
Ray
|
119.21 | See the kits note | IOSG::CHEWTER | | Tue Sep 13 1994 14:05 | 6 |
|
I've just restored the backup of SHUVVA to another machine, see the
kits note for more info.
Enjoy,
-John.
|
119.22 | It's here | RANCHR::GIFFORD | Gun control means, hitting what you aim at | Wed Sep 14 1994 15:31 | 8 |
| RE: .20
You can find it on RANCHR::SYS$PUBLIC:
Enjoy.
/cowboy\
|
119.23 | Problem in the WARRENS | OCTAVE::VIGNEAULT | Surveyor of the Universe | Mon Sep 19 1994 08:56 | 25 |
|
The only real bug I've seem to have come across with 1.666 is in the
Warrens. I was playing in Ultra Violence mode. There's 2 cacodemons
lurking inside the building in a y shaped hallway. After killing the
2 beasts, I went to the left on the sinking trail where the shotgun is.
Got the shotgun, went through the wall and killed the three imps, and
circled back through the passage to the y hallway. Going down the
right side of the hallway and opening the door reveals more imps and
another cacodemon. This is the room where I encountered the bug. After
killing the imps, I agressively attacked the cacodemon forcing it to
backup. About halfway across this room, the game crashed with some
message about invalid player location or something to that extent. I
was able to reproduce it repeatedly, even after restarting a fresh
game.
[ ] <--- problem area
rifle --\ /
\ /
|
|
open field
area
(start of level)
Lv
|
119.24 | yes there are bugs in 1.666 | SUBPAC::MAGGARD | Integrate! | Mon Sep 19 1994 16:20 | 16 |
| re: .23
> About halfway across this room, the game crashed with some message about
> invalid player location or something to that extent. I was able to reproduce
> it repeatedly, even after restarting a fresh game.
Did you try re-installing the original Doom then the 1.666 patch?
There were similar posts on usenet stating that RUNNING (not walking) into a
certain sector of a certain level caused a similar error and crash. Problem
was that the sector in question called another sector to do something that it
couldn't (like move). The only way to fix that problem was to use DEU or
similar to fix the sector call -- reinstalling the original and patch didn't
help.
- jeff
|
119.25 | Yep .. | OCTAVE::VIGNEAULT | Surveyor of the Universe | Mon Sep 19 1994 16:31 | 5 |
|
Yes, I reinstalled the game from scratch to confirm this problem.
Lv
|
119.26 | Add on sounds not working | NWD002::GOODWIN_WA | The Field is the place for me. | Tue Oct 04 1994 01:35 | 12 |
| Since I installed the patchs I can not get the T2 sounds to work.
Do I need a newer version of DMAUD? The sounds worked fine when I
loaded them into ver 1.2. When I load them into 1.666 I get no errors
but when I run DOOM it still has the orig sounds.
As a side note I wish people would put a warning with the sounds they
provide to say if they use words that are a little off color (mainly 4
letter ones).
thanks
wade
|
119.27 | | FORTY2::HOWELL | Just get to the point... | Tue Oct 04 1994 05:05 | 8 |
| There's a WAD version of the T2 sounds on FLYTE. This works fine on
1.666 and requires no patching up with DMAUD.
I think it's
FLYTE::USER1:[ARCHIVE.DOOM.SOUNDS]T2.*
Hope this helps.
|
119.28 | DOOM II Sound Card Patches ? | MAIL1::EVANKO | | Mon Nov 21 1994 14:55 | 15 |
| I was just talking to someone that is having problems trying to get
the sound effects working on DOOM II. He gets music but no gunfire,
doors, etc. He recently bought a new PC which is running a
ROCK16/Mozart (?) sound card. He had this game on his 386 with a
Sound Blaster and worked fine.
He called ID and they told him that there are three patches available
on America Online to fix different problems with some sound cards.
According to what he told me these patches are supposedly labeled
Patch #1, #2, and #3.
Anybody here have access to America on line that could check it out,
and maybe download them. Any help would be appreciated.
|