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B O O M S D A Y R E A D M E
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UNSUPPORTED BETA RELEASE BOOMSDAY Beta 1.8.4 3rd March 2003
ADD ON PROGRAM TO RUN DOOM/DOOMII/MBF and BOOM maps with DOOMSDAY V1.7
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INSTALLATION
NOTE: This is an unsupported beta release.
Before installing the software read the BDay_lic.txt
enclosed with the distribution.
For jDoom to work following installation of Boomsday you must update Doomsday to V1.7.7.
If using the Lees zenith_particles mod with Doomsday then please read the readme_latest.txt.
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GENERAL SET UP
Example - DOOM2
Create a batch file in Doomsday
named (for example) DOOM2_BD.BAT
Open it for editing.
Insert the line;
@bin\boomsday -doom2
close the file.
Run it!
Note: example assumes iwad is in a compliant directory and that a gwa file has been created. See further down for more details.
For other iwads just use the appropriate switch.
If you want to use your existing settings just copy jdoom.cfg in your doomsday folder to jboom.cfg in the same folder.
NOTE; Since Boomsday will only run with the jboom.dll there is no point in including the -game *.dll switch on the command line.
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NEW PARTICLE EFFECTS
To use the new, additional, effects add;
-def jdoom\special.ded
to the command line.
The switch -BDeps has been removed.
For further details see the readme_latest.txt
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RUNNING PWADS
EXAMPLE: BATMAN.WAD using the -udir switch
1) Create a new directory in
doomsday called batman.
2) Unzip batman.zip into doomsday\batman.
3) In the doomsday\batman directory create a new directory called
pwads.
4) Move the files batman.wad and batman.deh into the pwads
directory.
5) Using glbsp create a .gwa file in the doomsday\batman\pwads
directory.
6) In the doomsday\batman directory create a new text document.
Rename it to batman.bat. (When asked if sure reply
yes).
7) Open the batman.bat for editing.
8) In batman.bat enter the following two lines (tip: you can copy
and paste them from here);
@cd..
@bin\boomsday -doom2 -udir batman -file batman.wad -deh
batman.deh -warp 1 -nomd2 -win 1024
9) Youre done! Use your new batman.bat file to launch the game.
You can use this method for all your megawads putting each into their own directory.
Batman has been used as an example since it ships with a .deh file and the above shows how this is loaded. Most don't so, for those, just ignore the -deh switch.
If you prefer to have the batch file in the doomsday directory then move it from doomsday\batman to doomsday and just delete the line;
@cd..
SHORTCUT method
Using the -udir switch gives six main benefits;
1) It gives you control over what's happening.
2) It keeps games separate - each udir directory will have its own savegames.
3) Savegames are handled automatically - no need to create or specify a savegames folder.
4) It keeps the doomsday directory structure tidy and consistent.
5) Can be simply used with batch files or shortcuts that won't crash the OS, will not cause erratic or unpredictable results when running the game and don't need any additional or special files to be loaded or updated.
6) Batch file command lines are kept mercifully short.
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BOOMSDAY specific ENHANCEMENTS
WHAT DOES IT NOT DO?
# It may not be backward compatible with demos or savegames other than where created with this version of Boomsday. There is also no guarantee that games saved with this version will be compatible with any future release.
# Does not support friendly monsters or dogs or touchy items or grenade launcher.
# Does not work with later ZDoom maps.
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SYSTEM REQUIREMENTS to run:
# A minimum of a pentiumIII 800, 256Mb of ram and a good 3D card with at least 32Mb of video RAM (64Mb recommended) that supports OpenGL preferably in windowed as well as full screen modes.
# Creative Labs PCI or compatible sound card.
# To run large maps or maps with excessive dynamic lighting then system memory of 256Mb is recommended, a 1.4Ghz CPU and a fast graphics card (min GeForce2) with at least 64Mb of video RAM.
# Win 98 or WinXP OS. DirectX 8.0 or higher.
# NOTE: Luminosity is off by default as this places a considerable burden on the system which, for medium to large maps, severely impacts frame rates. To enable it use the -lumAllow switch (see below).
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BOOMSDAY FILES
bin\Boomsday.exe,
bin\JBoom.dll,
bin\drBDOpenGL.dll
bin\drBDD3D.dll
bin\dpBDDehRead.dll
bin\dsBDA3D.dll
bin\dsBDCompat.dll
data\Boomsday.wad
data\jDoom\textures\Particle00.tga
data\jDoom\textures\Particle01.tga
data\jDoom\textures\Particle02.tga
data\jDoom\textures\Particle03.tga
data\jDoom\textures\Particle04.tga
data\jDoom\textures\Particle05.tga
data\jDoom\textures\Particle06.tga
data\jDoom\textures\Particle07.tga
defs\jboom\BDObjects.ded,
defs\jboom\BDSprites.ded
defs\jboom\BDzenParticles.ded
defs\jDoom\Particles.ded
defs\jDoom\Special.ded
BD_doc\read_this_latest.txt.
BD_doc\BOOMSDAYreadme.htm (This file).
BD_doc\Boomref.txt (overview of all BOOM features),
BD_doc\Doomlic.txt (DOOM license text),
BD_doc\BDay_lic.txt (BOOMSDAY license text),
BD_doc\FakeSectorsTeleport.txt
* dll's included for a3d and
compatibility sound modes.
Note: to use a3d you will need the commercial a3dapi.dll which
must be placed in the windows\system directory.
(Check DoomsdayHQ to obtain the a3dapi.dll).
Distribution: The zip may only be distributed unchanged. Individual files contained in this zip or an incomplete set of files may not be distributed.
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CREATING BATCH FILES/SHORTCUTS
There appears to be unprecedented confusion when the executable is not in the root directory. Just remember the following two rules;
1) Only ever call Boomsday from the game's ROOT directory (usually called doomsday). Use BIN\BOOMSDAY in any batch files or from the DOS prompt. If a batch file is put anywhere other than the game's root, then the first line(s) of the batch file should direct you to the root directory. Let's say you want the batch file on the desktop. If you've installed doomsday to the default c:\doomsday directory then the first lines of the batch file should be;
c:
cd\doomsday
2) Shortcuts. When creating a shortcut ensure the root is in the Start in; box. Dragging and dropping boomsday.exe will mean Windows putting the root\bin path in the Start in; box. Just delete \bin off the end.
If youve written your own loader then change focus to the doomsday directory and use BIN\BOOMSDAY as the name of the executable.
Creating batch files.
If you don't know what a batch file is then don't worry - it's dead simple. Just create a new .txt file and then change the extension from .txt to .bat. This can be opened for editing (use right mouse click) and all you do is type in the commands described below. The name of the batch file can be anything you like.
As most Boom maps need the doom2.wad this is used in the following example where the batch file is created in the game's root (i.e. your current doomsday directory);
@bin\boomsday -iwad <path\doom2.wad> -file <path\pname.wad>
So if your pwad is called 10sector.wad and you've placed it in the doomsday folder together with the doom2.wad then your line would be;
@bin\boomsday -iwad doom2.wad -file 10sector.wad
Since the game root is one of the compliant iwad directories you could alternatively use;
@bin\boomsday -doom2 -file 10sector.wad
NOTE: the @ sign just stops the line being echoed to the DOS box.
If your doom2.wad is in a compliant directory (see below);
then to run a pwad with doom2
@bin\boomsday -doom2 -file <path\pname.wad>
or if just running vanilla doom2 then
@bin\boomsday -doom2
is all that is necessary.
Alternatively create shortcuts (which dont need the @ character and don't need DOS boxes).
USING AUTOMATIC IWAD LOADING WITHOUT THE -IWAD SWITCH;
The switches;
For a command (from the root) to work such as
BIN\BOOMSDAY -doom2
where no iwad path is specified the iwad (and its corresponding gwa file) must be in one of the following five locations;
Compliant directories for iwad search;
a) Level 1
|--Doomsday Games directory (iwads/gwas here)
b) Level 2
|-----|
|
|--Doomsday Games directory
| |
| |------data
|
|
|
|
| |-jdoom
(iwads/gwas here)
|
c) Level 3
|-----|
|
|--Doomsday Games directory
| |
| |------data (iwads/gwas here)
| | |
d) Level 4
|-----|
|
|--Doomsday Games directory
| |
| |--iwads (iwads/gwas here)
| |
|
d) Level 5 (Only searched for automatically in Boomsday)
|-----|
|
|--Doomsday Games directory
| |
|
|--iwads (iwads/gwas here)
NOTE: Level 1 takes precedence over level 2 and so on.
ALWAYS put the gwa file together with its corresponding wad. Do not split these between directories.
A gwa file can be merged with a pwad as Boomsday supports embedded gwa files.
The default dir name doomsday has been assumed in the above examples. If you used a different name when installing doomsday then use whatever you've called it. Note that the doomsday directory does not have to be in the drive's root. It could be in e:\games\boomsday for example. The same rules still apply.
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GENERAL
FULLSCREEN RESOLUTION
USING a WINDOW - I.e. running Boomsday in a WINDOW on the desktop.
ENSURE that any settings you enter can be handled by your monitor.
Note: a new switch has been added for windows resolution. See
ADDITIONAL COMMAND LINE SWITCHES that follows.
IMAGE QUALITY:
OPTIONS/CONTROL PANEL/TEXTURES and in the mipmapping and texture filter box select linear filter, linear mip.
This can dramatically improve rendering quality and will remove moire patterning from floors using textures with small tiles for example.
NOTE: Texture breakthrough can occur, in certain instances, due to z-buffer values used within Boomsday/Doomsday. This is normally caused by having a line with a texture very near a second line. When a certain distance away both lines' textures will be displayed - the additive effect usually causing the texture to look black. This is due to having to choose values which are a compromise for differing requirements.
LOADING TIMES
With standard maps then load times should appear no slower than with Doomsday. The additional time taken (over and above the standard Doomsday code) is printed to the console and boomsday.out. Note: Doomsday cannot handle maps over a certain size (will just crash) so you can only assume - could it do so - that the time Doomsday would take is the entire load time less the BD timings.
MISSING LOWER SKY HEMISPHERE
SOUND PROBLEMS
See Doomsday documentation for other cfg variables, command line switches etc.
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ADDITIONAL BOOMSDAY COMMAND LINE SWITCHES
The relative lighting levels are dependant upon the graphics card. This is a separate issue to gamma levels (cycled with the F11 key).
To overcome this problem the -lc switch can be used to compress the range of lighting levels making darker areas relatively lighter.
Users can set their own values to suit using -lc. The value should be in the range 0 to 100. The higher the value then the lighter dark areas will become.
The default is 76 which seems to suit NVidia cards.
Use -lc 0 to render with the same brightness range as Doomsday.
Luminance iteration (used for halos) is off by default as algorithm is incompatible with some extended MBF and 3D line features. If suffering speed problems then it is better not to use this switch and to also set the cvar rend-light to 0.
If you want to use this switch then for MBF/3D maps you may well have to increase the number of occlusion ranges allowed. The Boomsday default is 2048 but some large MBF maps require 2500 or more. Use the -maxor <num> switch to increase the limit.
This reinstates the default Doomsday glow algorithm. This is not recommended with TCs or MBF pwads as many spuriously glowing surfaces will appear.
Normally new sprites, which by convention have the same name as those being replaced (both types being present in the wad), are not replaced by models. Where, however, they are similar (as some wad authors duplicate entries) then Boomsday will force the use of a model. This action can be overriden with this switch forcing all new replacement sprites to be rendered as sprites.
This can generally be ignored as Boomsday automatically sets the required selection.
Used to set amount of memory required. If program exits with a;
Z_MALLOC: failed to allocate memory <amount> error, increase from the default using this switch on the command line.
E.g.; -maxzone 64M will tell Boomsday to allocate 64 Megabytes.
This can happen when exiting at the end of a map and starting another although starting the same map from scratch is OK. This is caused by heap fragmentation within the zone (so not so much is available although, in theory, there is enough available). As such you may want to just allocate as much as you can afford by default. E.g. use -maxzone 128M with all your batch files.
The maximum allowed is 128Mb. As a rule it is unwise to assign more than half the available RAM.
Adjusts sky to suit a sky texture height of 240. There is no parameter needed, just put -sky240 on the command line.
This switch invokes enhanced Boomsday underwater handling. Swimming underwater is possible using QuakeFly type movement (point with the mouse and go).
Shortform version to set up a window with a 4:3 aspect ratio.
e.g. -win 1000
creates a window on your desktop of 1000x750
The value 750 is created automatically.
win 1000 [is equivalent to] -window -width 1000 -height 750
The limits allowed are in the range 120 to 1600.
Works in conjunction with the -file and -deh switches.
This switch allows you to separate out different games and pwads into their own directory. To do this create a child directory in the Doomsday root directory. As an example lets create a directory called 10sector. In this directory create a new one called pwads. pwads must have this name. Now place the 10sector.wad and 10sector.gwa into the 10sector\pwads directory and create a batch file in the Doomsday root directory. Lets say this is 10sector.bat. Edit the file with this entry;
@bin\boomsday -iwad <path\doom2.wad> -udir 10sector -file 10sector.wad
If using a compliant iwad directory this can be further shortened to;
@bin\boomsday -doom2 -udir 10sector -file 10sector.wad
Launch this and the 10sector.wad should now be loaded. If you hit save game you will see that all the slots are empty. This is because a new savegame folder has been created in the 10sector directory. This allows you to have different savegames stored where using this scheme. This is sensible because trying to load a savegame with one pwad when another is loaded causes a forced abort. This allows keeping savegames together with the relevant pwad and extends the availability of savegame slots. In addition the automated savegames feature prevents having to type yet more switches and paths on the command line.
If you want to store the batch file in the 10sector directory then amend it to;
@cd..
@bin\boomsday -iwad<path\doom2.wad> -udir 10sector -file
10sector.wad
Alternatively use shortcuts ensuring the paths are set correctly.
The -iwad switch does not have to be used - see automatic iwad loading above.
The above example would give a structure something like;
|-----|
|
|--Doomsday Root
directory
| |
| |--10sector User
directory
| | |
| | |-pwads Put
10sector.wad and 10sector.gwa here
| | |
| | |-savegames
Created automatically for savegames
| |
| |
If, in addition, the iwads are stored in a compliant directory then the command line in a .bat file can be shortened to;
@bin\boomsday -doom2 -udir 10sector -file 10sector.wad
To do the same with another pwad (say par1-4) then repeat the above with a directory named (say) par.
|
|--Doomsday Root
directory
| |
| |--10sector 1st
user directory
| | |
| | |-pwads Put
pwads/gwas here
| | |
| | |-savegames
Created automatically for savegames
| |
| |
| |
| |----par Example 2nd user
directory
| | |
| | |-pwads Put
par.wad, par.gwa and par.deh here
| | |
| | |
| | |-savegames
Created automatically for savegames
| |
| |
|
With this structure the command line in a .bat file can be shortened to;
@bin\boomsday -ultimate -udir par -file par.wad
or if you want to put the batch file in the par directory;
@cd..
@bin\boomsday -ultimate -udir par -file par.wad
If the pwad has an accompanying .deh file then this file must be placed in the pwads dir together with the .wad. The .deh file is then loaded using the -deh switch. E.g. (for a batch file in the root);
@bin\boomsday -ultimate -udir par -file par.wad -deh par.deh
This scheme can be extended for other pwads as required.
NOTE for wad authors: If a.deh file is embedded in the wad using the DEHACKED lump name then this will automatically be loaded by Doomsday/Boomsday.
This is a DOOMSDAY not a BOOMSDAY switch but is supported in Boomsday. It differs from -UDIR. For details see the Doomsday documentation. Use whichever you prefer. Do not use both together.
General note: switches are not case sensitive. These are command line switches only and are not accessible from the console.
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STATUS (V Beta 1.8.4)
This release of Boomsday is considered as largely finalised for rendering and in correctly supporting the MBF logical code extensions.
The beta status indicates that other areas remain outstanding.
Revision history;
# Extended particle effects uses Doomsday code. Mar 01
# 3D lines removed.
# Texture scaling
(DeeP/ZDOOM method) removed. Feb 26
Outstanding issues;
# Testing network code.
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CREDITS and LINKS;
1) Engine: ID Software for
conceiving and then releasing the Doom/DoomII code.
http://www.idsoftware.com/
Lee Killough for MBF.
http://classicgaming.com/doom/
Jaakko Keränen for his
inimitable (definitive) port without which I would never have
dreamt of doing Boomsday and for providing space on the server,
using his account, for its distribution.
http://jdoom.newdoom.com/ or http://www.doomsdayhq.com/
Rand Heit for ideas culled from
ZDOOM.
http://zdoom.notgod.com/
2) Models: Cheb, webmaster of
Chebs Modelyard.
http://chebpage.narod.ru/jdoom/
For updated info on models and
links see Jaakkos website;
http://jdoom.newdoom.com/
3) Node gen: Andrew Apted for
glbsp.exe V2.00 without which this port would not have been
possible.
http://glbsp.sourceforge.net/
4) Editor: SB Software for their
excellent editor DeepSea. I would not have been able to derive
the map analysis algorithms without this program. Also thanks go
to Jack Vermeulen for his support and encouragement. The
Kaboomt.wad and DeePSea editor is available from;
http://www.sbsoftware.com/
5) Abbs and Rob for extensively testing changes made and for suggesting the addition of further compatibility. Abbs alternative HUD weapons can be obtained from; http://www.doomsdayhq.com/
USING ABBS HUD WEAPONS
To use the weapons add the following to the command line;
1) For replacement of standard weapons;
2) For alternative weapons;
Note: the need to add the defs\jdoom\jdoom.ded points to a potential problem.
This will be addressed in a later release (as time allows).
LINKS
http://www.3ddownloads.com/ (10sector.wad etc.)
http://www.teamtnt.com/ (tntrecl.wad available here).
ftp://3darchives.in-span.net/pub/idgames/themes/TeamTNT/eternal/eternal.zip
ftp://3darchives.in-span.net/pub/idgames/levels/doom2/megawads/requiem.zip
ftp://3darchives.in-span.net/pub/idgames/levels/doom2/megawads/av.zip
ftp://3darchives.in.span.net/pub/idgames/levels/doom/ports/p-c/par-lutz.zip
ftp://despayre.org/pub/games/doom/wads/cc-cod.zip
http://www.sbsoftware.com/ (for the kaboomt.wad - something a bit
different!)
NOTE: P;AR and COD are authored by Chaos Crew. To see all effects as intended by the authors then P;AR should be run with MBF and COD with the Eternity engine (no OGL though or Windows support, MBF is a 2D DOS engine and currently so is Eternity. Note that the revised Things functionality that has been added to Eternity are not emulated in Boomsday.).
Author; G. Jackson
Last revision: 3rd March 2003
END