Difference between revisions of "Doom v0.3"

From DoomWiki.org

[checked revision][checked revision]
(Revisions.)
m (Special keys: Oops)
Line 32: Line 32:
 
* P: Shows a message box displaying the message, "Start Profile," and writes profiling information into a file named {{c|PROFILE.DAT}}.
 
* P: Shows a message box displaying the message, "Start Profile," and writes profiling information into a file named {{c|PROFILE.DAT}}.
 
* Z, X and C: Alter the display of floor and ceiling textures (C being called the "Wolf key"). It is unknown as to whether this was a testing feature or a planned detail mode.
 
* Z, X and C: Alter the display of floor and ceiling textures (C being called the "Wolf key"). It is unknown as to whether this was a testing feature or a planned detail mode.
* M triggers the "prone" mode (lowers camera viewpoint to the floor).
+
* M: triggers the "prone" mode (lowers camera viewpoint to the floor).
  
 
[[Category:Doom pre-release builds]]
 
[[Category:Doom pre-release builds]]

Revision as of 13:20, 5 August 2015

Under construction icon-yellow.svgThis article or section is a stub. Please help the Doom Wiki by adding to it.
Doom alpha versions
Title screen
Doom alpha 0.3.

Doom 0.3 was an alpha version of Doom.Though apparently never released to id's alpha testers, this build was sent to several industry professionals for comment and review and as a result only resurfaced at a later time compared to the other alphas. Notable features include several maps in their earliest known forms and a fully functional on-screen automap. It much more fully displays the DOOM engine in its earliest state than the tech demo, with an internal architecture significantly different and less advanced than later builds. Crashes are common, especially when walking over two-sided lines. The README file promises a more proper release to follow in two weeks, but such a release is not presently known to exist.

Features

Version 0.3 includes features that were also in 0.4, but certain things are not implemented or would later change in function.

  • A spinning 3D title screen.
  • The engine can render areas with different floor and ceiling heights, textured walls and ceilings, and different light levels.
  • Animating floors are supported.
  • "Prone" camera view. This viewpoint is only used when the player has died in the final version of the game.
  • Collision detection is performed against walls. However, there is not yet any collision detection with actors such as monsters.
  • Monsters appear in many levels. Although they animate, they do not move or react to the player or to other monsters, and cannot be damaged.
  • The player's weapon bobs during movement and can be fired, although it has no effect on the environment.
  • The weapon jitters slightly when still. It is unknown if this was meant for realism, or is a bug in the bobbing code.
  • The game includes the "helmet" HUD from v0.2, still largely non-functional. A dramatic exception exists in the form of a miniature automap in the upper right corner, which updates in real time.
  • A low profile status bar mode is supported, though the numeric displays are not yet functional. Full-screen display with no HUD is also supported.
  • The alt key causes a "use" action, but is non-functional as there are no doors in the maps.
  • Item sprites spawn, but are rendered inside the floor.

Special keys

Keys used in the alpha that are not related to player movement include:

  • A: Toggles "full screen" view.
  • S: Toggles the regular "helmet" view with working automap.
  • D: Toggles a smaller window size when using the helmet view.
  • Q, W and E: Select detail modes for rendering, Q being the same high detail in the final version, W being low detail, and E being low detail in addition to halved vertical resolution.
  • R: Invokes a high color mode planned for use with VGA modules such as the Sierra Hi-Color DAC. Without this module, the key produces pink, yellow and grey stripes.
  • T: Causes the player spin around in circles to test the frame rate, and quits to DOS with a display of the information after the routine is complete.
  • P: Shows a message box displaying the message, "Start Profile," and writes profiling information into a file named PROFILE.DAT.
  • Z, X and C: Alter the display of floor and ceiling textures (C being called the "Wolf key"). It is unknown as to whether this was a testing feature or a planned detail mode.
  • M: triggers the "prone" mode (lowers camera viewpoint to the floor).