Difference between revisions of "Doom v0.3"

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[[File:Doom 0.3 alpha.png|thumb|right|Doom alpha 0.3.]]
 
[[File:Doom 0.3 alpha.png|thumb|right|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.
 
'''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 changed function.
 +
 +
* A spinning 3D title screen, which was removed before the release version of the game.
 +
* The engine could render areas with different floor and ceiling heights, textured walls and ceilings, and different light levels.
 +
* Animating floors are supported.
 +
* Prone feature (removed from final version).
 +
* Collision detection was performed against the walls. However, there was no collision detection with sprites (e.g. monsters).
 +
* [[Monsters]] appeared in some of the levels. Although they are animated, they do not move or react to the player or to other monsters.
 +
* The player's weapon bobs during movement and could be fired although it had no effect on the environment or monster sprites.
 +
* The weapon jitters slightly when still. It is unknown if this was for realism, or a bug in the bobbing code.
 +
* The game included the "helmet" [[HUD]] from 0.2, but largely non-functional, with the exception of the [[automap]], which is updated in real time.
 +
* A nonfunctional [[status bar]] for "full screen" mode.
 +
* The Alt key is tied to use, but is non-functional, as there are no doors in the maps.
 +
* Pickup sprites spawn, but are rendered "sunk into" the floor.
 +
 +
Keys used in the alpha that aren't related to player movement include:
 +
 +
* A is "full screen" view.
 +
* S gives the regular "helmet" view with working automap.
 +
* D gives a smaller viewpoint in the helmet view.
 +
* Q, W and E change the detail mode for rendering, Q being high detail in the final, W being low detail in the final, and E being low detail in addition to halved vertical resolution.
 +
* R provokes a hi-color mode planned for use with VGA modules such as the [http://archive.gamedev.net/archive/reference/articles/article376.html Sierra Hi-Color DAC]. Without this module, the key produces pink, yellow and grey stripes.
 +
* T makes the player spin around in circles to test framerate, and quits to DOS with framerate information as soon as the operation is finished.
 +
* P shows a message box displaying the message "Start Profile", and writes profiling information into 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).
  
 
[[Category:Doom pre-release builds]]
 
[[Category:Doom pre-release builds]]

Revision as of 13:07, 5 August 2015

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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 changed function.

  • A spinning 3D title screen, which was removed before the release version of the game.
  • The engine could render areas with different floor and ceiling heights, textured walls and ceilings, and different light levels.
  • Animating floors are supported.
  • Prone feature (removed from final version).
  • Collision detection was performed against the walls. However, there was no collision detection with sprites (e.g. monsters).
  • Monsters appeared in some of the levels. Although they are animated, they do not move or react to the player or to other monsters.
  • The player's weapon bobs during movement and could be fired although it had no effect on the environment or monster sprites.
  • The weapon jitters slightly when still. It is unknown if this was for realism, or a bug in the bobbing code.
  • The game included the "helmet" HUD from 0.2, but largely non-functional, with the exception of the automap, which is updated in real time.
  • A nonfunctional status bar for "full screen" mode.
  • The Alt key is tied to use, but is non-functional, as there are no doors in the maps.
  • Pickup sprites spawn, but are rendered "sunk into" the floor.

Keys used in the alpha that aren't related to player movement include:

  • A is "full screen" view.
  • S gives the regular "helmet" view with working automap.
  • D gives a smaller viewpoint in the helmet view.
  • Q, W and E change the detail mode for rendering, Q being high detail in the final, W being low detail in the final, and E being low detail in addition to halved vertical resolution.
  • R provokes a hi-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 makes the player spin around in circles to test framerate, and quits to DOS with framerate information as soon as the operation is finished.
  • P shows a message box displaying the message "Start Profile", and writes profiling information into 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).