Talk:Doom95

From DoomWiki.org

Bugs[edit]

Note how it says that only LAN multiplayer is possible, and Internet multiplayer is impossible? Who's to say that a lobby program or some sort of packet interceptor can't bounce messages from a client over the internet to a remote client? I think it could be done with a little dirty work, I'd like to work on this, and any progress I make I will report back here.

I suspect that this might be related.    Ryan W 02:50, 1 April 2008 (UTC)

Someone double-check me, please, before this goes in the article: Doom95 cannot play back demos outside its local directory, even from the command line.    Ryan W 02:50, 1 April 2008 (UTC)

It can, but (like in Doom) the lump has to be loaded through -file:
Doom95 -nodm -file d:\doom\lmp\e2nm0452.lmp -playdemo e2nm0452
That leaves the launcher out of it (unless one bothers to put the demo lump in a WAD file first).
I had added notes on Doom being able to read separate lumps in lump and in command line arguments. You did well in checking Doom95, though, since they could have tweaked things. Who is like God? 04:57, 1 April 2008 (UTC)
Wow, actually I didn't even know that.  (Shows how often I use the original executable nowadays.)  I would have guessed that the default DOS method of identifying files was the path of least resistance for both id and port programmers.  Thank you!    Ryan W 21:57, 1 April 2008 (UTC)

E4 par times[edit]

Maybe a stupid question, but does the "over-read" have consequences in the original executable even though they aren't visible to the player, and if so, should it be in the main bug list?  I originally noticed the issue due to this comment in g_game.c of Chocolate Doom:

   // Set par time. Doom episode 4 doesn't have a par time, so this
   // overflows into the cpars array. It's necessary to emulate this
   // for statcheck regression testing.
   if (gamemode == commercial)
       wminfo.partime = TICRATE*cpars[gamemap-1];
   else if (gameepisode < 4)
       wminfo.partime = TICRATE*pars[gameepisode][gamemap];
   else
       wminfo.partime = TICRATE*cpars[gamemap];

Ryan W (talk) 22:57, 4 February 2016 (CST)

Document the rare 2.0.0.1 build of Doom95 that came from the Games for Windows 95 demo disc.[edit]

There is a much earlier build of Doom95 that came with the old Games for Windows 95 demo disc that was published by Microsoft in November 1995. This build contains just three files, the Shareware Doom IWAD and two EXE files, the first being DOOM95 with a compile date of November 14th 1995 and DOOMCFG.EXE with a compile date of October 25th 1995. This build predates the common June 6th 1996 build by eight months, and was released almost a year before Final Doom came out.

According to Muusi, this is the build which contained a bug in the demo playback system that causes the player to become a resurrected ghost.

Also, the DOOMCFG.EXE appears to the an early version of the configuration menu from the launcher, and this file never made it to the final version of Doom95.

Hopefully this provides some information for the rare 2.0.0.1 build to be documented here on the DoomWiki's Doom95 article. --WadmodderShalton (talk) 17:32, 7 November 2023 (CST)

I will try to add this information to the main article. Do we have a more complete version history besides what you've just said? --Dynamo128 (talk) 03:27, 9 November 2023 (CST)