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.
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
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];