Termdoom download dated June 1st 2005. Installation: unpack the contents of termdoom.ZIP into your doom3/ folder. If you want to run the debug DLLs, also unpack termdoom_debug.ZIP, which contains a game02.pk4 - remove this to use the release DLLs.
Mirrored here for archival purposes. Includes original .dlls.
Terminal DOOM - Release-1.01-20050601
=====================================
Build against DOOM3 SDK version 1299, tested against 1302.
Bug Fixes against 1.0 (Windows only, not yet in Linux build)
- fixed QWERTY, cheats and weapon select keys now working
- added DOOM1 retail and DOOM2 sound shaders
- fixed DOOM2 idclev bug
- synced gamma change in DOOM3 and DOOM
ABOUT
-----
This is a DOOM3 port - of sorts - of the original linuxdoom-1.10 source as
released in 1997. The mod works for Windows and Linux (no Mac OSX support).
There are only minor changes to classic DOOM and DOOM3. DOOM's state has
not been refactored into a proper class, so the engine is a singleton (one
instance controlled through namespace). The modified DOOM source still
compiles for a standalone Linux-only X11 SHM version as well (true color).
Sound playback through DOOM3 has no spatialization. IWAD sound samples are
converted to 16bit WAV on load and written out to
doom3/mod_doom/sounds/doom/
and loaded by DOOM3 at runtime, but sound shaders have to be added manually.
I did this project as a proof-of-concept for fully interactive surfaces,
the full potential of which is not yet realized by the DOOM3 GUI. Doom1
was chosen for convenience, a bit of nostalgia, and because I worked with
that codebase before. In retrospect, that might have been a mistake on
my part, as that choice distracts from the point I am trying to make.
The code has all the loose ends that come with a first pass, but every
part needed for a clean UiPlugin interface and its Doom3 implementation
is done, with exception of support for networking and custom key bindings.
The ChangeLog that will be included in the code release lists some possible
improvements. The weakest point in the Doom3 SDK is the input handling, as
there are no raw mickeys and buttonUp/keyRelease events provided to the
game DLL code. Fully interactive surfaces need the same input fidelity as
the game they are embedded in, however, Doom3 does not really support input
focus or full QWERTY keyboard support. A side-effect of the workarounds
employed in this mod is that Doom3 ignores custom bindings (see above).
USAGE
-----
Installation: unpack the contents of termdoom.ZIP into your doom3/ folder.
If you want to run the debug DLLs, also unpack termdoom_debug.ZIP, which
contains a game02.pk4 - remove this to use the release DLLs.
To launch the mod from the commandline, use:
"doom3 +set fs_game mod_doom"
or simply select "Terminal DOOM" in the "Mods" menu.
To exit the mod, hit ESC to enter the main menu and ESC again to exit
the game. There is no return path to the base main menu.
To start Classic DOOM, simply click on the GUI, then hit enter to break
the attract loop. Use PAUSE if you want to step away, or hit ESC to
bring up the Classic DOOM menu. F1 brings up the DOOM help, which
shows the key bindings. While the DOOM menu is up, you can look around,
and if you look away from the GUI you can move around.
If you own the retail or commercial versions, simply copy the IWAD file
into the mod_doom/ directory. Rename Ultimate DOOM's IWAD to doomu.wad
to access the fourth episode. PWADs should work, but TC's hacking the
executable will not.
There are several "doom_*" CVars to adjust input and debug parameters,
In particular, "doom_args" is used as the Doom1 commandline arguments,
e.g. for PWAD use. By default Classic DOOM is locked to 35 Hz, for
Windows use doom_ticrate to change that (set to zero to run locked to
Doom3 w/o clamp).
Be sure to try
"map arcade/arcade"
for a nice map with an arcade machine and a billboard (by Neil J. Martin).
The standalone Linux Doom binary is in linuxdoom2005.zip. There is no
Windows version of the standalone build. It was done so that I could debug
changes to Classic DOOM without having to use DOOM3. If you want to play,
there are much better ports out there than this (or Terminal DOOM, for
that matter). I suspect that Terminal DOOM is not the last port we will see
of this classic either...
HISTORY:
--------
Release1.01-20050501
Release1-2005023
Beta3-20050502
Beta2-20050413-windows
Beta2-20050408
Beta1-20050401
started on 2005/03/23
LEGAL:
------
- the Doom3 SDK source is released under the Doom3 SDK license.
- the Doom1 shareware IWAD is Copyright (C) id Software. All rights reserved.
- the Doom1 source and its modification are covered by the GPL.
CREDITS:
--------
Robert A. Duffy (DOOM3 GUI,technical info)
Timothee Besset and Brian Harris (UploadImage, technical info)
Neil J. Martin (Test maps, Jukebox Mod, testing)
Aaron Pfeiffer, Arne Olav, Michael Tomaino (testing)
Ryan C. Gordon (Resources)
Matt Fell (Unofficial DOOM Specs)
John Carmack (DOOM1 source)
Bernd Kreimeier (Terminal DOOM idea and execution)
OUTLOOK:
--------
Interactive GUIs can be used for better purposes than Terminal DOOM.
Look at
Battleteam.net
for more information and future updates.
Bruh it diesn't work
I didn't make this I just reposted it. It was made 16 years ago.