Computer Deathmatch 2.0
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This is a repackaging and fix-up of "Computer Deathmatch v1.6", an old Doom mod that simulates playing Deathmatch using bots that are act...
=========================================================================== Advanced engine needed : Vanilla-compatible Primary purpose : Single play or Multiplayer =========================================================================== Title : Computer Deathmatch 2.0 Filename : comp-dm.wad Release date : 2013-03-09 Author : Sal Vinces (The Immortal); Simon Howard (fraggle) Email Address : <email removed> Description : This is a repackaging and fix-up of "Computer Deathmatch v1.6", an old Doom mod that simulates playing Deathmatch using bots that are actually dehacked-modified monsters. Despite being fairly simple, the end result is actually quite fun to play. The original version of this mod distributed a patched version of doom2.exe and included levels that were modified versions of Doom II's levels. I (fraggle) have therefore cleaned it up into a dehacked patch, fixed a few bugs and included some levels from FreeDM as substitutes for the originals. Additional Credits to : Sal Vinces (The Immortal) deserves most credit for making the original mod. Rellik made the levels for FreeDM that I've reused here. The Freedoom project for the same. =========================================================================== * How to play * To play this mod properly, you need to run with the -respawn and -deathmatch (or -altdeath) options. You then need to simulate a single player network game. In Chocolate Doom and PrBoom, you can do this by using the -solo-net command line option. In other ports simply start an actual network game with yourself as the only player. Example command lines: chocolate-doom -file comp-dm.wad -deh comp-dm.deh -respawn -deathmatch -solo-net prboom -file comp-dm.wad -respawn -deathmatch -solo-net I haven't tried this under DOS with actual Vanilla Doom, but it should be possible. You'll need to apply the dehacked patch and replace doom2.exe, then use "ipxsetup -nodes 1" to start the game (you'll need networking and IPX drivers loaded to be able to do this). * How to make your own levels * If you really like this mod, here's how to make your own deathmatch levels. You need a typical deathmatch level, although it has to be fairly simple or the bots can get confused or stuck. The bots are just Doom monsters that have been changed into marines. Each wields a different weapon, so place the following in your level: Trooper: Pistol (Green) Sergeant: Shotgun (Green) Chaingunner: Chaingun (Brown) Imp: Rocket launcher (Indigo) Arachnotron: Plasma rifle (Brown) Cacodemon: BFG 9000 (Red) At most one of each is usually enough. Like the BFG itself, the BFG wielding marine can affect the balance of the gameplay. For the levels I've included here, the BFG marine is kept in "reserve storage" and only released (via a line trigger to open a door and a teleport) when the player picks up a powerful weapon (like the BFG itself). You might want to do the same. * Included files * comp-dm.deh - Dehacked patch containing the bot behavior. This is also included in the WAD as a DEHACKED lump, so if your source port supports DEHACKED lumps you don't need to load this. comp-dm.wad - WAD file containing modified levels. orig-dm.deh - Dehacked patch that reproduces the original behavior of Computer Deathmatch v1.6, without the bug fixes listed below. orig-doc.txt - Original documentation that was included with Computer Deathmatch v1.6. * Historical discussion * The original base for this mod is a mod called "Computer Deathmatch v1.6" (IMMYDM16.ZIP), by an author named Sal Vinces (The Immortal). I've been unable to find any recent contact information for him. The original mod was distributed in the form of a modified version of doom2.exe and a set of levels, some of which were modified Doom 2 levels, and others modified versions of levels by other authors. Analysis of the modified executable revealed that the changes were limited to Doom's internal state/object tables and the modifications could therefore be expressed as a simple dehacked patch. I used DOS dehacked to load the modified executable and do just this. To get a proper "deathmatch-like" experience with Vanilla Doom, you need to start up a real network game. This is posible with ipxsetup by specifying '-nodes 1', but to use ipxsetup you need a network card and IPX drivers. The mod was therefore packaged with a NE2000 driver (which it seems would load without an actual NE2000 present) and IPX driver. The whole process was automated with a program called "comp-dm.exe" which would do all the renamings, load drivers and run the game with the right parameters. There were a number of bugs in the original implementation which I've fixed. Some of these are listed in the original documentation but it's unclear if they were intentional or not - I'm assuming probably not. The fixed bugs are: * Problems with the death animations for some of the bots. The pistol marine always slops, for example. * Some of the marines showed the wrong "injured" animation frame. * The rocket launcher marine can punch you at close range, but the sound was the imp scratch sound. * The BFG marine launched BFG balls that moved too slowly and did too much damage (stomping you even if you had god mode enabled). * The BFG marine fired silently. Some discussion of the original mod can be found here: http://www.doomworld.com/vb/source-ports/53474-immy-dm =========================================================================== * What is included * New levels : MAP01-MAP05 Sounds : No Music : No Graphics : No Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : None * Play Information * Game : Doom / Doom 2 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : Dehacked behavior reverse engineered from the contents of IMMYDM16.ZIP. Levels are from FreeDM. Known Bugs : None of the marines wields a chainsaw or SSG. Most other bugs boil down to the fact that the bots are monsters and not really players. For example: some bots drop weapons and ammo, killing them does not score a frag, they will all gang up on you unless a stray shot triggers monster infighting, they always wield the same weapons and cannot pick up new ones, etc. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. -- Copyright (c) 2001, 2002, 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010 Contributors to the Freedoom project. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the freedoom project nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors