DoomGLES V0.7 [04/05/08] ------------------------- DoomGLES is an OpenGL-ES port of Doom for Windows Mobile 5 Pocket PC with an intel 2700g chip (axim x50v & x51v). What's new in V0.7: -------------------- - "Music streaming stops after loading a savegame" bug fixed. - Font rendering bug fixed. How to use DoomGLES: -------------------- - First create a "Doom" folder on your PocketPC (on the SD card, CF card or flash ROM memory). - Copy the Doom IWAD(s) to this folder (doom.wad, doom2.wad, ...). - Copy files from "PPC" folder of this archive to this folder. Then you will need converted datas to run DoomGLES: - Download preconverted MD2 3D Models & Skyboxes textures: http://kokak.free.fr/OpenGLES_Datas.zip and copy the OpenGLES folder to your PocketPC. - Convert datas using DGLESConvert in the "Converter" folder of this archive (read DGLESConvert manual). - Copy "OpenGLES" folder from Converter to your PocketPC. - Convert musics using DGLESConvert (read DGLESConvert manual). - Copy "Music" folder from Converter to your PocketPC. - Launch DoomGLES.exe Be sure to have at least 28MB of free RAM. Also, shutdown Activesync before launching DoomGLES. For an unknown reason, DoomGLES freezes if Activesync is running in the background. In a more general manner, if possible, please close all applications before launching DGLES. - Command line parameters are identical to the orignal Doom ones. Here a list: http://www.doomworld.com/pageofdoom/parameter.html Most of them should work (you can use -file to add PWADs for example). To add command line parameters you need to create a shorcut to your DoomGLES.exe and add parameters manually in this shortcut by using a text editor (I use "Total commander" for both operations). You can have multiple IWAD in the same folder. To select IWAD use the -iwad parameter (example: -iwad doom.wad). Network: ........ To launch a multiplayer game, you need to know each devices IP addresses. TCP/IP game is cross-platform (PC/pocketPC) and cross-version (software/OpenGL). network command line parameters: -net ... : numeric id of this device (1-4) ...: List of IP addresses of others devices. Example for a 2 player game starting on Doom episode 1 mission 1: Device 1 IP address = 192.168.2.2 Device 2 IP address = 192.168.2.3 Device 1 command line= -warp 1 1 -net 1 192.168.2.3 Device 2 command line= -net 2 192.168.2.2 +++++++++++++++++++++++++++++++++++++++++++ doomgles.cfg options +++++++++++++++++++++++++++++++++++++++++++ DoomGLES parameters are in the doomgles.cfg file. Here the list of parameters you can change: Key codes: ---------- key_fire to key_prevweapon : Axim key assignment. Following are the axim keycodes: REC (on axim's side): 197 WIFI (on axim's side): 198 Calendar: 193 Contacts: 194 Middle Pad button: 134 Inbox: 195 Home: 196 Movements keys are automaticaly assigned following the "mouse" mode you chose. Default assignement: REC = previous weapon WIFI = next weapon Calendar = strafe Contacts = Use (open doors) Middle pad button: fire Inbox = Escape (bring up menu) Home = tab (map) // flame network: 195 record: 194 Sel Left: 112 Sel right: 113 photo: 44 +: 117 -: 118 i: 196 windows: 91 (ne pas utiliser la 1/2 des touches renvoient 91 avant) green phone: 114 red phone: 115 Other parameters: ----------------- mouse_sensitivity : stylus sensitivity (>0 & <30) use_mouse 0 : no stylus support: pad up/down -> move forward / backward, pad left/right: turn left/right 1 : stylus support: stylus or pad up/down -> move forward / backward, stylus left/right: turn left/right, pad left/right: strafe left/right 2 : stylus support: stylus -> free look, turn left/right, pad up/down -> move forward / backward, pad left/right: strafe left/right usecoronas 1 : Display coronas on "light sources" (torches, etc.) useMD2 1 : Display MD2 objects instead of sprites. dynamiclighting 0 : No lighting. 1 : Vertices lighting (not supported, please don't use). 2 : Lightmap lighting. MD2lighting 0 : No lighting on MD2 objects. 1 : OpenGL lighting on MD2. monsterlighting 1 : monsters missiles generate light. playerlighting 1 : player weapons generate light. clippingquality 0 : the fastest solution (lots of polygons missing) 1 : the default solution (some polygons missing). 2 : the slowest solution (no polygon missing). MaxGLlights : 0< nbLights <8: number of lights which affect an MD2. The more lights there are the slower the game will be. MaxSceneLights : global number of lights which affect the scene. Only the closer to the player will be used. The more lights the slower it will be. 0 means unlimited number of lights. Orientation 0 : Portrait mode. 1 : Landscape right rotation (for right handed person). 2 : Landscape left rotation (for left handed person). Please do not modify any other parameter. +++++++++++++++++++++++++++++++++++ Planned features for next releases: +++++++++++++++++++++++++++++++++++ - Setup program (so you don't have to edit the cfg file). - Program installer. - Zipped converted datas. - Cheat codes support. - Decals (blood & bullets impacts). - Lens flares support (from ZDoomGL). - Light script support (from ZDoomGL). - Floors lighting (lava/waste) (from ZDoomGL). - MD2 LODs. - DOT3 bump-mapping for MD2 (may need normal maps...) - Shadows. - Particles system. - And of course: debug & optimisations. Any comments, bug reports, etc. are welcome. DoomGLES history: ----------------- V0.56 (24/03/07) - "Fire" after a loadgame bug fixed. - Pwads launch bug fixed (path problem). V0.54 (11/03/07) - Check screen orientation before rotating it. - Crash fixed in converter (plutonia map12). - "-config" command line parameter path bug fixed. - "always run" key sensitivity fixed. Key mapped to 193. - added "-wavfreq" command line option for music conversion. So you can save space on your storage card or on the contrary listen to CD quality musics :). Default value is 11025. V0.5 (23/02/07) - Added music support (through converted wav files). Please read DGLESConvert manual to know how to convert Doom music to wav. - Added landscape / portrait choice. See "Orientation" parameter in the doomgles.cfg file. - Lighting optimisations (some MAP2x of Doom2 were quite unplayable). See "MaxSceneLights" parameter in the doomgles.cfg file. - Status bar displayed ingame. - Added an icon in the exe file. V0.3 (03/02/07) First beta version. - All Doom IWADs should be supported. - User PWADs support. - Use DGLESConvert to convert datas (read DGLESConvert readme file). - Multiplayer support. - Lots of bugs fixed. V0.04 (29/12/06) - "Fixed" some freezes in MD2 rendering (glDrawElements indexes address problem). There was such a freeze in E1M2 each time it renders a stimpack on easy difficulty level. V0.03 (17/12/06) - Monsters/items rendering bug fixed. Lots of objects were rendered twice when using mouse look. So now MD2 rendering should be faster. V0.02 (14/12/06) - Basic error handler. If an error is detected, the program will quit and display the error in a message box. - MD2 items autorotation. - Coronas intialisation bug fixed (most of the time there was no corona). V0.01b (11/12/06) Fixed a polygon crack (little white dots between polygons) bug after you load a savegame. V0.01 (10/12/06): First alpha release. Only compatible with Doom episode 1 (unmodified shareware or commercial V1.9 ONLY !). Please note that this version may not be very user friendly, and could have some bugs and crashs. You will need to download preconverted datas. Later, I will provide a data converter so you could convert yourself any wad or MD2. Credits: -------- DoomGLES engine port: Michaël Ryssen Original DoomGL & ZDoomGL MD2: Edmundo Bordeu & SlayeR Skybox textures: Slide (http://slide.newdoom.com/) PVRTextureTool texture converter: PowerVR (http://www.imgtec.com/powervr/products/) Midas library: http://www.s2.org/midas/ Timidity (music conversion): http://www.goice.co.jp/member/mo/timidity/ Donation: --------- If you want to support DoomGLES, please make a donation: mryssen@gmail.com E-mail address: mryssen@gmail.com HTTP: http://kokak.free.fr/DoomGLES.htm DoomGLES forum: http://www.pocketgamer.org/forumdisplay.php?&forumid=58 DoomPPC network tutorial by Menneisyys: http://www.pocketgamer.org/showthread.php?s=&postid=37311 Michaël Ryssen.