Sony
- How Many Versions Of Doom Are There Dead
- How Many Versions Of Doom Are There Dragons
- Cached
- Historical Versions-- Doom.exe Versions From 0.2 To 1.9.
- Levels - The Doom Wiki At DoomWiki.org
Download the latest version of Chocolate Doom. Check out the User guide page for information about using Chocolate Doom, or the FAQ for answers to some common questions. Visit the development page to find out how to keep up to date with the latest improvements. Doom / Ultimate Doom. Knee-Deep in the Dead 1; The Shores of Hell; Inferno; Thy Flesh Consumed 2; Doom II. Doom II: Hell on Earth. Master Levels for Doom II; No Rest for the Living; Final Doom. TNT: Evilution; The Plutonia Experiment; Doom 64. The Lost Levels; Doom 3. Doom 3: Resurrection of Evil; The Lost Mission; Doom (2016).
Sony is discounting the PlayStation VR for a limited time. On Friday, the PS4 creator announced that its peripheral headset for the console would receive steep price drops across the board. The move comes just months after the company announced a new version of the virtual reality kit, leaving some to question the differences between version one and two of the product.
The PSVR sale is only available for a limited, time running from February 18 to March 3. It will be available from participating retailers including GameStop, Wal-Mart, Best Buy and Target. The company is offering the following discounts:
- PlayStation VR Gran Turismo Sport Bundle starting at $199.99 (regular price $299.99). This includes the original version of the headset, the camera, and a copy of Gran Turismo Sport.
- PlayStation VR Skyrim VR Bundle starting at $349.99 (regular price $449.99). This includes the new version of the headset, two PlayStation Move controllers, the camera, and a copy of The Elder Scrolls V: Skyrim VR.
- PlayStation VR Doom VFR Bundle starting at $299.99 (regular price $399.99). This includes the new version of the headset, the camera, and a copy of Doom VFR.
How Many Versions Of Doom Are There Dead
Choosing the bundles with the original headset may save a chunk of money, but there’s a few good reasons why you would want to pick the newer model.
The Difference Between V1 and V2
The biggest difference comes from having a newer television with 4K resolution. The new setup supports high dynamic range passthrough, which means that games supporting the wider range of colors will be able to feed their signal through the headset to the TV, ignoring the VR kit. The PSVR does not support high dynamic range on the internal screen, but this does mean you won’t have to unplug everything and adjust the wires if you want to play a regular game with high dynamic range enabled.
The breakout box, which sits in between the console and the headset, also sports a slightly adjusted design. Where the original had a “split” design that mimicked the stylings of the original PS4, the new one resembles a curved box that looks closer to the Slim and Pro designs.
The idea of Doom started in September of 1992, right after Spear of Destiny was shipped. John Carmack, who came up with the name 'Doom' after watching a movie (The color of money) where Tom Cruise shows up at a pool hall with a custom pool cue in a case. 'What do you have in there?' Developed by id Software, DOOM® Eternal™ is the direct sequel to the award-winning and best-selling DOOM® (2016). Experience the ultimate combination of speed and power with the next leap in push-forward, first-person combat.
The headset also bundles in a pair of headphones directly inside the kit. Where the original required users to plug in a set to an in-line remote, the new headset reduces the amount of wire clutter and ensures immersive sound for every time someone plays.
Sony’s Japan team released a diagram detailing the difference between the two layouts:
That’s pretty much all it changes, though. While it’s hard to deny that the new headset is better than its predecessor, it’s important to note that the internal screen stays the same. There’s no improvements to tracking, resolution, screen clarity or anything else. While PS4 Pro owners may note VR graphical improvements from running selected games on their machines, these differences will show up just as well on both old and new headset. Similarly, the image provided on the original PS4 and PS4 Slim will look the same on both headsets.
How to Spot the Difference
The easiest way to tell is by looking at the box. The original version has the model number CUH-ZVR1, while the new version has the number CUH-ZVR2.
If you’re not entirely sure still, another way to check is to look at the headset itself. A user called “MattAces” on the ResetEra gaming forum noticed that version one headsets are flat at the back:
Version two headsets, on the other hand, have a star-shaped hole to store the built-in headphones when not in use:
The choice is yours.
From DoomWiki.org
From 1993 to 1995, various versions of Doom and Doom II were released by id Software to address bugs and input from players and fans. Additionally a few pre-release builds were preserved by testers, which eventually made their way to public archives. Summarised below are the main differences of each known version of the games, as changes were made. Executable and IWAD resource differences are noted, as well as what levels were modified, if any. For details on what was changed in each level, refer to the article about that level.
- 1Pre-release builds
- 2Release builds
- 2.4v1.3
- 2.8v1.666
- 3Other
Pre-release builds[edit]
In order to make playability of these pre-releases easier a batch launcher has been provided below (Must be run in DOS/DOSBox). Alternatively a map pack WAD with all the pre-release levels is available here (Note that they are still development/education quality, being straight ports of the maps, and not meant for use as a typical game addon).
- Alpha Launcher
How Many Versions Of Doom Are There Dragons
v0.2[edit]
Main article: Doom v0.2
- Compiled February 4, 1993.
- One flat level with non-orthogonal texture-mapped walls, variable light levels, and inactive monsters.
- Non-interactive status interface like a helmet interior.
- Commands to alter some level properties.
v0.3[edit]
- Compiled February 28, 1993.
- Several maps in their earliest known forms.
- A fully functional on-screen automap.
- Though apparently never released to id's alpha testers, this build was sent to several industry professionals for comment and review. A copy was found in late 2014, and released to the idgames archive in 2015.
v0.4[edit]
Main article: Doom v0.4
- Compiled April 2, 1993.
- Various recognizable levels in an early stage of design.
- Non-functional lifts.
- Player rifle can be fired.
v0.5[edit]
- Compiled May 22, 1993.
- More levels are present, including a version of MAP10: Refueling Base.
- Platforms move, and doors can be opened.
- The player is harmed by damaging floors, and can die.
- Various items are present, and can be picked up.
- Health kits will heal the player, but use graphics from Wolfenstein 3D.
- Clips give ammo.
- Keys and bonus (point scoring) items are also present.
- The inactive monsters disappear when shot.
- The player has a rifle bayonet for melee attacks.
Press release beta[edit]
Main article: Doom press release beta
- Compiled October 4, 1993.
- Functionally is fairly close to the commercial release.
- Includes three levels.
- The plasma gun fires red as well as green shots.
- The BFG9000 fires many plasma gun shots in a wide field in front of the player.
Release builds[edit]
v1.0[edit]
- Released December 10, 1993.
- Initial public release.
- Internally numbered as v0.99.
- No registered version yet.
- It is possible to play the 1.1 registered IWAD with this version, one must rename this wad to 'doom1.wad', it also mentions that this is the 'commercial version' in the startup screen, rather than registered.
v1.1[edit]
- Released December 16, 1993.
- The first registered release of Doom.
- First appearance of gamma correction, which is either on or off.
- A more stable version of the DOS extender (DOS/4GW).
- Sound Blaster 1.0 support.
- Textual changes:
- At the text screen of Knee-Deep in the Dead 'buy' is changed to 'play' in the final sentence.
- The 'This version is NOT SHAREWARE, do not distribute!' text was added, to be shown with the registered version.
- Many more, including capitalization, spelling corrections and additional error messages.
- Serial mode multiplayer was added.
- The command line parameters-send and -receive were added.
v1.2[edit]
- Released February 17, 1994.
- Rewritten sound code.
- Modem/null-modem support. This release saw the network code split into external 'drivers', providing a modular network system.
- PAS-16 stereo support.
- First appearance of 'Nightmare!' skill level.
- Mouse and joystick can be used in the menus.
- Gamma correction mode was expanded to include five settings (0–4).
- Improved joystick calibration.
- Multiplayer text macros.
- The -left and -right network options no longer work.
- Textual changes:
- 'CENTER the joystick and press button 1:' was added, changes to other joystick messages were also made.
- 'I_StartupSound: forking sound daemon.' in 1.1 was changed to 'I_StartupSound: Hope you hear a pop.'
- 'OpenSocket: ..', 'ListenForPacket: ..' and a few others were removed.
- The status bar is modified and now uses a single STBAR image as a backdrop.
Bug fixes:
- Fix for the broadcast packet bug which caused many networks to suffer decreases in performance.
- Runs under Windows.
- Z_Malloc error implemented.
- IRQ 2 works.
- Savegame slots 5 and 6 work.
- Switches and platforms work when reloading from a saved game.
- Network play no longer locks up when using a sound card.
v1.3[edit]
There are three known variants of this version: first level and second level betas, and a shareware build marked as v1.25.id Software stated that these beta releases were unauthorized, possibly because these executables had partial support for Doom II, which was being developed at the time.
Second level[edit]
- Improvements to MIDI and modem code.
- Additional PAS console information.
- Could load doomr.wad (commercial mode, what would become DOOM2.WAD).
- Textual changes:
- 'malloc() in I_InitNetwork() failed' was added.
- 'program loaded at: 0x%p' was removed.
- 'Game mode indeterminate' was added and 'Adding external file %s.' was removed.
- 'registered version.' was added.
- 'Do not distribute!' was added when in commercial mode.
- -wart parameter was changed to support loading from MAP** files, also located in m:/cdata/ (including E*M* files).
- The command line parameters: -regdev and -comdev were added.
- -regdev loads these files: c:/localid/doom.wad, m:/data/texture1.lmp, m:/data/texture2.lmp, m:/data/pnames.lmp and c:/localid/default.cfg.
- -comdev loads these files: c:/localid/doomr.wad, m:/cdata/texture1.lmp and m:/cdata/pnames.lmp.
- It is understood that these parameters were used to aid in the development of Doom and Doom II into 1 unique executable, 'regdev' would have meant 'registered development mode' and the 'com' in 'comdev' would have meant 'commercial'.
v1.25[edit]
Doom shareware v1.25 disks
A v1.25 build of shareware Doom was prepared by id Software for distribution by Sybex with the licensed bookThe Official Doom Survivor's Strategies & Secrets by author Jonathan Mendoza, which included two 3.5' high density floppy disks.
- Released April 21 1994.
- The engine internal version is 1.3.
- Could load doom2.wad (commercial mode)
v1.4[edit]
- Released June 28 1994.
- Support for 14.4 and 28.8k modems.
- Improved null-modem/modem support.
- Improved version of setup:
- Phone number list.
- Database of modem control strings.
- Addition of a level warp key (F1).
- Allows up to 8 sound channels to be selected.
- Addition of Deathmatch 2.0 (altdeath mode).
- First inclusion of the Doom FAQ.
- Multiplayer demos can be recorded.
- Recorded demos no longer end when the player dies or at the end of a level. The 'Q' key must be pressed to end a demo.
- Addition of the -maxdemocommand line argument.
- Addition of multiplayer 'spy' mode (F12 key).
- PWAD files can no longer be used with the shareware version.
- Maps can be reloaded using the idclevcheat code when map editing on a LAN, via the -wart command line parameter.
- Response file support.
- AWE32 support.
- The swastika Easter egg in E1M4: Command Control was removed.
- Random sound pitch removed. (This was an unintentional side effect caused by a change in the DMX API.)
Bug fixes:
- Projectiles no longer trigger linedefs.
- More than two people can play over a network without crashes.
- Sound problem fixes.
- Fix for a bug with the PS/2 mouse.
- Savegame bug fix, where player saves a game under a door, restores it and presses the use key.
- Difficulty can be selected when starting a null-modem/modem game.
- '+' and '-' can be typed in multiplayer chat mode.
- Map bug fixes.
v1.5[edit]
- Released July 8, 1994.
- Rewrite of the null-modem/modem support (SERSETUP).
- Improved GUS instrument mapping file.
- Increased savegame buffer size.
- Added MIDI support, in addition to MUS.
- Replaced GS Standard reset with GM On/Off SysEx.
- Factored in mobj radius in P_CheckMeleeRange; and
- Replaced short-range hitscan by melee range check in A_SargAttack. This made demon-triggered infighting impossible[1].
Bug fixes:
- Help screen mentions the gamma correction function.
- Bug with response file fixed.
- Bug when using a baud rate greater than 38,400 bps in null-modem/modem games fixed.
- Deathmatch bug fixed where items reappeared but could not be picked up.
v1.6[edit]
Registered version 1.6 appears to be an unofficial patch only, created by Eric Yick Leung and distributed around various Usenet newsgroups[2]. The IWAD file has changed since 1.2.
- Released August 3, 1994.
- ENDOOM had changed, text was added by Eric, calling himself a 'DOOM-GOD' and John Romero a 'Chicken', a reference of the former also appears on a newsgroup thread[3].
- All demos are different, but are recreations of earlier demos. DEMO1 is almost the same. DEMO2 is a cooperative demo, with some intentional frags, long rumored to be Leung and Romero playing. DEMO3 is another recreation.
v1.666[edit]
Doom II version[edit]
- Compiled August 30, 1994[4].
- Released September 30, 1994. Original floppy disk release of Doom II.
- An alternate version, dated September 25, 1994 is considered to be pirated.
- Addition of the -timer command line option.
- Doom FAQ updated to version 5.8.
- Lost souls no longer count as monsters (to accommodate for Doom II's pain elementals).
Doom version[edit]
- Released September 1, 1994.
- OPL music playback crash was fixed.
- First appearance of
-statcopy
.
v1.7[edit]
- Released October 11, 1994. Original CD-ROM release of Doom II.
- Various IWAD changes.
- DeathManager! was not included in this release.
- README.EXE file was added back.
- No README.TXT file.
- OPL music playback freeze was fixed.
Cached
v1.7a[edit]
- Released November 8, 1994
- Various level design bugs. (HOM, see through walls, etc.).
- Sound code changes.
- Re-appearance of DeathManager! version 1.1.
- ENDOOM lump had a phone number change.
v1.8[edit]
- Released January 23, 1995.
- Doom FAQ updated to version 6.666.
v1.9[edit]
- Released February 1, 1995.
- A large amount of text from
readme.txt
was cut, presumably because it duplicated information that was already covered in the bundled copy of the Doom FAQ.
Ultimate Doom[edit]
See also: The Ultimate Doom
- The engine internal version is still 1.9.
- Support for Ultimate Doom: can select the fourth episode, the ending text.
- Only the bosses present in original maps can trigger tag 666.
- The lost souls bounce off ceilings and floors (see Demo desyncing caused by bouncing lost souls).
- The executable expects four demos, and will exit after the third demo if DEMO4 lump is not present.
- Introduces a bug that would hide par times after idclev which affects Doom II and Final Doom.
Final Doom[edit]
- The engine internal version is still 1.9. The same executable is used for both the TNT: Evilution and The Plutonia Experiment; the game setting is selected depending on the IWAD name (either tnt.wad or plutonia.wad).
- New level names and intermission texts if playing Evilution or Plutonia.
- Teleporters do not set the Z coordinate, causing player to teleport into the air sometimes.
- Setting joyb_speed to 31 in the configuration file doesn't make the player always run as in the previous 1.9 versions, though the value of 29 works in all versions.
Final Doom, id Anthology version[edit]
Some copies of the id Anthology contain an updated Final Doom; the rest use the version described above. The GOG.com release uses this alternate version.
- The engine internal version is still 1.9, and likewise the same executable is used for both IWADs.
- The teleportation bug introduced in the original Final Doom was fixed.
- The bug with skies never changing was fixed.
- The missing yellow key in TNT MAP31 was fixed.
- Missing deathmatch starts in both TNT: Evilution and The Plutonia Experiment were added.
- Executable expects 3 demos again to resolve issues with IWADs other than Ultimate Doom. As a result, Ultimate Doom will only show the first 3 demos and it won't crash on IWADs where the fourth demo is missing.
Other[edit]
Source release[edit]
Historical Versions-- Doom.exe Versions From 0.2 To 1.9.
- The engine internal version is 1.10.
- This was a source release only. No binaries were included. The source code was for the Linux version, not the DOS one.
- The bug with skies never changing was fixed.
- The FixedDiv function uses floating-point division internally, leading to occasional desyncs.
Doom Classic[edit]
Doom Classic is a version of the Doom engine integrated into id Tech 4, originally created by Vicarious Visions for the Xbox ports of Doom and Doom II, and later carried across by Nerve Software for the Xbox 360 Live Arcade ports. It was ported back to the PC for Doom 3: BFG Edition.
- The internal version is 1.11.
- Code ported to C++ language.
- Thy Flesh Consumed levels have gained par times.
- Visplane limit raised to 384.
- Drawsegs limit raised to 1280.
- Built-in support for No Rest for the Living and the Master Levels.
- The renderer still works in 320x200, but this output is then scaled to 960x600.
- Maximum view bobbing amplitude reduced by 25%.
Doom Classic (Unity)[edit]
Main article: Doom Classic Unity port
Further versions of the Doom Classic codebase have been developed as of 2019, utilizing the Unity game engine as an abstraction layer in place of id Tech 4. Development was initially handled by Nerve Software and then continued in-house at id Software.
Patches[edit]
External links[edit]
Levels - The Doom Wiki At DoomWiki.org
- Historical versions of DOOM.EXE from 0.2 to 1.9
- Lazy Doomers' Patching Tool, for IWAD patching to various versions
- The Cutting Room Floor article on differences between Doom II 1.666 and other versions
Sources[edit]
- Unofficial Changelog v1.01 at Doomworld/idgames
- This article incorporates text from the open-content Wikipedia online encyclopedia article Making of Doom.
References[edit]
- ↑'Older Doom versions'Doomworld forums thread
- ↑dm1_4rpt.zip
- ↑Eric Yick Leung
- ↑'Doom Shareware 1.666 beta?'Doomworld forums thread
Source code genealogy | ||
---|---|---|
Based on | Name | Base for |
Doom v1.1 | Doom v1.2 | Heretic |
Jaguar Doom | ||
WinDoom (Microsoft) | ||
Doom v1.5 | Doom v1.666 | Sony PlayStation |
Strife | ||
Doom v1.7a | Doom v1.8 | WinDoom v1.8 |
Doom v1.8 | Doom v1.9 | Ultimate Doom |
Doom v1.9 | Ultimate Doom | Final Doom |
Final Doom | Final Doom (id Anthology) | Chex Quest |
Linux Doom 1.10 |
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