Ultrasound Daily Digest Tue Jun 8 00:07 Volume 4: Issue 8 Today's Topics: Are there ANY games that will have Gravis support? Are there any games with GUS support? ER> GUS 3D -- It works! Games With Gus Support GUS new diskettes in Canada ?? Invalid Patch Version Error MCI & OS/2 ? One Wintery Afternoon Down Under... Ultrasound Daily Digest V4 #7 (2 msgs) Where in Space Is Carmen San Diego(Deluxe) Xwing speech problems Standard Info: - Meta-info about the GUS can be found at the end of the Digest. - Before you ask a question, please READ THE FAQ. ---------------------------------------------------------------------- Date: Mon, 7 Jun 1993 15:56:09 +0501 (EDT) From: Gunnar Swanson Subject: Re: Are there ANY games that will have Gravis support? Message-ID: What an excellent question! Gunnar Swanson gunnar@gibbs.oit.unc.edu end. ------------------------------ Date: Mon, 7 Jun 1993 15:58:53 +0501 (EDT) From: Gunnar Swanson Subject: Are there any games with GUS support? Message-ID: Hey John Smith, Are there any games with true GUS support due out on the market in the next 3-6 months? I do not mean planned but on their way to market that I will be able to buy and not need a patch? Everyone is dying to know! Also what are the main reasons that people give for not having or not wanting to hav support for the GUS? Gunnar Swanson gunnar@gibbs.oit.unc.edu end. ------------------------------ Date: 5 Jun 93 16:36:14 GMT From: pyen@njcc.wisdom.bubble.org (Pong Yen) Subject: ER> GUS 3D -- It works! Message-ID: <4yJo5B1w165w@njcc.wisdom.bubble.org> ReprintFrom: comp.sys.ibm.pc.soundcard Doom! Id Software 1515 N. Town East Blvd. #138-297, Mesquite, TX 75150 FOR IMMEDIATE RELEASE Contact: Jay Wilbur FAX: 1-214-686-9288 Email: jay@idsoftware.com (NeXTMail O.K.) Anonymous FTP: ftp.uwp.edu (/pub/msdos/games/id) CIS: 72600,1333 Id Software to Unleash DOOM on the PC Revolutionary Programming and Advanced Design Make For Great Gameplay DALLAS, Texas, January 1, 1993-Heralding another technical revolution in PC programming, Id Software's DOOM promises to push back the boundaries of what was thought possible on a 386sx or better computer. The company plans to release DOOM for the PC in the third quarter of 1993, with versions planned for Windows, Windows NT, and a version for the NeXTall to be released later. In DOOM, you play one of four off-duty soldiers suddenly thrown into the middle of an interdimensional war! Stationed at a scientific research facility, your days are filled with tedium and paperwork. Today is a bit different. Wave after wave of demonic creatures are spreading through the base, killing or possessing everyone in sight. As you stand knee-deep in the dead, your duty seems clear-you must eradicate the enemy and find out where they're coming from. When you find out the truth, your sense of reality may be shattered! The first episode of DOOM will be shareware. When you register, you'll receive the next two episodes, which feature a journey into another dimension, filled to its hellish horizon with fire and flesh. Wage war against the infernal onslaught with machine guns, missile launchers, and mysterious supernatural weapons. Decide the fate of two universes as you battle to survive! Succeed and you will be humanity's heroes; fail and you will spell its doom. The game takes up to four players through a futuristic world, where they may cooperate or compete to beat the invading creatures. It boasts a much more active environment than Id's previous effort, Wolfenstein 3-D, while retaining the pulse-pounding action and excitement. DOOM features a fantastic fully texture-mapped environment, a host of technical tour de forces to surprise the eyes, multiple player option, and smooth gameplay on any 386 or better. John Carmack, Id's Technical Director, is very excited about DOOM: Wolfenstein is primitive compared to DOOM. We're doing DOOM the right way this time. I've had some very good insights and optimizations that will make the DOOM engine perform at a great frame rate. The game runs fine on a 386sx, and on a 486/33, we're talking 35 frames per second, fully texture-mapped at normal detail, for a large area of the screen. That's the fastest texture-mapping around-period. Texture mapping, for those not following the game magazines, is a technique that allows the program to place fully-drawn art on the walls of a 3-D maze. Combined with other techniques, texture mapping looked realistic enough in Wolfenstein 3-D that people wrote Id complaining of motion sickness. In DOOM, the environment is going to look even more realistic. Please make the necessary preparations. A Convenient DOOM Blurb DOOM (Requires 386sx, VGA, 2 Meg) Id Software's DOOM is real-time, three-dimensional, 256-color, fully texture-mapped, multi-player battle from the safe shores of our universe into the horrifying depths of the netherworld! Choose one of four characters and you're off to war with hideous hellish hulks bent on chaos and death! See your friends bite it! Cause your friends to bite it! Bite it yourself! And if you won't bite it, there are plenty of demonic denizens to bite it for you! DOOM-where the sanest place is behind a trigger. An Overview of DOOM Features: Texture-Mapped Environment DOOM offers the most realistic environment to date on the PC. Texture-mapping, the process of rendering fully-drawn art and scanned textures on the walls, floors, and ceilings of an environment, makes the world much more real, thus bringing the player more into the game experience. Others have attempted this, but DOOM's texture mapping is fast, accurate, and seamless. Texture-mapping the floors and ceilings is a big improvement over Wolfenstein. With their new advanced graphic development techniques, allowing game art to be generated five times faster, Id brings new meaning to "state-of-the-art". Non-Orthogonal Walls Wolfenstein's walls were always at ninety degrees to each other, and were always eight feet thick. DOOM's walls can be at any angle, and be of any thickness. Walls can have see-through areas, change shape, and animate. This allows more natural construction of levels. If you can draw it on paper, you can see it in the game. Light Diminishing/Light Sourcing Another touch adding realism is light diminishing. With distance, your surroundings become enshrouded in darkness. This makes areas seem huge and intensifies the experience. Light sourcing allows lamps and lights to illuminate hallways, explosions to light up areas, and strobe lights to briefly reveal things near them. These two features will make the game frighteningly real. Variable Height Floors and Ceilings Floors and ceilings can be of any height, allowing for stairs, poles, altars, plus low hallways and high caves-allowing a great variety for rooms and halls. Environment Animation and Morphing Walls can move and transform in DOOM, which provides an active-and sometimes actively hostile-environment. Rooms can close in on you, ceilings can plunge down to crush you, and so on. Nothing is for certain in DOOM. To this Id has added the ability to have animated messages on the walls, information terminals, access stations, and more. The environment can act on you, and you can act on the environment. If you shoot the walls, they get damaged, and stay damaged. Not only does this add realism, but provides a crude method for marking your path, like violent bread crumbs. Palette Translation Each creature and wall has its own palette which is translated to the game's palette. By changing palette colors, one can have monsters of many colors, players with different weapons, animating lights, infrared sensors that show monsters or hidden exits, and many other effects, like indicating monster damage. Multiple Players Up to four players can play over a local network, or two players can play by modem or serial link. You can see the other player in the environment, and in certain situations you can switch to their view. This feature, added to the 3-D realism, makes DOOM a very powerful cooperative game and its release a landmark event in the software industry. This is the first game to really exploit the power of LANs and modems to their full potential. In 1993, we fully expect to be the number one cause of decreased productivity in businesses around the world. Smooth, Seamless Gameplay The environment in DOOM is frightening, but the player can be at ease when playing. Much effort has been spent on the development end to provide the smoothest control on the user end. And the frame rate (the rate at which the screen is updated) is high, so you move smoothly from room to room, turning and acting as you wish, unhampered by the slow jerky motion of most 3-D games. On a 386sx, the game runs well, and on a 486/33, the normal mode frame rate is faster than movies or television. This allows for the most important and enjoyable aspect of gameplay-immersion. An Open Game When our last hit, WOLFENSTEIN 3D was released the public responded with an almost immediate deluge of home-brewed utilities; map editors, sound editors, trainers, etc. All without any help on file formats or game layout from Id Software. DOOM will be release as an OPEN GAME. We will provide file formats and technical notes for anyone who wants them. People will be able to easily write and share anything from their own map editors to communications and network drivers. DOOM will be available in the third quarter of 1993. _______________________________________________________________ DOOM, Id, and Wolfenstein are trademarks of Id Software, Inc. ..... and soon with gus3d!!!! Yes oh yes! -Pong ------------------------------ Date: Mon, 07 Jun 93 19:34:59 EDT From: pccmoddan@aol.com Subject: Games With Gus Support Message-ID: <9306071934.tn42569@aol.com> Jake Cholewczynski wrote: >Anyone know of any games which will have GUS support?? Sure thing: Impressions - When Two Worlds War Origin - All forthcoming games from what I hear EA - Not sure what, but some are on the way. Toys For Bob - All future games (the SC II guys) Techtonics - TBA Trogus Adventures - Title unknown Id Software - Doom Levisionet - World of E Add to that list the list of companies using the MILES drivers and MIDPACK/DIGPACK system. - Dan Nicholson ________________________________________________ | Dan Nicholson | email: pccmoddan@aol.com | | aka | uuencoded: moddan@bowker.com | | Maelcum [KLF] | America Online: PCC ModDan | | and | VirtualNet: 2 @ 9082 | | [PCC] ModDan | Voice Phone: currently down | |_______________|______________________________| | | | Levisionet Technologies | | 553 Thoreau Terrace | | Union, NJ 07083 U.S.A. | | (Formerly PCkS Associates) | |______________________________________________| ------------------------------ Date: Mon, 7 Jun 1993 15:48:30 -0400 From: KWAN RICHARD SIK YIU Subject: GUS new diskettes in Canada ?? Message-ID: <93Jun7.154834edt.2805@skule.ecf.toronto.edu> Have anyone in Canada (esp. in Toronto) received the 2.06 diskettes? I have bought my GUS last November, but until now I received nothing from Advanced Gravis! I was wondering if anyone inside Canada received the 2.06 diskettes yet?? ------------------------------ Date: Mon, 07 Jun 93 05:31:30 EDT From: timkwan@Athena.MIT.EDU Subject: Invalid Patch Version Error Message-ID: <9306070931.AA18972@pesto> I installed the 2.06 disks which I downloaded from epas. Everything seems fine except for 2 things: 1. spa.mod has some problems. I have another copy of Space Debris which I downloaded from saffron.inset.com and that one plays perfectly whereas the spa.mod that comes with the install disks are missing a few measures of the lead melody around the middle of the piece. So I thrashed spa.mod and kept my other one. 2. When I go into Windows 3.1, I get a dialog box with the caption (title) of "Error" and a message that says, "Invalid Patch Version" with an "OK" button. I click on "OK" and Windows continues as if nothing was wrong. It proceeds to play my tada.wav file. If it matters, the error dialog box appears AFTER my background bitmap is displayed but BEFORE the tada.wav file is played. Does anyone know why I am getting that error? Forward your response to me via email... -Tim ------------------------------ Date: Lun, 07 Jui 93 12:24:45 FRA From: 9269Z%FRESTP11.BITNET@FRMOP11.CNUSC.FR Subject: MCI & OS/2 ? Message-ID: <9306071028.AA13560@orca.es.com> Date: 07 Juin 1993, 12:23:11 FRA From: Benjamin Ryzman 44.41.11.02 9269Z at FRESTP11 To: ultrasound@dsd.es.com I was wondering if one can use the Windows drivers to run the Multimedia Windows applications under OS/2 2.1 (not the native or DOS applications). Any clue ? ------------------------------ Date: Mon, 7 Jun 93 18:48:23 EST From: adrianr@ecr.mu.oz.au (Adriano_Ennio RAIOLA) Subject: One Wintery Afternoon Down Under... Message-ID: <9306070848.14063@ecr.mu.oz.au> Heres a happy little tale from down under... Got home today, was installing a new VGA card when theres a strange knock at the door. Hmmmm.. My old man answers the door, - silence - , closes the door, then comes into the room, and hands me a thin white rectangular box. For an instant I think, 'Huh?', some sort of delivery for me? Then in another instant I see the wonderful 'GRAVIS' logo on the box, and whilst absolutely dumbfounded I think, 'Can it be?!' YES!! To my utmost disbelief, the seemingly vainly awaited GUS Update Disks actually arrived to me, IN the mail, TO my door, all the way here in Australia! I have to send my heartfelt congratulations to Gravis on this one, well done, little did I ever think I'd ACTUALLY get a response from sending in my registration card, god knows precious few o/s companys (in my experience) ever give customer feedback, at least like this, to people in Australia. How long ago was it that Gravis started sending the things out!? Cant be more than a couple of weeks, as im still hearing reports from you guys over there about just getting the disks. They did have a return address in Holland stamped on the box, could explain something. One other thing, Midisoft seems to be acting bizzare, it plays slightly the wrong instruments on some mids (like chris4.mid), anyone else found this prob? My old version of Midisoft seems to do it as well though. Strange. Sorry bout this excessive bit of self-indulgent chinwagging, but Im still recovering in delight at actually receiving these disks so promptly. -- | adrianr@ecr.mu.oz.au --------| Adrian -aka- Plugger | * * * * * | _/_\ | adrianr@mullian.ee.mu.oz.au -| What time is love? | *_* * *_ *_ | / OZ | | adrianr@mundil.cs.mu.oz.au --| I think its gonna be | * * * * * | \__-_/ | -- I want more accounts! ----| long, long time. | * * * * * | v ------------------------------ Date: 7 Jun 93 22:15:37 U From: "zz Paul Murgatroyd" Subject: Re: Ultrasound Daily Digest V4 #7 Message-ID: <9306071213.AA15563@kirk.Bond.edu.au> >Date: 06 Jun 1993 19:10:50 -0600 (CST) >From: C035MJH@UTARLG.UTA.EDU >Subject: Recording .wav files in Windows 3.1 SOUND RECORDER >Message-ID: <01GZ2H01SMSI000PEL@UTARLG.UTA.EDU> >I am having difficulty recording .wav files using SOUND RECORDER in Windows 3.1 >with a microphone connected to the GUS microphone line in. Try running the mixer applet and ensure that "Mic" is selected as your input source. If it isn't, you aren't going to get any sound at all. ------------------------------ Date: Mon, 7 Jun 93 08:58:25 EST From: Matthew Spewak Subject: Re: Ultrasound Daily Digest V4 #7 Message-ID: <930607.085825.13399@walnut.prs.k12.nj.us> >Date: Sun, 6 Jun 1993 15:21:14 -0700 >From: jakub@eskimo.com (Jake Cholewczynski) >Subject: memory >Message-ID: <199306062221.AA06524@eskimo.com> > >Currently I have 256k on my GUS, dose the ram upgread help the sound? >dose SBOS work better??? > jakub@eskimo.com Yes. I was one of the first to get an Ultrasound (way back in November last year), and the first thing I did was upgrade the memory. Gravis is NOW offering a trully excellent offer for memory upgrade. I payed 38 bucks for mine, and now dirrect from gravis you can get it for something like 10 bucks. What the extra memory does, is allows for more midi patches to be loaded, so that you can play just about any midi file acurately with no trouble. It also lets you record more time on the board before actually saving to disk (sort of like caching). I am sure it benefits in other ways too. I'd do it. -MS ------------------------------ Date: Mon, 7 Jun 93 12:35:12 PDT From: Mike.Figueroa@Corp.Sun.COM (Mike Figueroa) Subject: Where in Space Is Carmen San Diego(Deluxe) Message-ID: <9306071935.AA04401@migkiller.Corp.Sun.COM> Has anyone gotten this to work with the Ultrasound? I tried quite a few different Soundblaster configs with the card(ie. SET ULTRASND=220,1,1,7,7 & SET BLASTER=A220 I7 D1 T1) What happens on my system is after starting the game, the beginning music comes on full force(actually sounds good) then it gets to the login screen for the game. At this point the game tells me the "boss" is coming, the "boss" begins to "speak" and the system hangs at this point. I can warm boot. This game works fine if I choose the Adlib card as the default card, but sounds like crap. Ideas anyone? thx! ----------------------------------------------------------------------- Mike "Migkiller" Figueroa | Sun Microsystems Computer Corporation | E-mail: maf@Corp.Sun.COM | Work: (415) 336-2798 (n) X-----====(...)====-----X X +++ X ~ Sierra Hotel, and check six F16-FALCON ----------------------------------------------------------------------- ------------------------------ Date: Mon, 7 Jun 1993 15:49:35 +0501 (EDT) From: Gunnar Swanson Subject: Xwing speech problems Message-ID: I had/have the same problems with Xwing and speech. In the opening sequence the commanders speech is cut off and the Calamari commander can hardly be made out at all. However this is only been intermittant and I usually get the full speil. Try cold booting clearing the memory and then running the opening sequence with a lower sound volume. Also I have never had very much luck with the Xwing pilots conversation in the opening sequence. Well that's all I have to offer good luck. Gunnar Swanson gunnar@gibbs.oit.unc.edu end. ------------------------------ End of Ultrasound Daily Digest V4 #8 ************************************