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authorAlexey Dokuchaev <danfe@FreeBSD.org>2011-08-31 14:55:32 +0000
committerAlexey Dokuchaev <danfe@FreeBSD.org>2011-08-31 14:55:32 +0000
commit379ce0b1d0a9defef9d7d858f497c6ab58e7770e (patch)
tree43a742eb07b0e72bb7ab386f24bbba0e05fd4031 /games/lmpc/files
parent1e51913b602e62828f97b251bb1d757cb140f78a (diff)
downloadports-379ce0b1d0a9defef9d7d858f497c6ab58e7770e.tar.gz
ports-379ce0b1d0a9defef9d7d858f497c6ab58e7770e.zip
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-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<HTML
-><HEAD
-><TITLE
->The Little Movie Processing Centre</TITLE
-><META
-NAME="GENERATOR"
-CONTENT="Modular DocBook HTML Stylesheet Version 1.79"></HEAD
-><BODY
-CLASS="ARTICLE"
-BGCOLOR="#FFFFFF"
-TEXT="#000000"
-LINK="#0000FF"
-VLINK="#840084"
-ALINK="#0000FF"
-><DIV
-CLASS="ARTICLE"
-><DIV
-CLASS="TITLEPAGE"
-><H1
-CLASS="TITLE"
-><A
-NAME="AEN2"
->The Little Movie Processing Centre</A
-></H1
-><H3
-CLASS="AUTHOR"
-><A
-NAME="AEN4"
->Uwe Girlich,</A
-></H3
-><DIV
-CLASS="AFFILIATION"
-><DIV
-CLASS="ADDRESS"
-><P
-CLASS="ADDRESS"
-><CODE
-CLASS="EMAIL"
->&#60;<A
-HREF="mailto:uwe@planetquake.com"
->uwe@planetquake.com</A
->&#62;</CODE
-></P
-></DIV
-></DIV
-><P
-CLASS="PUBDATE"
->v3.4.1, 3/4/2006, (alpha test release)<BR></P
-><DIV
-><DIV
-CLASS="ABSTRACT"
-><P
-></P
-><A
-NAME="AEN10"
-></A
-><P
->This document is the user's guide of The Little Movie Processing Centre
-(LMPC). LMPC is a utility to handle DOOM, DOOM ][, HERETIC, HEXEN and
-STRIFE LMP files. There is a rudimentary support for Duke Nukem 3D and Redneck
-Rampage DMO files. Quake DEM files, QuakeWorld QWD files, Quake II DM2 files
-(client recorded, server recorded, relay files), and Quake III Arena DM3 files
-are supported too. The DEM file cutter tool (DEMcut), The DEM Text File
-Analyser (DEMA), The Demo Broadcasting Server (DBS) and The DM2 file
-concatenator (DM2cat) are part of this package as well.</P
-><P
-></P
-></DIV
-></DIV
-><HR></DIV
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
->1. <A
-HREF="#AEN12"
->Introduction</A
-></DT
-><DT
->2. <A
-HREF="#AEN27"
->LMPC, The Little Movie Processing Centre</A
-></DT
-><DD
-><DL
-><DT
->2.1. <A
-HREF="#AEN29"
->Introduction</A
-></DT
-><DT
->2.2. <A
-HREF="#AEN38"
->Command line parameters</A
-></DT
-><DD
-><DL
-><DT
->2.2.1. <A
-HREF="#AEN48"
->Syntax description</A
-></DT
-><DT
->2.2.2. <A
-HREF="#AEN62"
->Information about a LMP, DMO, DEM, QWD, DM2 or DM3 file</A
-></DT
-><DT
->2.2.3. <A
-HREF="#AEN89"
->LMP/DMO/DEM/QWD/DM2/DM3 text converter (decompiler)</A
-></DT
-><DT
->2.2.4. <A
-HREF="#AEN142"
->LMP/DEM/QWD/DM2/MD3 binary converter (compiler)</A
-></DT
-><DT
->2.2.5. <A
-HREF="#AEN170"
->LMP file version change</A
-></DT
-><DT
->2.2.6. <A
-HREF="#AEN199"
->LMP file player's view change</A
-></DT
-><DT
->2.2.7. <A
-HREF="#AEN227"
->LMP file ``Wait'' (<TT
-CLASS="LITERAL"
->WT</TT
->) tics addition</A
-></DT
-><DT
->2.2.8. <A
-HREF="#AEN264"
->LMP file clean-up: ``Pause'' (<TT
-CLASS="LITERAL"
->PS</TT
->, <TT
-CLASS="LITERAL"
->PE</TT
->) tics</A
-></DT
-><DT
->2.2.9. <A
-HREF="#AEN305"
->LMP file clean-up: ``Save Game'' (<TT
-CLASS="LITERAL"
->SG</TT
->) tics</A
-></DT
-><DT
->2.2.10. <A
-HREF="#AEN336"
->DEM/DM2 file repair: multi-level files</A
-></DT
-><DT
->2.2.11. <A
-HREF="#AEN369"
->Game type determination</A
-></DT
-></DL
-></DD
-><DT
->2.3. <A
-HREF="#AEN415"
->Bugs and limitations</A
-></DT
-></DL
-></DD
-><DT
->3. <A
-HREF="#DEMA"
->DEMA, The DEM Text File Analyser</A
-></DT
-><DT
->4. <A
-HREF="#DEMCUT"
->DEMcut, The DEM file cutter tool</A
-></DT
-><DD
-><DL
-><DT
->4.1. <A
-HREF="#AEN444"
->Introduction</A
-></DT
-><DT
->4.2. <A
-HREF="#AEN449"
->Batch usage</A
-></DT
-><DT
->4.3. <A
-HREF="#AEN454"
->Interactive usage</A
-></DT
-><DT
->4.4. <A
-HREF="#AEN471"
->Commands</A
-></DT
-><DD
-><DL
-><DT
->4.4.1. <A
-HREF="#AEN476"
->Help</A
-></DT
-><DT
->4.4.2. <A
-HREF="#AEN491"
->Output file</A
-></DT
-><DT
->4.4.3. <A
-HREF="#AEN518"
->DEM file</A
-></DT
-><DT
->4.4.4. <A
-HREF="#AEN548"
->Speed</A
-></DT
-><DT
->4.4.5. <A
-HREF="#AEN581"
->Time</A
-></DT
-><DT
->4.4.6. <A
-HREF="#AEN612"
->Loop</A
-></DT
-><DT
->4.4.7. <A
-HREF="#AEN644"
->CD track</A
-></DT
-><DT
->4.4.8. <A
-HREF="#AEN670"
->Frame</A
-></DT
-><DT
->4.4.9. <A
-HREF="#AEN702"
->Range</A
-></DT
-><DT
->4.4.10. <A
-HREF="#DEMCUTM"
->Multi-player preparing</A
-></DT
-><DT
->4.4.11. <A
-HREF="#AEN776"
->Interactive mode</A
-></DT
-><DT
->4.4.12. <A
-HREF="#AEN810"
->Quit</A
-></DT
-></DL
-></DD
-><DT
->4.5. <A
-HREF="#AEN823"
->Example</A
-></DT
-><DT
->4.6. <A
-HREF="#AEN832"
->Problems, ideas and everything</A
-></DT
-></DL
-></DD
-><DT
->5. <A
-HREF="#AEN841"
->DBS, The Demo Broadcasting Server</A
-></DT
-><DD
-><DL
-><DT
->5.1. <A
-HREF="#AEN843"
->Introduction</A
-></DT
-><DT
->5.2. <A
-HREF="#AEN847"
->Command line parameters</A
-></DT
-><DD
-><DL
-><DT
->5.2.1. <A
-HREF="#AEN852"
->Syntax description</A
-></DT
-><DT
->5.2.2. <A
-HREF="#AEN866"
->Version</A
-></DT
-><DT
->5.2.3. <A
-HREF="#AEN879"
->Port</A
-></DT
-><DT
->5.2.4. <A
-HREF="#AEN892"
->Maximum number of players</A
-></DT
-></DL
-></DD
-><DT
->5.3. <A
-HREF="#AEN906"
->What DBS does</A
-></DT
-></DL
-></DD
-><DT
->6. <A
-HREF="#DM2CAT"
->DM2cat, The DM2 file concatenator</A
-></DT
-><DT
->7. <A
-HREF="#LMPSOURCE"
->LS format</A
-></DT
-><DD
-><DL
-><DT
->7.1. <A
-HREF="#AEN924"
->Introduction</A
-></DT
-><DT
->7.2. <A
-HREF="#AEN955"
->Header Area</A
-></DT
-><DT
->7.3. <A
-HREF="#AEN1093"
->Data Area</A
-></DT
-><DD
-><DL
-><DT
->7.3.1. <A
-HREF="#AEN1101"
->Movements</A
-></DT
-><DT
->7.3.2. <A
-HREF="#AEN1198"
->Use (LMP only)</A
-></DT
-><DT
->7.3.3. <A
-HREF="#AEN1241"
->Fly and Look (HERETIC and HEXEN only)</A
-></DT
-><DT
->7.3.4. <A
-HREF="#AEN1282"
->Use Artifact (HERETIC and HEXEN only)</A
-></DT
-><DT
->7.3.5. <A
-HREF="#AEN1415"
->STRIFE Artifacts</A
-></DT
-><DT
->7.3.6. <A
-HREF="#AEN1479"
->Jump (HEXEN and STRIFE only)</A
-></DT
-><DT
->7.3.7. <A
-HREF="#AEN1492"
->STRIFE actions</A
-></DT
-><DT
->7.3.8. <A
-HREF="#AEN1533"
->Use (DMO only)</A
-></DT
-><DT
->7.3.9. <A
-HREF="#AEN1660"
->Special Codes</A
-></DT
-></DL
-></DD
-></DL
-></DD
-><DT
->8. <A
-HREF="#DEMSOURCE"
->DEM source format</A
-></DT
-><DT
->9. <A
-HREF="#QWDSOURCE"
->QWD source format</A
-></DT
-><DT
->10. <A
-HREF="#DM2SOURCE"
->DM2 source format</A
-></DT
-><DT
->11. <A
-HREF="#DM3SOURCE"
->DM3 source format</A
-></DT
-><DT
->12. <A
-HREF="#AEN1703"
->Some links and further information</A
-></DT
-><DT
->13. <A
-HREF="#AEN1729"
->History and future of LMPC</A
-></DT
-></DL
-></DIV
-><DIV
-CLASS="SECT1"
-><H2
-CLASS="SECT1"
-><A
-NAME="AEN12"
->1. Introduction</A
-></H2
-><P
->LMPC is the name of the complete package and the name of the biggest
-parts in it: The Little Movie Processing Centre.</P
-><P
->LMPC is a collection of utilities to handle old (&lt;=1.4) and new DOOM,
-DOOM ][, HERETIC, HEXEN and STRIFE LMP files. There is support for
-Duke Nukem 3D and Redneck Rampage DMO files, Quake DEM files,
-QuakeWorld QWD files, Quake II DM2 files (client recorded, server
-recorded, and relay files), and Quake III Arena DM3 files too. For Quake II
-relay files, read the home page of the Quake II Relay project by Conor Davis
-(<A
-HREF="mailto:cedavis@planetquake.com"
-TARGET="_top"
->cedavis@planetquake.com</A
->)
-<A
-HREF="http://www.planetquake.com/relay/"
-TARGET="_top"
->http://www.planetquake.com/relay/</A
-></P
-><P
->You can download the package from my
-<A
-HREF="http://www.planetquake.com/demospecs"
-TARGET="_top"
->Demo Specs page</A
->.</P
-><P
->It is based upon the information in the
-<A
-HREF="http://www.planetquake.com/demospecs/lmp"
-TARGET="_top"
->Unofficial LMP format description</A
->, the
-<A
-HREF="http://www.planetquake.com/demospecs/dmo"
-TARGET="_top"
->Unofficial DMO format description</A
->, the
-<A
-HREF="http://www.planetquake.com/demospecs/dem"
-TARGET="_top"
->Unofficial DEM format description</A
->, the
-<A
-HREF="http://www.planetquake.com/demospecs/qwd"
-TARGET="_top"
->Unofficial QWD format description</A
-> and the
-<A
-HREF="http://www.planetquake.com/demospecs/dm2"
-TARGET="_top"
->Unofficial DM2 format description</A
->.</P
-><P
->Read the apropriate document to find out the exact version numbers
-supported by LMPC. I write the format description and the program at the same
-time; so if it is described in the specs document, it is in general supported
-by the LMPC program.</P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="AEN27"
->2. LMPC, The Little Movie Processing Centre</A
-></H2
-><DIV
-CLASS="SECT2"
-><H3
-CLASS="SECT2"
-><A
-NAME="AEN29"
->2.1. Introduction</A
-></H3
-><P
->With LMPC you can get information about a LMP, DMO, DEM, QWD, DM2, or DM3
-file, change the version
-and viewing player's number, add some wait tics at the end, remove the
-pause tics, clear the ``Save Game'' tics in LMP files
-and (this is the main part) you can compile and
-decompile a LMP, DMO, DEM, QWD, DM2, or DM3 from and to a LS file. LS stands
-for ``<SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->L</I
-></SPAN
->MP <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->S</I
-></SPAN
->ource''.
-To reduce the amount of new abbreviations I call the ``DMO Source'' LS too.
-The language is similar and will be treated in the same way.
-The real LS language is documented at full
-length in the section <A
-HREF="#LMPSOURCE"
->Section 7</A
->.
-The ``DEM Source'' (see section <A
-HREF="#DEMSOURCE"
->Section 8</A
->)
-and all the more the ``QWD Source'' (see section <A
-HREF="#QWDSOURCE"
->Section 9</A
->) is totally different but I call it LS anyway.
-The same holds for Quake II DM2 (see section <A
-HREF="#DM2SOURCE"
->Section 10</A
->) and
-Quake III Areana DM3 files.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN38"
->2.2. Command line parameters</A
-></H3
-><P
->LMPC is a command line oriented program. It uses the
-<TT
-CLASS="LITERAL"
->getopt_long()</TT
-> function for the command line parsing. </P
-><P
->The LMP file convert options
-(<TT
-CLASS="LITERAL"
->--change-version</TT
->, <TT
-CLASS="LITERAL"
->--change-player</TT
->,
-<TT
-CLASS="LITERAL"
->--add-WT</TT
->, <TT
-CLASS="LITERAL"
->--remove-pause</TT
-> and <TT
-CLASS="LITERAL"
->--clear-save</TT
->) can be
-used together.</P
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN48"
->2.2.1. Syntax description</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->If you start LMPC without any command line parameters you
-receive the following syntax message:
-
-<PRE
-CLASS="SCREEN"
->Little Movie Processing Centre
-LMPC (c) U. Girlich, 1994-2006, Release 3.4.1 3/4/2006 (alpha test release)
-lmpc [option ...] filename [filename ...]
--h, --help display this help and exit.
--V, --version output version information and exit.
--i, --info prints out information about the LMP-files.
--s, --to-txt binary/text to text conversion.
--l, --to-bin binary/text, ... to binary conversion.
--v, --change-version VERSION changes the version of a LMP-file to VERSION
- (0 means old DOOM).
--p, --change-player PLAYER changes the recording player of a LMP-file to
- PLAYER (0..3).
--w, --add-WT SECONDS adds SECONDS (int) WT game tics to the LMP file
--r, --remove-pause removes the game tics between PS and PE.
--c, --clear-save clears SG tics.
--f, --fix-multi fixes multi-level DEM and DM2 files.
--t, --tic FROM(,|:)TO converts only a part of the LMP-file
- (in connection with -s only).
--g, --game GAME forces game (GAME=DOOM,DOOM2,HERETIC,HEXEN,STRIFE
- DUKE,REDNECK,QUAKE,QUAKEWORLD,QUAKE2,QUAKE3)
- short: D2HXSNRQWqA (only with -(i|s|v|p|w|r|c)).
--m, --mark-step STEP marks every STEPth tic in the LS file (-s only)
- STEP=0 doesn't mark any game tic; default: STEP=1.</PRE
->&#13;</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN62"
->2.2.2. Information about a LMP, DMO, DEM, QWD, DM2 or DM3 file</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc [--info|-i] infile [infile ...]</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->infile</TT
->s</P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads each <TT
-CLASS="LITERAL"
->infile</TT
-> and prints out some information
-like game, version number, episode, map, skill,
-number of players, deathmatch/altdeath, nomonsters etc.
-Please note: in the old DOOM format there is no version
-information, so if you check e.g. a 1.2 LMP file you receive
-only the vague information v&lt;1.4 instead of v1.2.
-LMPC doesn't report any version for HERETIC and HEXEN LMP files.</P
-><P
->This option works for DMO files too. They will be detected automatically
-but you can use the <TT
-CLASS="LITERAL"
->--game DUKE</TT
-> option as well.</P
-><P
->This option works for DEM, QWD, DM2 and DM3 files too. They will be
-detected automatically
-but you can use the <TT
-CLASS="LITERAL"
->--game QUAKE</TT
->,
-<TT
-CLASS="LITERAL"
->--game QUAKEWORLD</TT
->,
-<TT
-CLASS="LITERAL"
->--game QUAKE2</TT
->, and
-<TT
-CLASS="LITERAL"
->--game QUAKE3</TT
->,
-option as well. The information
-on DEM, QWD, DM2, and DM3 files nearly zero beside the information that it is
-actually a DEM, QWD, DM2, or DM3 file and the number of frames in binary DEM,
-QWD, DM2, or DM3 files.</P
-><P
->To get more information of a DEM file convert it into a text file and use
-DEMA, The DEM Text File Analyser.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN89"
->2.2.3. LMP/DMO/DEM/QWD/DM2/DM3 text converter (decompiler)</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--to-txt|-s) [(--tic|-t) FROM(,|:)TO] [(--mark-step|-m) STEP] infile txtfile</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->infile</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->txtfile</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the file <TT
-CLASS="LITERAL"
->infile</TT
->, converts it to
-the corresponding text format and stores the result in the text file
-<TT
-CLASS="LITERAL"
->txtfile</TT
->. <TT
-CLASS="LITERAL"
->infile</TT
-> may
-be a LMP binary, DMO binary, DEM binary, DEM text, QWD binary, QWD text,
-DM2 binary, DM2 text, DM3 binary or DM3 text file. Most of the additional
-options do work with binary LMP files only.</P
-><P
->If the <TT
-CLASS="LITERAL"
->--tic</TT
-> option is used, only the part between gametic
-<TT
-CLASS="LITERAL"
->FROM</TT
-> and <TT
-CLASS="LITERAL"
->TO</TT
-> (inclusive) will be stored in the LS file.
-A missing <TT
-CLASS="LITERAL"
->FROM</TT
-> means the start of the LMP file and
-a missing <TT
-CLASS="LITERAL"
->TO</TT
-> means the end of the LMP file.
-<TT
-CLASS="LITERAL"
->FROM</TT
-> and <TT
-CLASS="LITERAL"
->TO</TT
-> are separated by a comma (<TT
-CLASS="LITERAL"
->,</TT
->)
-or a colon (<TT
-CLASS="LITERAL"
->:</TT
->). The MS-DOS version may have difficulties with comma
-as a separator because <TT
-CLASS="LITERAL"
->COMMAND.COM</TT
-> (<TT
-CLASS="LITERAL"
->4dos</TT
-> as well)
-splits a command line at spaces and commas. The <TT
-CLASS="LITERAL"
->TO</TT
-> part will
-become a different argument and might be interpreted as a file name. </P
-><P
->LMPC appends at the end of the LS file some useful additional
-information. For each player there is a statistics about his
-favourite movement codes and the portion of <TT
-CLASS="LITERAL"
->WT</TT
->. Since you can
-achieve with keyboard/joystick only a few special movement codes,
-is is very easy to detect, if the player used a keyboard or a
-mouse. Some newbies don't use strafe, so LMPC shows also this
-handicap. The statistic takes in account always the full LMP file.</P
-><P
->From the favourite movement codes you can easily deduce the
-number behind a prospective <TT
-CLASS="LITERAL"
->-turbo</TT
-> parameter.</P
-><P
->If the <TT
-CLASS="LITERAL"
->--mark-step</TT
-> option is used LMPC will mark every
-<TT
-CLASS="LITERAL"
->STEP</TT
->th
-game tic with the tic-number and the current time. The default <TT
-CLASS="LITERAL"
->STEP</TT
->
-value is 1. If <TT
-CLASS="LITERAL"
->STEP</TT
->=0 no marks are printed at all.</P
-><P
->Any <TT
-CLASS="LITERAL"
->--mark-step</TT
-> option in conjunction with a binary DEM, QWD and
-DM2 files is a
-special debug-option. It includes in the text file the frame number and the
-starting address of all messages.
-This option may be removed or changed in future releases.</P
-><P
->The <TT
-CLASS="LITERAL"
->--fix-multi</TT
-> option can be used together with <TT
-CLASS="LITERAL"
->--to-txt</TT
->
-to repair the broken multi-level DEM and DM2 files.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN142"
->2.2.4. LMP/DEM/QWD/DM2/MD3 binary converter (compiler)</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--to-bin|-l) infile [infile ...] binfile</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->infile</TT
->s</P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->binfile</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the first file, determines the game type and compiles a
-binary file out of all the files on the command line. The binary (destination)
-file is always the last argument. </P
-><P
->This option works with LMP text files, DEM text, DEM binary, QWD text,
-QWD binary, DM2 text, DM2 binary, DM3 text, and DM3 binary files as
-input files only. LMPC can handle more than 1 input file with LMP text files
-only.</P
-><P
->For combination of DEM files use DEMcut.</P
-><P
->The <TT
-CLASS="LITERAL"
->--fix-multi</TT
-> option can be used together with <TT
-CLASS="LITERAL"
->--to-bin</TT
->
-to repair the broken multi-level DEM and DM2 files.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN170"
->2.2.5. LMP file version change</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--change-version|-v) VERSION lmpfile1 [lmpfile2]</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-> or <TT
-CLASS="LITERAL"
->[lmpfile2]</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the binary LMP file <TT
-CLASS="LITERAL"
->lmpfile1</TT
->, changes the version number
-byte in <TT
-CLASS="LITERAL"
->lmpfile1</TT
-> to the appropriate value or stores the result
-in <TT
-CLASS="LITERAL"
->lmpfile2</TT
->.</P
-><P
->The VERSION can be the version byte itself (0 for the old LMP files)
-or anything like 1.4beta, 1.9 or whatever.</P
-><P
->There is no guarantee for a special LMP file to work with the new version!!</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN199"
->2.2.6. LMP file player's view change</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--change-player|-p) PLAYER lmpfile1 [lmpfile2]</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-> or <TT
-CLASS="LITERAL"
->[lmpfile2]</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the LMP file <TT
-CLASS="LITERAL"
->lmpfile1</TT
->, changes the number of the
-player (0..3: new DOOM, DOOM ][; 0..7: STRIFE)
-with the main view (status bar, sound) in <TT
-CLASS="LITERAL"
->lmpfile1</TT
->
-or stores the result in <TT
-CLASS="LITERAL"
->lmpfile2</TT
->.</P
-><P
->To change only the main player byte works only with new LMP files, since old
-ones are always recorded from the view of the first player (no. 0) and there
-is no information about this in the header.</P
-></DD
-></DL
-></DIV
-> </P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN227"
->2.2.7. LMP file ``Wait'' (<TT
-CLASS="LITERAL"
->WT</TT
->) tics addition</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--add-WT|-w) SECONDS lmpfile1 [lmpfile2]</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-> or <TT
-CLASS="LITERAL"
->[lmpfile2]</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the <TT
-CLASS="LITERAL"
->lmpfile1</TT
-> and adds at the end</P
-><P
->&#13;<PRE
-CLASS="SCREEN"
-><TT
-CLASS="LITERAL"
->SECONDS</TT
-> * 35 * player number</PRE
->&#13;</P
-><P
->empty (<TT
-CLASS="LITERAL"
->WT</TT
->) game tics.
-This results in a <TT
-CLASS="LITERAL"
->SECONDS</TT
-> seconds longer LMP file.</P
-><P
->With <TT
-CLASS="LITERAL"
->lmpfile2</TT
-> the result
-will be written in <TT
-CLASS="LITERAL"
->lmpfile2</TT
->. Without this parameter,
-<TT
-CLASS="LITERAL"
->lmpfile1</TT
-> will be changed.</P
-><P
->This option is very useful for contest LMP files with a long visible summary
-screen.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN264"
->2.2.8. LMP file clean-up: ``Pause'' (<TT
-CLASS="LITERAL"
->PS</TT
->, <TT
-CLASS="LITERAL"
->PE</TT
->) tics</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--remove-pause|-r) lmpfile1 [lmpfile2]</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->[lmpfile2]</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the <TT
-CLASS="LITERAL"
->lmpfile1</TT
-> and copies all game tics to
-<TT
-CLASS="LITERAL"
->lmpfile2</TT
->. During the copy process LMPC scans the contents
-for Pause Start game tics (<TT
-CLASS="LITERAL"
->PS</TT
->) and Pause End game tics
-(<TT
-CLASS="LITERAL"
->PE</TT
->).</P
-><P
->The <TT
-CLASS="LITERAL"
->PS</TT
-> game tic will be copied to <TT
-CLASS="LITERAL"
->lmpfile2</TT
-> but
-with an empty ``use byte''; the game tics between <TT
-CLASS="LITERAL"
->PS</TT
-> and
-<TT
-CLASS="LITERAL"
->PE</TT
-> (inclusive <TT
-CLASS="LITERAL"
->PE</TT
->) wont be copied.</P
-><P
->Without the second filename LMPC will write to a temporary file and replaces
-at the end <TT
-CLASS="LITERAL"
->lmpfile1</TT
->.</P
-><P
->The game tic numbers of <TT
-CLASS="LITERAL"
->PS</TT
-> and <TT
-CLASS="LITERAL"
->PE</TT
-> are
-printed during the conversion. </P
-><P
->You may have difficulties with the play back of such a patched LMP file.
-This is the case if you patch a LMP file of a level with a revenant
-(skeleton). The revenant uses a random number generator to choose between a
-self controlled rocket and a normal rocket. The input of this generator are the
-last two bits of the game tic number. This means you have to make sure that
-you cut a number of game tics divisible by 4. In general this is impossible
-so do not use pause in levels with a revenant. An arch vile makes similar
-difficulties but I don't even know how to prevent it.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN305"
->2.2.9. LMP file clean-up: ``Save Game'' (<TT
-CLASS="LITERAL"
->SG</TT
->) tics</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--clear-save|-c) lmpfile1 [lmpfile2]</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpfile1</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->[lmpfile2]</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC reads the <TT
-CLASS="LITERAL"
->lmpfile1</TT
-> and copies all game tics to
-<TT
-CLASS="LITERAL"
->lmpfile2</TT
->. During the copy process LMPC scans the contents
-for Save Game game tics (<TT
-CLASS="LITERAL"
->SG</TT
->). Every <TT
-CLASS="LITERAL"
->SG</TT
-> command will be
-cleared.
-With <TT
-CLASS="LITERAL"
->lmpfile2</TT
-> the result
-will be written in <TT
-CLASS="LITERAL"
->lmpfile2</TT
->. Without this parameter,
-<TT
-CLASS="LITERAL"
->lmpfile1</TT
-> will be changed.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN336"
->2.2.10. DEM/DM2 file repair: multi-level files</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->lmpc (--fix-multi|-f) demofile</TT
-></P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->demofile</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->demofile</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Quake and Quake II have problems with the playback of multi-level recordings.
-They usually stopp at the first level change.</P
-><P
->Read more about the background in the <A
-HREF="http://www.planetquake.com/demospecs/faq/faq-2.html#ss2.1"
-TARGET="_top"
->recording FAQ</A
->.</P
-><P
->If the <TT
-CLASS="LITERAL"
->--fix-multi</TT
-> parameter comes without any conversion option on
-the command-line, LMPC repairs the demo file in question "in-place". This
-means LMPC overwrites the bad commands with <TT
-CLASS="LITERAL"
->nop</TT
-> or <TT
-CLASS="LITERAL"
->print</TT
->.</P
-><P
->The <TT
-CLASS="LITERAL"
->--fix-multi</TT
-> option can be used together with <TT
-CLASS="LITERAL"
->--to-bin</TT
->
-and <TT
-CLASS="LITERAL"
->--to-txt</TT
->. LMPC removes the offending commands in this case.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN369"
->2.2.11. Game type determination</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
->&#13;<PRE
-CLASS="SCREEN"
->lmpc (--info|
- --change-version|
- --change-player|
- --to-txt|
- --add-WT|
- --remove-pause) (--game|-g) GAME binfile [filename ...]</PRE
->&#13;</P
-></DD
-><DT
->Input File:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->binfile</TT
-></P
-></DD
-><DT
->Output File:</DT
-><DD
-><P
->action dependent</P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->LMPC determines the game type of a LMP (binary), DMO (binary), DEM
-(text and binary), QWD (text and binary), DM2 (text and binary),
-or DM3 (text and binary) file very good. But it can't good
-distinguish between HERETIC/HEXEN and old DOOM LMP files. Moreover it
-can't distinguish at all between DOOM ][ Map 1-9 and new DOOM
-Episode 1
-LMP files. The latter case is not very important but the first is more
-severe. To force LMPC to use a particular game type use <TT
-CLASS="LITERAL"
->--game</TT
->.
-<TT
-CLASS="LITERAL"
->GAME</TT
-> can be <TT
-CLASS="LITERAL"
->DOOM</TT
->, <TT
-CLASS="LITERAL"
->DOOM2</TT
->,
-<TT
-CLASS="LITERAL"
->HERETIC</TT
->, <TT
-CLASS="LITERAL"
->HEXEN</TT
->, <TT
-CLASS="LITERAL"
->STRIFE</TT
->, <TT
-CLASS="LITERAL"
->DUKE</TT
->,
-<TT
-CLASS="LITERAL"
->REDNECK</TT
->, <TT
-CLASS="LITERAL"
->QUAKE</TT
->,
-<TT
-CLASS="LITERAL"
->QUAKEWORLD</TT
->,
-<TT
-CLASS="LITERAL"
->QUAKE2</TT
-> or
-<TT
-CLASS="LITERAL"
->QUAKE3</TT
->
-or the short form <TT
-CLASS="LITERAL"
->D</TT
->, <TT
-CLASS="LITERAL"
->2</TT
->, <TT
-CLASS="LITERAL"
->H</TT
->, <TT
-CLASS="LITERAL"
->X</TT
->, <TT
-CLASS="LITERAL"
->S</TT
->,
-<TT
-CLASS="LITERAL"
->N</TT
->, <TT
-CLASS="LITERAL"
->R</TT
->, <TT
-CLASS="LITERAL"
->Q</TT
->, <TT
-CLASS="LITERAL"
->W</TT
->,
-<TT
-CLASS="LITERAL"
->q</TT
->, or
-<TT
-CLASS="LITERAL"
->A</TT
->.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN415"
->2.3. Bugs and limitations</A
-></H3
-><P
->To distinguish between old DOOM, HERETIC and HEXEN LMP files I use a simple
-turn-byte-average algorithm. This fails, if the LMP file is too short or you
-turn
-always in the same direction and never go forward. Due to the header
-change in HEXEN 1.1, it is nearly impossible to distinguish fast between
-HERETIC and HEXEN 1.1 LMP files. LMPC looks then at the file date and treats
-files
-with an creation year &gt;=1996 as HEXEN and all others as HERETIC files. This
-is totally stupid but what else can I do?</P
-><P
->LMPC supports client side recorded DM2 files, DM2 files recorded by the
-console command <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->serverrecord</I
-></SPAN
-> (working from Quake II version 3.15)
-and the RLA file used by the Quake II Relay project.
-One single DM2 file can even contain parts from all these sides.
-Quake II may only playback client side recordings.</P
-><P
->If you produced a good recording file (at least some minutes and with
-some action) and LMPC can not detect the game type, please send it to me.
-Up to a corrected version make sure to use the <TT
-CLASS="LITERAL"
->--game</TT
-> option.
-Some hints to solve the problem are welcome as well.</P
-><P
->The <TT
-CLASS="LITERAL"
->*number</TT
-> repeat code in LS files really repeats this line
-<TT
-CLASS="LITERAL"
->number</TT
-> times and does not care about multi player-game tics.</P
-><P
->The MS-DOS binary of LMPC converts all file names to lower case to simplify
-the name
-handling. The <TT
-CLASS="LITERAL"
->tolower</TT
-> C-function doesn't converts any kind of
-special characters like &ouml; or &egrave;. This can cause some severe
-data lost.</P
-><P
->I use a redundancy in DEM files to detect Quake
-cheaters. My simple check will
-fail if the player gets hit and he gets a medikit at the very same time.
-This can happen, if a player is standing over a medikit, when the hit
-comes.</P
-><P
->Some versions of Quake use a slightly different DEM format. LMPC/DEMcut
-can read this ``new'' format but they write the old 1.06 format.
-SQuake 1.07 for Linux behaves similar: it writes the old format but can play
-back the old and the new format.</P
-><P
->Keygrip 2 writes DM2 files with non-conform bit mask values in
-<SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->sound</I
-></SPAN
->, <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->spawnbaseline</I
-></SPAN
-> and <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->packetentities</I
-></SPAN
->
-messages. LMPC tries its best to decompile even such bad files too but
-it may well be, that some other messages with bit masks have the same
-problem.</P
-><P
->Quake III Arena uses bit fields for all its game messages. A
-server-to-client-message (or a block in a DM3 file) uses always full bytes. It
-follows, that some bits in the last byte are not used by the game. LMPC set
-these bits always to zero but Quake III Arena does not. Therefore it is
-impossible for LMPC to reproduce a totally identical DM3 file. The file from
-LMPC will behave the same as the original but some bits are zero.</P
-><P
->The DM3 text parser is really a joke. I implemented it in about two hours.
-It cannot cope with non-ordered entries in any block. Thus be sure not to
-shuffle the entries! If this happens, the program will certainly crash or at
-least not work as expected. If this is a problem, I can always extend the old
-parser to parse DM3 texts too but this would take at least a week of hard
-work.</P
-></DIV
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="DEMA"
->3. DEMA, The DEM Text File Analyser</A
-></H2
-><P
->To analyse a DEM file convert it into a text file and use DEMA. DEMA is a
-very simple Perl script, which may give you the time per level, the level name
-and the average frame time (client update time).</P
-><P
->This Perl script is total incomplete but it may be helpful yet. There are
-no command line switches. You have to edit the script to change the summary.</P
-><P
->I wrote DEMA in Perl, which is very good at pattern matching and extraction.
-I will <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->never</I
-></SPAN
-> write a C version, so write one yourself or install Perl.</P
-><P
->The main aim of DEMA is to show a sample framework for any kind of
-DEM text analysing.</P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="DEMCUT"
->4. DEMcut, The DEM file cutter tool</A
-></H2
-><DIV
-CLASS="SECT2"
-><H3
-CLASS="SECT2"
-><A
-NAME="AEN444"
->4.1. Introduction</A
-></H3
-><P
->DEMcut is the DEM file cutter tool. I don't know anything about movie cutting
-whatsoever but DEMcut should help you a lot cutting parts out of a DEM file,
-putting different DEM files together or using some special effects like
-slow-motion or backward moving of particular scenes. </P
-><P
->DEMcut does all this and much more in a very easy way:
-It gets the names of all DEM files to be processed from the command
-line and reads from ``Standard In'' commands to manipulate them.
-During the manipulation DEMcut writes one or more DEM files. </P
-><P
->A good knowledge of DEM files is required to use DEMcut. DEMcut doesn't do
-any checks to prevent you from creating non-working files.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN449"
->4.2. Batch usage</A
-></H3
-><P
->The easiest way to use DEMcut is with a cutting list batch file. This
-file should contain all commands to be processed and can even have some
-comments why you did something like you did it. Use any text editor for this
-and start DEMcut with an input redirection.
-
-<PRE
-CLASS="SCREEN"
->demcut demfile1.dem demfile2.dem &lt; commands.txt</PRE
->
-
-DEMcut starts, reads in all DEM files from the command line and reads the
-commands from the command file. All messages (every command produces a
-message after completion) from DEMcut go to the screen or may be redirected
-to a logging file as well.
-
-<PRE
-CLASS="SCREEN"
->demcut demfile1.dem demfile2.dem &lt; commands.txt &gt; output.log</PRE
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN454"
->4.3. Interactive usage</A
-></H3
-><P
->One of the best feature of DEMcut is the possibility to do an interactive
-analysis of DEM files. The interactive mode is not compiled in on systems
-without support for named pipes. It runs with Unix and Linux but not
-on MS-DOS, Win32 etc.</P
-><P
->I will describe now the Linux use.
-First you have to create a named pipe in the directory where your Quake copy
-reads its DEM files from.
-
-<PRE
-CLASS="SCREEN"
->mkfifo fifo.dem</PRE
->
-
-Now start Quake (make sure to use <TT
-CLASS="LITERAL"
->xquake</TT
-> and and not
-<TT
-CLASS="LITERAL"
->xf86quake</TT
->) in a window
-as usual and playdemo this named pipe.
-
-<PRE
-CLASS="SCREEN"
->playdemo fifo</PRE
->
-
-Quake tries now to read a demo out of <TT
-CLASS="LITERAL"
->fifo.dem</TT
-> but there is nothing
-to read in: it stops.</P
-><P
->Now comes the appearance of DEMcut. Open a new window and start DEMcut with the
-DEM file of your interest.
-
-<PRE
-CLASS="SCREEN"
->demcut mydem.dem</PRE
->
-
-DEMcut reads in <TT
-CLASS="LITERAL"
->mydem.dem</TT
->, does some preprocessing and waits for
-input. The first thing to do is to direct all output to the named pipe.
-
-<PRE
-CLASS="SCREEN"
->o fifo.dem</PRE
->
-
-Now create the start of a normal DEM file with CD track and level
-initialisation.
-
-<PRE
-CLASS="SCREEN"
->c -1\n
-r 0 2</PRE
->
-
-It's unbelievable but Quake starts now the level and waits for further
-actions. Now play around with different ranges, speed tests or backward
-movements. Don't forget to put the disconnect frame at the end. Quake will
-usually play immediately what you intend but the Quake client time stands still
-after playing, so all the active sound patches will be repeated over and over
-and the Quake doesn't redraw its window.</P
-><P
->This is the point where the ``interactive mode'' comes in:
-DEMcut changes its behaviour with the command
-
-<PRE
-CLASS="SCREEN"
->i 1</PRE
->
-
-This repeats the last frame sent to Quake but with an ongoing time.
-The interactive mode allows you to type in new commands during a range
-command.</P
-><P
->Now you can fast forward wind and rewind to find out all the frame numbers of
-interest. In another window you can now edit your cutting list batch file
-and run this file for cutting the final product.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN471"
->4.4. Commands</A
-></H3
-><P
->There are not too many commands but they are very powerful.
-The command language is line oriented: one line means one command. Comments
-start with `<TT
-CLASS="LITERAL"
->#</TT
->', empty lines or lines with wrong commands will be
-ignored as well. DEMcut prints a short response after finishing a command
-to <TT
-CLASS="LITERAL"
->stdout</TT
->.</P
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN476"
->4.4.1. Help</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->h</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->DEMcut prints a <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->very</I
-></SPAN
-> short online help. If `<TT
-CLASS="LITERAL"
->i</TT
->'
-(interactive mode) isn't listed, your operating system doesn't support named
-pipes and the interactive mode is left out.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN491"
->4.4.2. Output file</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->o filename</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Writes further output to this file. The old output file (if there was one)
-will be closed. If the output file can't be written (permission denied),
-DEMcut bombs back to the OS shell without any warning. I may do a check in
-the future.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->o</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current output file name.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->demcut.dem</TT
-></P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN518"
->4.4.3. DEM file</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->d filename</TT
-></P
-></DD
-><DT
->Description</DT
-><DD
-><P
->Selects this DEM file as source.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->d</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current input DEM file name.</P
-></DD
-><DT
->Value range:</DT
-><DD
-><P
->Any DEM file name. DEMcut generates an error, if the file is not a good DEM
-file.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->First DEM file from the command line. If there was no valid DEM file on the
-command line the d query command generates an error.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN548"
->4.4.4. Speed</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->s speed</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Speeds up all further output by this factor. <TT
-CLASS="LITERAL"
->speed</TT
->&gt;1 increases
-the play-back speed, <TT
-CLASS="LITERAL"
->speed</TT
->&lt;1 slows the play-back down. </P
-></DD
-><DT
->Value range:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->speed</TT
-> may be any positive float value.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->s</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current speed.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->1.0</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN581"
->4.4.5. Time</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->t time</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Sets the current time. </P
-></DD
-><DT
->Value range:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->time</TT
-> may be any positive float value.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->t</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current time.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->0.0</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN612"
->4.4.6. Loop</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->l loop-count</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Sets the loop count. Every further frame will be written <TT
-CLASS="LITERAL"
->loop-count</TT
->
-times to the output. The time goes forward as usual. </P
-></DD
-><DT
->Value range:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->loop-count</TT
-> may be any positive integer value.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->l</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current loop count.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->1</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN644"
->4.4.7. CD track</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->c track</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Write the CD track string to the current output. If the CD track
-string doesn't end with whitespace (`\t', `\r', `\n',
-`\f'), an `\n' will be silently appended. Don't forget this
-command at the beginning of every DEM file (like it happened with
-finesc5.dem of the Eschaton movie).</P
-></DD
-><DT
->Query syntax</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->c</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current CD track string.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->-1\n</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN670"
->4.4.8. Frame</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->f frame-number</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Writes the selected frame to the output. This frame gets the current time.
-The time will be increased afterwards by the frame duration divided by the
-current speed. The whole process will be repeated as much as the current loop
-count states. </P
-><P
->The frame command stops in interactive mode a running range command.</P
-></DD
-><DT
->Value range:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->frame-number</TT
-> can be any integer number between 0
-and the maximum frame number in the currently selected DEM input file.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->f</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current frame number.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->0</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN702"
->4.4.9. Range</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->r range-start range-end</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Writes the selected range of frames to the output. Every frame gets the current
-time. The time will be increased after each frame by the frame duration
-divided by the current speed. Every frame will be repeated as much as the
-current loop count states. In interactive mode you can use any commands
-during a running range command (i.e. speed change). The range command can be
-stopped in interactive mode by a new range command or a frame command.</P
-></DD
-><DT
->Value Range:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->range-start</TT
-> and <TT
-CLASS="LITERAL"
->range-end</TT
-> may
-be any integer number between 0 and the maximum frame number in the currently
-selected DEM input file. <TT
-CLASS="LITERAL"
->range-end</TT
-> may even be smaller than
-<TT
-CLASS="LITERAL"
->range-start</TT
->. If they are equal the result is the same as with the
-frame command.</P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->r</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current range.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->0, last frame number of the first DEM file from the command line.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="DEMCUTM"
->4.4.10. Multi-player preparing</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->m multi-start multi-end</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Grabs out of the defined frame range all <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->updatename</I
-></SPAN
-> and
-<SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->updatecolors</I
-></SPAN
->
-messages and writes all these messages together with the camera angles of the
-last written frame to the output. It doesn't write anything if there
-was no <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->updatename</I
-></SPAN
-> or <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->updatecolors</I
-></SPAN
-> message in the defined
-frame range.</P
-><P
->Everyone, who ever tried to concatenate different multi-player DEM files
-knows the problem: The ``actors'' log in to the server in a different
-order and so they get every time different player numbers. If one tries to
-assemble all these files together one will end up with the wrong colour scheme
-because all players stick to the colour, number and name from the very first
-recording. The only solution is to insert the right name and colour definition
-of each part in the final product. And this does the ``<TT
-CLASS="LITERAL"
->m</TT
->'' command.</P
-></DD
-><DT
->Value Range:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->multi-start</TT
-> and <TT
-CLASS="LITERAL"
->multi-end</TT
-> may
-be any integer number between 0 and the maximum frame number in the currently
-selected DEM input file. <TT
-CLASS="LITERAL"
->multi-end</TT
-> may even be smaller than
-<TT
-CLASS="LITERAL"
->multi-start</TT
->. </P
-></DD
-><DT
->Query syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->m</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current multi-player range.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->0, last frame number of the first DEM file from the command line.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN776"
->4.4.11. Interactive mode</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->i inter</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Toggles the interactive mode. The frame and the range command will be affected
-by the interactive mode. This command is not implemented on all systems.
-Use the help command (`h') to find it out.</P
-><P
->DEMcut continues to write (under certain conditions) the last written frame
-with an ongoing time.
-This feature is useful for an interactive use only (as the command name
-suggests). DEMcut remembers the (real) time, when the last frame written to
-Quake is
-finished. If up to this time came no new command (this is the normal case in
-interactive use) and the interactive mode is on, DEMcut writes the last frame
-again.
-But the time stamp of this frame goes on and on. So Quake gets always new
-frames and doesn't stop. This is extremely important for users with many
-overlapping windows (like me): Quake refreshes its window in an normal working
-state only. It is very interesting to see what happens in the Quake window,
-if it gets always the same frame but the time goes on. This shows us the
-different sources of movement: particles (blood traces) are totally moved by
-the client (they continue to move ), gibs are frozen in the air (they are
-real entities) and the weapon moves up and down as usual (client driven).
-DEMcut does not allow to repeat frames which change the <TT
-CLASS="LITERAL"
->signon</TT
-> number
-(frame 0, 1 or 2 of a normal DEM file). Neither does it repeat the
-<SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->disconnect</I
-></SPAN
-> frame. </P
-><P
->The range command may be interrupted by other commands. You need this for
-looking at the current frame number (frame command without new frame number),
-for changing the current playback-speed etc. A new frame or range output
-command stops the running range command. </P
-></DD
-><DT
->Value Range:</DT
-><DD
-><P
->0 (interactive mode off) or 1 (interactive mode on).</P
-></DD
-><DT
->Query syntax</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->i</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Prints the current interactive mode.</P
-></DD
-><DT
->Default value:</DT
-><DD
-><P
->0</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN810"
->4.4.12. Quit</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->q</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->Closes the output file and quits DEMcut.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN823"
->4.5. Example</A
-></H3
-><P
->A very easy task is to create a DEM file, which shows with double speed the
-reversed actions of the well-known demo ``Ranger Gone Bad ][:
-The Assault'' (created by United Rangers Films).</P
-><P
->To do this start DEMcut with
-
-<PRE
-CLASS="SCREEN"
->demcut rgb2.dem</PRE
->
-
-and type in (or much simpler use a text file and redirection)</P
-><P
-><TT
-CLASS="LITERAL"
-># this is a comment, I love comments
-
-# select the output
-
-o rgb2rev.dem
-
-# select the input (not really necessary)
-
-d rgb2.dem
-
-# speed things up
-
-s 2
-
-# write the CD track
-
-c -1\n
-
-# write the starting frames (level init is in 0,1 and 2)
-
-r 0 2
-
-# write all frames in reversed order (actions are in 3..7330)
-
-r 7330 3
-
-# write the disconnect frame (is the last one)
-
-f 7331
-
-# quit
-
-q</TT
-></P
-><P
->This creates the new DEM file <TT
-CLASS="LITERAL"
->rgb2rev.dem</TT
-> with the desired content.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN832"
->4.6. Problems, ideas and everything</A
-></H3
-><P
->The current implementation of DEMcut is full of deficiencies but anyway, it
-works.
-
-<P
-></P
-><UL
-><LI
-><P
->The synchronisation between DEM output and the ``real'' time in the
-interactive mode is made using polling technique. It should be
-<TT
-CLASS="LITERAL"
->alarm(2)</TT
-> controlled.</P
-></LI
-><LI
-><P
->I'm thinking about the possibility to incorporate the fake Quake
-server of DBS in DEMcut to remove the FIFO dependency.
-Interactive work could then mean: fiddling at this server and
-a Quake client of any architecture serves as a monitoring screen (after
-connect to this server at the same or any other machine).</P
-></LI
-></UL
->&#13;</P
-></DIV
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="AEN841"
->5. DBS, The Demo Broadcasting Server</A
-></H2
-><DIV
-CLASS="SECT2"
-><H3
-CLASS="SECT2"
-><A
-NAME="AEN843"
->5.1. Introduction</A
-></H3
-><P
->DBS is a fake Quake server, which shows every connected client a DEM file.
-This server is absolute alpha code.
-It prints a hell of debug messages and doesn't know the full Quake
-network protocol. I think the name is crap and I will change it.
-Please send me ideas.</P
-><P
->The source of DBS relies on some low-level Unix network routines.
-I may get it to work in Win32 some day with the Cygwin API but don't expect
-a plain Win32 version.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN847"
->5.2. Command line parameters</A
-></H3
-><P
->DBS is a command line oriented program. It uses the <TT
-CLASS="LITERAL"
->getopt_long</TT
->
-library for the command line parsing. DBS doesn't stop for itself. Use
-<TT
-CLASS="LITERAL"
->Control+C</TT
-> to stop it.</P
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN852"
->5.2.1. Syntax description</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->dbs [--help|-h]</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->If you start DBS without any command line parameters or the help
-parameters you receive the following syntax message:
-
-<PRE
-CLASS="SCREEN"
->Demo Broadcasting Server
-DBS (c) U. Girlich, 1997-98, Release 3.4.1 3/4/2006 (alpha test release)
-dbs [option ...] demfile
--h, --help display this help and exit.
--v, --version output version information and exit.
--p, --port defines an UDP port for the server.
--m, --max-player defines the max. number of players.</PRE
->&#13;</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN866"
->5.2.2. Version</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->dbs (--version|-v)</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->DBS prints a version message and quits.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN879"
->5.2.3. Port</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->dbs (--port|-p) PORT ...</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->DBS uses by default the UDP port 26000 for the communication.
-This value can be overwritten with this option.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN892"
->5.2.4. Maximum number of players</A
-></H4
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Syntax:</DT
-><DD
-><P
-><TT
-CLASS="LITERAL"
->dbs (--max-players|-m) MAX_PLAYERS ...</TT
-></P
-></DD
-><DT
->Description:</DT
-><DD
-><P
->DBS allows by default 16 players to connect and view the DEM file.
-This value can be overwritten with this option. The internal limit
-for the number of players is 255 because the Quake Network protocol
-reserves only an <TT
-CLASS="LITERAL"
->unsigned char</TT
-> for the number of players.</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN906"
->5.3. What DBS does</A
-></H3
-><P
->Nowadays are so many fake clients out there but not a single fake server.
-A proxy is not a real server because it is a client for another server.
-So I decided to analyse the network protocol, learnt something about
-UDP programming and wrote my own server. I hope to include some parts of
-this server into DEMcut, a feature which lacks some GUI DEM file editors up to
-now.</P
-><P
->DBS mimics the behaviour of a normal Quake server. This means you can
-check the server with your favourite spy tool. The next step is to log in.
-This works as usual (you get your private UDP port and so on) but DBS ignores
-all client movement packets and sends to the client only the converted DEM
-packets of a prepared DEM file.</P
-><P
->A small problem are the <TT
-CLASS="LITERAL"
->camera</TT
-> messages in the DEM packets.
-They come into the DEM file at the client side and not from
-the server over the network. Therefore I included in every packet an
-additional <TT
-CLASS="LITERAL"
->setangle</TT
-> message with the current camera angles.</P
-><P
->This means, that you can't get the original DEM file by client (or
-proxy) recording.</P
-><P
->I hope to stabilise the server much more and think of a selection menu
-at the beginning where a client may select the DEM file (``channel'') of
-interest. I call it DoD (Demo on Demand).</P
-></DIV
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="DM2CAT"
->6. DM2cat, The DM2 file concatenator</A
-></H2
-><P
->DM2cat is a simple Perl script to concat multiple binary DM2 files
-together to a single multi-level DM2 file.</P
-><P
->It does this by simpy removing the last 4 bytes (the <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->endblock</I
-></SPAN
->)
-from each DM2 file.</P
-><P
->The main aim of DM2cat is to show a sample framework for any kind of
-binary DM2 file manipulation.</P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="LMPSOURCE"
->7. LS format</A
-></H2
-><P
->This chapter describes the ASCII text based source of a LMP or DMO file.
-I created this language for myself. This means neither id Software nor
-3D Realms use this for game development or the like. It is simply a way
-to show what is in these miraculous recording files.</P
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN924"
->7.1. Introduction</A
-></H3
-><P
->The LMP Source format (LS) is a (ASCII text based) readable description of
-the contents of a (binary) LMP or DMO file.</P
-><P
->LMPC produces (with <TT
-CLASS="LITERAL"
->--to-txt</TT
->) a well formatted LS file. So
-you can learn by example.
-I hope, that the text parser in LMPC (with <TT
-CLASS="LITERAL"
->--to-bin</TT
->) can
-parse most LMP source. It can't parse DMO source files.
-
-<P
-></P
-><UL
-><LI
-><P
->The LS language is a line oriented language.</P
-></LI
-><LI
-><P
->Empty lines are ignored.</P
-></LI
-><LI
-><P
->The keywords aren't case sensitive.</P
-></LI
-><LI
-><P
->The characters between <TT
-CLASS="LITERAL"
->#</TT
-> and ``new line'' will be ignored.</P
-></LI
-><LI
-><P
->``new line'' can be 0x0A or 0x0D0A.</P
-></LI
-></UL
->&#13;</P
-><P
->At the very beginning of a LS file (produced by <TT
-CLASS="LITERAL"
->lmpc --to-txt</TT
->)
-there are some comment lines with derived information:
-<P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->LMP</DT
-><DD
-><P
->&#13;<PRE
-CLASS="SCREEN"
->DOOM (][) LMP file: filename of the LMP file
-Number of players: derived from the number of used colours
-Total play time: derived from the number of game tics
-Number of game tics: derived from the file length</PRE
->&#13;</P
-></DD
-><DT
->DMO</DT
-><DD
-><P
->&#13;<PRE
-CLASS="SCREEN"
->Duke Nukem 3D DMO file: filename of the DMO file
-Total play time: derived from the number of game tics
-Number of game tics: taken from the header, it stays better in a comment</PRE
->&#13;</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN955"
->7.2. Header Area</A
-></H3
-><P
->The Header Area starts with the keyword <TT
-CLASS="LITERAL"
->HeaderStart</TT
-> and ends with
-the keyword <TT
-CLASS="LITERAL"
->HeaderEnd</TT
->.</P
-><P
->Between <TT
-CLASS="LITERAL"
->HeaderStart</TT
-> and <TT
-CLASS="LITERAL"
->HeaderEnd</TT
-> there are lines
-with general information about the LMP or DMO file:
-<P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Game:</DT
-><DD
-><P
->game type (DOOM, DOOM ][, HERETIC, HEXEN, STRIFE, Duke Nukem 3D,
-Redneck Rampage)</P
-></DD
-><DT
->Version:</DT
-><DD
-><P
->version number or version byte (new DOOM/DOOM ][, STRIFE)
-or 0 (old DOOM/HERETIC/HEXEN), the real version for Duke Nukem 3D and Redneck
-Rampage</P
-></DD
-><DT
->Skill:</DT
-><DD
-><P
->player skill (LMP: 1-5, DMO: 1-4)</P
-></DD
-><DT
->Episode:</DT
-><DD
-><P
->episode (DOOM/HERETIC/Duke Nukem 3D: 1-4, DOOM ][/HEXEN: 1,
-not in STRIFE), Redneck Rampage: 1 (I don't know it better yet, should be 1-4)</P
-></DD
-><DT
->Map:</DT
-><DD
-><P
->starting map (DOOM/HERETIC/Duke Nukem 3D: 1-9, DOOM ][: 1-32,
-HEXEN 1-40, STRIFE: 32-??), Redneck Rampage: 1-11 </P
-></DD
-></DL
-></DIV
->
-In multi-player LMP files comes now a table with the colours (0-3)
-of the players (0-3) (0-7 in STRIFE and HEXEN 1.1)
-
-<PRE
-CLASS="SCREEN"
->Player0: Colour of player 0
-Player1: Colour of Player 1</PRE
->
-
-etc.
-<P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->Player:</DT
-><DD
-><P
->Number of players (does exist in DMO source only)</P
-></DD
-></DL
-></DIV
-></P
-><P
->The following lines are special for new DOOM, DOOM ][ and STRIFE LMP
-files.
-<P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->MultiRule:</DT
-><DD
-><P
->Multi-Player Playing Rule (Cooperative, DeathMatch or Altdeath)</P
-></DD
-><DT
->Respawn:</DT
-><DD
-><P
->number (This line appears only if the LMP was recorded
-with <TT
-CLASS="LITERAL"
->-respawn</TT
->. The number is the number of the
-command line parameter <TT
-CLASS="LITERAL"
->-respawn</TT
->.)</P
-></DD
-><DT
->Fast:</DT
-><DD
-><P
->number (This line appears only if the LMP was recorded
-with <TT
-CLASS="LITERAL"
->-fast</TT
->. The number is the number of the
-command line parameter <TT
-CLASS="LITERAL"
->-fast</TT
->.)</P
-></DD
-><DT
->NoMonsters:</DT
-><DD
-><P
->number (This line appears only if the LMP was recorded
-with <TT
-CLASS="LITERAL"
->-nomonsters</TT
->. The number is the number of the
-command line parameter <TT
-CLASS="LITERAL"
->-nomonsters</TT
->.)</P
-></DD
-><DT
->ViewOfPlayer:</DT
-><DD
-><P
->colour (The LMP is recorded from the view of the player
-with this colour, (0&lt;=colour&lt;=3))</P
-></DD
-></DL
-></DIV
->
-The following lines are special for new Duke Nukem 3D and Redneck Rampage DMO
-files.
-<P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->MultiRule:</DT
-><DD
-><P
->Multi-Player Playing Rule (DukeMatch (RedneckMatch) (with spawn), Coop,
-Dukematch (Redneckmatch) (without spawn))</P
-></DD
-><DT
->Respawn Monsters:</DT
-><DD
-><P
->number (This line appears only if the DMO file was recorded
-with <TT
-CLASS="LITERAL"
->/t1</TT
->.) </P
-></DD
-><DT
->Respawn Items:</DT
-><DD
-><P
->number (This line appears only if the DMO file was recorded
-with <TT
-CLASS="LITERAL"
->/t2</TT
->.) </P
-></DD
-><DT
->Respawn Inventory:</DT
-><DD
-><P
->number (This line appears only if the DMO file was recorded
-with <TT
-CLASS="LITERAL"
->/t3</TT
->.) </P
-></DD
-><DT
->NoMonsters:</DT
-><DD
-><P
->number (This line appears only if the DMO file was recorded
-with <TT
-CLASS="LITERAL"
->/m</TT
->.)</P
-></DD
-></DL
-></DIV
->
-The following lines are special for Redneck Rampage DMO files.
-<P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->FakePlayerAI:</DT
-><DD
-><P
->number (This line appears only if the DMO was recorded
-with <TT
-CLASS="LITERAL"
->/a</TT
->.) </P
-></DD
-><DT
->Name:</DT
-><DD
-><P
->"string" (The standard name is "LEONARD" but it can be changed with the
-<TT
-CLASS="LITERAL"
->-name</TT
-> option.)</P
-></DD
-></DL
-></DIV
-></P
-><P
->Sometimes <TT
-CLASS="LITERAL"
->lmpc --to-txt</TT
-> can't distinguish between new
-DOOM and DOOM ][ LMP files:
-In the Game line appears ``DOOM or DOOM ][''.</P
-><P
->The version byte can easily be derived from the game version.
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1057"
-></A
-><P
-><B
->Table 1. LMP version bytes</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="RIGHT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
->0 : </TD
-><TD
->DOOM 1.1, 1.2</TD
-></TR
-><TR
-><TD
->101: </TD
-><TD
->STRIFE 1.0, 1.1</TD
-></TR
-><TR
-><TD
->104: </TD
-><TD
->DOOM 1.4beta</TD
-></TR
-><TR
-><TD
->105: </TD
-><TD
->DOOM 1.5beta</TD
-></TR
-><TR
-><TD
->106: </TD
-><TD
->DOOM 1.6beta, DOOM 1.666, DOOM ][ 1.666</TD
-></TR
-><TR
-><TD
->107: </TD
-><TD
->DOOM ][ 1.7, DOOM ][ 1.7a</TD
-></TR
-><TR
-><TD
->108: </TD
-><TD
->DOOM 1.8, DOOM ][ 1.8</TD
-></TR
-><TR
-><TD
->109: </TD
-><TD
->(Ultimate) DOOM 1.9, DOOM ][ 1.9</TD
-></TR
-><TR
-><TD
->110: </TD
-><TD
->published source code</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-><P
->In HEXEN LMP files appears the player class (0: fighter, 1: cleric, 2: mage)
-too:
-
-<PRE
-CLASS="SCREEN"
->Class: single player class (0-2)</PRE
->
-
-or in multi-player LMP files:
-
-<PRE
-CLASS="SCREEN"
->Class0: player 0 class
-Class1: player 1 class</PRE
->
-
-etc.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><HR><H3
-CLASS="SECT2"
-><A
-NAME="AEN1093"
->7.3. Data Area</A
-></H3
-><P
->The Data Area starts with the keyword <TT
-CLASS="LITERAL"
->DataStart</TT
-> and ends with
-the keyword <TT
-CLASS="LITERAL"
->DataEnd</TT
->.</P
-><P
->All actions of one game tic have to be in one text line. In a multi-player
-LMP there is one line for each player per game tic. </P
-><P
->LMPC may append (with the <TT
-CLASS="LITERAL"
->--mark-step</TT
-> option) a comment with the
-game tic and the time passed until this game tic at the line of the first
-player.</P
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1101"
->7.3.1. Movements</A
-></H4
-><P
->A movement consists of a 2 letter word and an amount <TT
-CLASS="LITERAL"
->n</TT
->.
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1105"
-></A
-><P
-><B
->Table 2. Movement commands</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
->code </TD
-><TD
->action </TD
-><TD
-> game </TD
-><TD
-> range </TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->GFn</TT
-> </TD
-><TD
->Go Forward <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->LMP </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=127</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->GBn</TT
-> </TD
-><TD
->Go Backward <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->LMP </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=127</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SLn</TT
-> </TD
-><TD
->Strafe Left <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->LMP </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=127</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SRn</TT
-> </TD
-><TD
->Strafe Right <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->LMP </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=127</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->GXn</TT
-> </TD
-><TD
->Go X-direction <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->DMO </TD
-><TD
->-32768&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=32767</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->GYn</TT
-> </TD
-><TD
->Go Y-direction <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->DMO </TD
-><TD
->-32768&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=32767</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->TLn</TT
-> </TD
-><TD
->Turn Left <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->LMP </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=127</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->TLn</TT
-> </TD
-><TD
->Turn Left <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->DMO </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=32767</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->TRn</TT
-> </TD
-><TD
->Turn Right <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->LMP </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=127</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->TRn</TT
-> </TD
-><TD
->Turn Right <TT
-CLASS="LITERAL"
->n</TT
-> </TD
-><TD
->DMO </TD
-><TD
->1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=32767</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1198"
->7.3.2. Use (LMP only)</A
-></H4
-><P
->&#13;<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1201"
-></A
-><P
-><B
->Table 3. Use commands</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->UT</TT
-> </TD
-><TD
->Use Thing (press button, open door etc.)</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->NWn</TT
-> </TD
-><TD
->New Weapon (1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=8) (change the weapon manually)</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->FW</TT
-> </TD
-><TD
->Fire Weapon</TD
-></TR
-><TR
-><TD
->&nbsp;</TD
-><TD
->&nbsp;</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->PS</TT
-> </TD
-><TD
->Pause Start</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->PE</TT
-> </TD
-><TD
->Pause End</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SGn</TT
-> </TD
-><TD
->Save Game in slot n (0&lt;=n&lt;=7)</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-><P
->You can not combine <TT
-CLASS="LITERAL"
->PS</TT
->, <TT
-CLASS="LITERAL"
->PE</TT
-> and <TT
-CLASS="LITERAL"
->SG</TT
-> with
-other Use commands. But you can combine
-the other Use commands (for instance <TT
-CLASS="LITERAL"
->UT</TT
-> and <TT
-CLASS="LITERAL"
->FW</TT
-> at the
-same time).</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1241"
->7.3.3. Fly and Look (HERETIC and HEXEN only)</A
-></H4
-><P
->A fly and look command consists of a 2 letter word and an amount
-(1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=15)
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1245"
-></A
-><P
-><B
->Table 4. Fly and Look commands</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->FUn</TT
-> </TD
-><TD
->Fly Up <TT
-CLASS="LITERAL"
->n</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->FDn</TT
-> </TD
-><TD
->Fly Down <TT
-CLASS="LITERAL"
->n</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LUn</TT
-> </TD
-><TD
->Look Up <TT
-CLASS="LITERAL"
->n</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LDn</TT
-> </TD
-><TD
->Look Down <TT
-CLASS="LITERAL"
->n</TT
-></TD
-></TR
-><TR
-><TD
->&nbsp;</TD
-><TD
->&nbsp;</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->FC</TT
-> </TD
-><TD
->Fly Centre (landing, drop)</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LC</TT
-> </TD
-><TD
->Look Centre (look forward)</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1282"
->7.3.4. Use Artifact (HERETIC and HEXEN only)</A
-></H4
-><P
->The Use Artifact command consist of the code <TT
-CLASS="LITERAL"
->AT</TT
-> and a letter
-(<TT
-CLASS="LITERAL"
->a</TT
->..<TT
-CLASS="LITERAL"
->j</TT
->)
-equivalent to the <TT
-CLASS="LITERAL"
->gimme</TT
->-cheat of HERETIC. In HEXEN such a cheat code
-does not exist but the command remains the same:</P
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->HERETIC:</DT
-><DD
-><P
->&#13;<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1295"
-></A
-><P
-><B
->Table 5. HERETIC artifacts</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATa</TT
-> </TD
-><TD
->ring of invincibility</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATb</TT
-> </TD
-><TD
->shadowsphere</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATc</TT
-> </TD
-><TD
->quartz flask</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATd</TT
-> </TD
-><TD
->chaos device</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATe</TT
-> </TD
-><TD
->tome of power</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATf</TT
-> </TD
-><TD
->torch</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATg</TT
-> </TD
-><TD
->time bomb of the ancients</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATh</TT
-> </TD
-><TD
->morph ovum</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATi</TT
-> </TD
-><TD
->wings of wrath</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATj</TT
-> </TD
-><TD
->mystic urn</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DD
-><DT
->HEXEN:</DT
-><DD
-><P
->&#13;<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1345"
-></A
-><P
-><B
->Table 6. HEXEN artifacts</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATa</TT
-> </TD
-><TD
->icon of the defender</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATb</TT
-> </TD
-><TD
->quartz flask</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATc</TT
-> </TD
-><TD
->mystic urn</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATd</TT
-> </TD
-><TD
->clerical healing key</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATe</TT
-> </TD
-><TD
->dark servant</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATf</TT
-> </TD
-><TD
->torch</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATg</TT
-> </TD
-><TD
->porkalator</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATh</TT
-> </TD
-><TD
->wings of wrath</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATi</TT
-> </TD
-><TD
->chaos device</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATj</TT
-> </TD
-><TD
->flechette</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATk</TT
-> </TD
-><TD
->banishment device</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATl</TT
-> </TD
-><TD
->boots of speed</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATm</TT
-> </TD
-><TD
->krater of might</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATn</TT
-> </TD
-><TD
->dragonskin bracers</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->ATo</TT
-> </TD
-><TD
->disc of repulsion</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->UA</TT
-> </TD
-><TD
->use all (panic button)</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DD
-></DL
-></DIV
-></P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1415"
->7.3.5. STRIFE Artifacts</A
-></H4
-><P
->You can only the use STRIFE artifacts with the <TT
-CLASS="LITERAL"
->IN</TT
-> or <TT
-CLASS="LITERAL"
->DR</TT
->
-actions. </P
-><P
->The Use Artifact command consist of the code <TT
-CLASS="LITERAL"
->A</TT
-> and an
-artifact number. Up to now I know only 12 artifacts.
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1422"
-></A
-><P
-><B
->Table 7. STRIFE artifacts</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
->code </TD
-><TD
->name</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0x74</TT
-> </TD
-><TD
->toughness</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0x75</TT
-> </TD
-><TD
->accuracy</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0x76</TT
-> </TD
-><TD
->full health</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0x7B</TT
-> </TD
-><TD
->teleportor beacon</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0x7C</TT
-> </TD
-><TD
->metal armor</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0x7D</TT
-> </TD
-><TD
->leather armor</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0xA1</TT
-> </TD
-><TD
->med patch</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0xA2</TT
-> </TD
-><TD
->medical kit</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0xA3</TT
-> </TD
-><TD
->coin</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0xA7</TT
-> </TD
-><TD
->shadow armor</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0xA8</TT
-> </TD
-><TD
->environmental suit</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->0xB7</TT
-> </TD
-><TD
->offering chalice</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1479"
->7.3.6. Jump (HEXEN and STRIFE only)</A
-></H4
-><P
->In HEXEN and STRIFE you can jump up.
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1482"
-></A
-><P
-><B
->Table 8. Jump command</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->JU</TT
-> </TD
-><TD
->jump</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1492"
->7.3.7. STRIFE actions</A
-></H4
-><P
->There are some more STRIFE actions. Remember: no talks are stored in the LMP
-file.
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1495"
-></A
-><P
-><B
->Table 9. STRIFE actions</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LU</TT
-> </TD
-><TD
->Look Up</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LD</TT
-> </TD
-><TD
->Look Down</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->RU</TT
-> </TD
-><TD
->Run </TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->IN</TT
-> </TD
-><TD
->Use Inventory</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->DR</TT
-> </TD
-><TD
->Drop Inventory</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->JU</TT
-> </TD
-><TD
->Jump Up</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->U6</TT
-> </TD
-><TD
->Unknown Action Number 6</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->HE</TT
-> </TD
-><TD
->Use Health</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1533"
->7.3.8. Use (DMO only)</A
-></H4
-><P
->There are 28 actions in DMO files (and 4 bits for weapon change).
-As far as it works I use the same codes for the same or similar thing as in
-LMP sources. To describe the actions I use the terms for key definitions
-in <TT
-CLASS="LITERAL"
->DUKE3D.CFG</TT
->.
-
-<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1537"
-></A
-><P
-><B
->Table 10. DMO actions</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->JU</TT
-> </TD
-><TD
->Jump</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->CR</TT
-> </TD
-><TD
->Crouch</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->FW</TT
-> </TD
-><TD
->Fire</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AU</TT
-> </TD
-><TD
->Aim_Up</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AD</TT
-> </TD
-><TD
->Aim_Down</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->RU</TT
-> </TD
-><TD
->Run</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LU</TT
-> </TD
-><TD
->Look_Up</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LD</TT
-> </TD
-><TD
->Look_Down</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->VI</TT
-> </TD
-><TD
->NightVision</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->MK</TT
-> </TD
-><TD
->MedKit</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AR</TT
-> </TD
-><TD
->AutoRun</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->LC</TT
-> </TD
-><TD
->Center_View</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->HW</TT
-> </TD
-><TD
->Holster_Weapon</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->IL</TT
-> </TD
-><TD
->Inventory_Left</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->HD</TT
-> </TD
-><TD
->Holo_Duke</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->JP</TT
-> </TD
-><TD
->Jetpack</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->IR</TT
-> </TD
-><TD
->Inventory_Right</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->TA</TT
-> </TD
-><TD
->TurnAround</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->UT</TT
-> </TD
-><TD
->Open</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->IN</TT
-> </TD
-><TD
->Inventory</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC6</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC7</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC12</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->PA</TT
-> </TD
-><TD
->Pause</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC22</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC23</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC26</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->AC31</TT
-> </TD
-><TD
->??</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->NWn</TT
-> </TD
-><TD
->New Weapon (1&lt;=<TT
-CLASS="LITERAL"
->n</TT
->&lt;=10) (change the weapon manually)</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-><DIV
-CLASS="SECT3"
-><HR><H4
-CLASS="SECT3"
-><A
-NAME="AEN1660"
->7.3.9. Special Codes</A
-></H4
-><P
->&#13;<DIV
-CLASS="TABLE"
-><A
-NAME="AEN1663"
-></A
-><P
-><B
->Table 11. Special commands</B
-></P
-><TABLE
-BORDER="1"
-CLASS="CALSTABLE"
-><COL
-WIDTH="1*"
-ALIGN="LEFT"><COL
-WIDTH="1*"
-ALIGN="LEFT"><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->WT</TT
-> </TD
-><TD
->Wait a Tic</TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->*n</TT
-> </TD
-><TD
->Repeats the current line <TT
-CLASS="LITERAL"
->n</TT
-> times</TD
-></TR
-></TBODY
-></TABLE
-></DIV
->&#13;</P
-></DIV
-></DIV
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="DEMSOURCE"
->8. DEM source format</A
-></H2
-><P
->The DEM format is very complicated. Therefore I don't include a documentation
-of the text format here. Please look in the ``Unofficial DEM format
-description''.
-The current version is available at <A
-HREF="http://www.planetquake.com/demospecs/dem"
-TARGET="_top"
->http://www.planetquake.com/demospecs/dem</A
->.</P
-><P
->You will understand my textual representation of the DEM format
-by inspecting a sample file and reading a bit about the structure in the
-mentioned document. </P
-><P
->If someone is willing to write a documentation of my DEM text format please
-inform me and your document will be included right here. For the die-hard
-hacker: the lex file <TT
-CLASS="LITERAL"
->udeml.l</TT
-> and the yacc file <TT
-CLASS="LITERAL"
->udemy.y</TT
->
-contain the complete language grammar documentation.</P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="QWDSOURCE"
->9. QWD source format</A
-></H2
-><P
->The QWD format is even harder to understand than the DEM format.
-Please look in the ``Unofficial QWD format description''.
-The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/qwd"
-TARGET="_top"
->http://www.planetquake.com/demospecs/qwd</A
->.</P
-><P
->You will understand my textual representation of the QWD format
-by inspecting a sample file and reading a bit about the structure in the
-mentioned document.</P
-><P
->If someone is willing to write a documentation of my QWD text format please
-inform me and your document will be included right here. </P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="DM2SOURCE"
->10. DM2 source format</A
-></H2
-><P
->The DM2 format is a nice and compact file format.
-Please look in the ``Unofficial DM2 format description''.
-The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/dm2"
-TARGET="_top"
->http://www.planetquake.com/demospecs/dm2</A
->.</P
-><P
->You will understand my textual representation of the DM2 format
-by inspecting a sample file and reading a bit about the structure in the
-mentioned document.</P
-><P
->If someone is willing to write a documentation of my DM2 text format please
-inform me and your document will be included right here. </P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="DM3SOURCE"
->11. DM3 source format</A
-></H2
-><P
->The DM3 format is very sophisticated file format to save every thinkable
-bit. It was developed for internet multiplayer action at a time, when highspeed
-internet access was rare. There is (not yet) an ``Unofficial DM3 format
-description'' but you can easily learn it by looking through the Quake III Arena source code or the LMPC source code.</P
-><P
->You will understand my textual representation of the DM3 format
-by inspecting a sample file</P
-><P
->If someone is willing to write a documentation of my DM3 text format please
-inform me and your document will be included right here. </P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="AEN1703"
->12. Some links and further information</A
-></H2
-><P
->For further information on LMP files look in the ``Unofficial LMP format
-description''. The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/lmp"
-TARGET="_top"
->http://www.planetquake.com/demospecs/lmp</A
->.</P
-><P
->For a huge collection of some great LMP files, look at the
-COMPET-N home page
-<A
-HREF="http://www.hszk.bme.hu/~ha211/compet-n/"
-TARGET="_top"
->http://www.hszk.bme.hu/~ha211/compet-n/</A
->.</P
-><P
->For further information on DMO files look in the ``Unofficial DMO format
-description''. The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/dmo"
-TARGET="_top"
->http://www.planetquake.com/demospecs/dmo</A
->.</P
-><P
->For a small collection of DMO files, look at the
-<A
-HREF="http://www.acs.oakland.edu/~klmatero/duke3d/demos.html"
-TARGET="_top"
->http://www.acs.oakland.edu/~klmatero/duke3d/demos.html</A
->.</P
-><P
->For further information on DEM files look in the ``Unofficial DEM format
-description''. The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/dem"
-TARGET="_top"
->http://www.planetquake.com/demospecs/dem</A
->.</P
-><P
->All info you'll ever need on DEM files can be found in the published
-Quake source at
-<A
-HREF="ftp://ftp.idsoftware.com/idstuff/source/q1source.zip"
-TARGET="_top"
->ftp://ftp.idsoftware.com/idstuff/source/q1source.zip</A
-></P
-><P
->A simple DEM file editing guide can be found at
-<A
-HREF="http://www.Z-Studios.com/archives/filmat11.html"
-TARGET="_top"
->http://www.Z-Studios.com/archives/filmat11.html</A
->.</P
-><P
->For further information on QWD files look in the ``Unofficial QWD format
-description''. The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/qwd"
-TARGET="_top"
->http://www.planetquake.com/demospecs/qwd</A
->.</P
-><P
->All info you'll ever need on QWD files can be found in the published
-QuakeWorld source at
-<A
-HREF="ftp://ftp.idsoftware.com/idstuff/source/q1source.zip"
-TARGET="_top"
->ftp://ftp.idsoftware.com/idstuff/source/q1source.zip</A
-></P
-><P
->For further information on DM2 files look in the ``Unofficial DM2 format
-description''. The current version is
-<A
-HREF="http://www.planetquake.com/demospecs/dm2"
-TARGET="_top"
->http://www.planetquake.com/demospecs/dm2</A
->.</P
-><P
->DM2 file editing tutorials can be found at
-<A
-HREF="http://www.Z-Studios.com/tutorials/dm2/tut_demo.html"
-TARGET="_top"
->http://www.Z-Studios.com/tutorials/dm2/tut_demo.html</A
->.</P
-><P
->For further information on Quake II Relay project look at
-<A
-HREF="http://www.planetquake.com/relay/"
-TARGET="_top"
->http://www.planetquake.com/relay/</A
->.</P
-></DIV
-><DIV
-CLASS="SECT1"
-><HR><H2
-CLASS="SECT1"
-><A
-NAME="AEN1729"
->13. History and future of LMPC</A
-></H2
-><P
->LMPC started in the good old DOOM days as a very small Turbo Pascal 6.0
-program to show me what's in these LMP files. It is now a ``fat'' C
-application and has way too many command-line switches.
-DEMcut is not as widely used as LMPC but it started
-the DEM editing hype. DBS (I really have to change this name)
-gave the Keygrip authors
-(<A
-HREF="http://www.planetquake.com/keygrip"
-TARGET="_top"
->http://www.planetquake.com/keygrip</A
->) the starting point for their
-internal fake Quake server.</P
-><P
-><P
-></P
-><DIV
-CLASS="VARIABLELIST"
-><DL
-><DT
->1.0 (8/30/1994) <TT
-CLASS="LITERAL"
->lmpc10.zip</TT
-> (8/31/1994 posted in
-<A
-HREF="news:alt.binaries.doom"
-TARGET="_top"
->alt.binaries.doom</A
->,
-<A
-HREF="news:alt.games.doom"
-TARGET="_top"
->alt.games.doom</A
->)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: first public version.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->1.01 (8/31/1994) <TT
-CLASS="LITERAL"
->lmpc101.arj</TT
-> (9/1/1994 posted in
-<A
-HREF="news:alt.binaries.doom"
-TARGET="_top"
->alt.binaries.doom</A
->,
-<A
-HREF="news:alt.games.doom"
-TARGET="_top"
->alt.games.doom</A
->)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: bug fixed in <TT
-CLASS="LITERAL"
->WT</TT
-> statistics.</P
-></LI
-><LI
-><P
->Docu: LS description / LMPC program reference splitted in
-LS.DOC / LMPC.DOC.</P
-></LI
-><LI
-><P
->LMP: New heuristic algorithm to discover former version changes.</P
-></LI
-><LI
-><P
->Docu: History added in LMPC.DOC.</P
-></LI
-><LI
-><P
->General:
-Terry (<A
-HREF="mailto:terry@usis.com"
-TARGET="_top"
->terry@usis.com</A
->)
-wrote also a DOOM utility (I don't know it)
-with the archive name <TT
-CLASS="LITERAL"
->lmpc10.zip</TT
->. Therefore I changed to the ARJ
-archive.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.0 (10/11/1994) <TT
-CLASS="LITERAL"
->lmpc20.arj</TT
-> (internal beta test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: the LMP compiler is ready after all!</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.01 (10/12/1994) <TT
-CLASS="LITERAL"
->lmpc201.arj</TT
-> (internal beta test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: decompiler bug fixed (<TT
-CLASS="LITERAL"
->UT</TT
->/<TT
-CLASS="LITERAL"
->FW</TT
-> and <TT
-CLASS="LITERAL"
->NW</TT
->
-in the same game tic).</P
-></LI
-><LI
-><P
->LMP: compiler parser improved (token length test).</P
-></LI
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->NW8</TT
-> (8 gives you the chain saw directly) added.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.1 (10/24/1994) <TT
-CLASS="LITERAL"
->lmpc21.arj</TT
-> (10/25/1994 posted in
-<A
-HREF="news:alt.binaries.doom"
-TARGET="_top"
->alt.binaries.doom</A
->)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: after a error free beta test phase nothing changed, new public
-version.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.20 ... 2.26 (never published)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: rewritten from scratch (Turbo Pascal 6.0 -&gt; ANSI C).</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.27 (2/25/1995) <TT
-CLASS="LITERAL"
->lmpc-2.27.tar.gz</TT
-> (internal beta test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: LS format improved (new HERETIC movements).</P
-></LI
-><LI
-><P
->LMP: can handle DOOM ][ and HERETIC LMP files.</P
-></LI
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->GAME</TT
->-token in the LS Header.</P
-></LI
-><LI
-><P
->LMP: version change expects now the real version byte.</P
-></LI
-><LI
-><P
->LMP: 1.5 times faster (2.27/2.1, checked with a &gt;300K LMP).</P
-></LI
-><LI
-><P
->General: includes now an executable for MS-DOS and Linux.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.3 (4/29/1995) <TT
-CLASS="LITERAL"
->lmpc-2.3.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc23.zip</TT
-></DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: full source code included.</P
-></LI
-><LI
-><P
->LMP: version change expects a real version string or the version byte.</P
-></LI
-><LI
-><P
->General: zip and tar.gz release.</P
-></LI
-><LI
-><P
->General: includes now go32.exe and stub.exe too.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.4 (8/7/1995) <TT
-CLASS="LITERAL"
->lmpc-2.4.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc24.zip</TT
->
-(public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: MS-DOS binary cross compiled with go32crs.</P
-></LI
-><LI
-><P
->Docu: documentation in HTML and plain text (created with Mosaic from the
-HTML version).</P
-></LI
-><LI
-><P
->LMP: Ultimate DOOM with 4th episode tested (nothing changed).</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.5 (8/23/1995) <TT
-CLASS="LITERAL"
->lmpc-2.5.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc25.zip</TT
->
-(internal beta test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: command line parsing now with <TT
-CLASS="LITERAL"
->getopt_long</TT
-> and long
-option names are allowed too.</P
-></LI
-><LI
-><P
->General: to compile lmpc.exe (MS-DOS binary) I included the
-getopt-package
-from the GNU C library (my copy of djgpp doesn't include getopt).</P
-></LI
-><LI
-><P
->General: <TT
-CLASS="LITERAL"
->--info</TT
-> can handle many files on the command line.</P
-></LI
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->--lmp-to-ls</TT
-> can decompile a specific part of the LMP file
-(the new <TT
-CLASS="LITERAL"
->--tic</TT
-> option).</P
-></LI
-><LI
-><P
->LMP: the buggy version number string function repaired.</P
-></LI
-><LI
-><P
->LMP: the new option <TT
-CLASS="LITERAL"
->--game</TT
-> to force the game type of the LMP
-file.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.6 (8/26/1995) <TT
-CLASS="LITERAL"
->lmpc-2.6.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc26.zip</TT
->
-(internal beta test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->--ls-to-lmp</TT
-> converts now several LS files to a LMP file.</P
-></LI
-><LI
-><P
->LMP: new option <TT
-CLASS="LITERAL"
->--add-WT</TT
-> to add <TT
-CLASS="LITERAL"
->WT</TT
-> at the end of a
-LMP file. </P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.6.1 (8/28/1995) <TT
-CLASS="LITERAL"
->lmpc-2.6.1.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc261.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: 3 parts of the version number.</P
-></LI
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->--gametic FROM(,|:)TO</TT
->: colon is allowed as a separator too.</P
-></LI
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->--ls-to-lmp</TT
-> keeps track of <TT
-CLASS="LITERAL"
->PS</TT
-> and <TT
-CLASS="LITERAL"
->PE</TT
->.</P
-></LI
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->--remove-pause</TT
-> to remove the Pause game tics.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.7.0 (9/3/1995) <TT
-CLASS="LITERAL"
->lmpc-2.7.0.tar.gz</TT
-> (internal alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: <TT
-CLASS="LITERAL"
->--gametic</TT
-> changed to <TT
-CLASS="LITERAL"
->--tic</TT
-></P
-></LI
-><LI
-><P
->LMP: total new code to convert LMP files (all in one).</P
-></LI
-><LI
-><P
->LMP: do multiple LMP file changes at the same time.</P
-></LI
-><LI
-><P
->LMP: convert LMP files with the help of a temporary file (if necessary).</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.7.1 (9/5/1995) <TT
-CLASS="LITERAL"
->lmpc-2.7.1.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc271.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: small bug fixes in the new code.</P
-></LI
-><LI
-><P
->LMP: MS-DOS binary converts now all filenames to lower case.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.7.2 (9/6/1995) <TT
-CLASS="LITERAL"
->lmpc-2.7.2.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc272.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: small bug in the MS-DOS binary corrected.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.8.0 (10/5/1995) <TT
-CLASS="LITERAL"
->lmpc-2.8.0.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc280.zip</TT
->
-(public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: Nothing important changed after one month of intensive beta
-testing. The code is stable. </P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.1 (10/9/1995) <TT
-CLASS="LITERAL"
->lmpc-2.9.1.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc291.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: from now on I use a version number scheme similar to Linux:
-second number odd means test.</P
-></LI
-><LI
-><P
->LMP: HEXEN support (rudimentary).</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.2 (10/9/1995) <TT
-CLASS="LITERAL"
->lmpc-2.9.2.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc292.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: correct names of all HEXEN artifacts.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.3 (11/19/1995) <TT
-CLASS="LITERAL"
->lmpc-2.9.3.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc293.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: new option <TT
-CLASS="LITERAL"
->--clear-save</TT
-> to clear the <TT
-CLASS="LITERAL"
->SG</TT
-> tics.</P
-></LI
-><LI
-><P
->Docu: documentation in Linux-SGML.</P
-></LI
-><LI
-><P
->LMP: small multi-player bug corrected, thanks to Rob McCartney
-(<A
-HREF="mailto:argon@netcom.com"
-TARGET="_top"
->argon@netcom.com</A
->)
-for his bug report.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.4 (12/6/1995) <TT
-CLASS="LITERAL"
->lmpc-2.9.4.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc294.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->new option <TT
-CLASS="LITERAL"
->--mark-step</TT
-> to mark only every <TT
-CLASS="LITERAL"
->STEP</TT
->th
-game tic</P
-></LI
-><LI
-><P
->General: MS-DOS version uses <TT
-CLASS="LITERAL"
->CR/LF</TT
-> instead of <TT
-CLASS="LITERAL"
->LF</TT
->
-for LS files.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.5 (2/10/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.5.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc295.zip</TT
->
-(internal alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DMO: rudimentary support for Duke Nukem 3D DMO files (alpha code!). </P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.6 (2/12/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.6.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc296.zip</TT
->
-(internal alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DMO: reliable version of <TT
-CLASS="LITERAL"
->lzw.c</TT
->/<TT
-CLASS="LITERAL"
->unlzw.c</TT
-> included.</P
-></LI
-><LI
-><P
->DMO: all DMO header bytes decoded.</P
-></LI
-><LI
-><P
->General: new WWW directory structure.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.7 (2/13/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.7.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc297.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DMO: version 1.1 of <TT
-CLASS="LITERAL"
->lzw.c</TT
->/<TT
-CLASS="LITERAL"
->unlzw.c</TT
-> included.</P
-></LI
-><LI
-><P
->DMO: DMO support in <TT
-CLASS="LITERAL"
->-s</TT
-> and <TT
-CLASS="LITERAL"
->-i</TT
->.</P
-></LI
-><LI
-><P
->Docu: documentation structure changed.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.8 (2/19/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.8.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc298.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DMO: Chunk header removed from DS format.</P
-></LI
-><LI
-><P
->DMO: multi-player size/tics/time corrected.</P
-></LI
-><LI
-><P
->DMO: Pause is AC21.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.9 (3/6/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.9.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc299.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: STRIFE support included.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.10 (4/7/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.10.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2910.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: HEXEN 1.1 (8 player) support included.</P
-></LI
-><LI
-><P
->LMP: considerable changes in the <TT
-CLASS="LITERAL"
->-g</TT
-> code.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.11 (4/14/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.11.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2911.zip</TT
->
-(internal bug fix release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->LMP: version string scan routine improved (buggy since 2.9.9).</P
-></LI
-><LI
-><P
->LMP: game type determine routine corrected (buggy since 2.9.10).</P
-></LI
-><LI
-><P
->LMP: HEXEN version change (1.0 &lt;-&gt; 1.1) now possible.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.12 (4/21/1996) <TT
-CLASS="LITERAL"
->lmpc-2.9.12.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2912.zip</TT
->
-(internal beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DMO: macro-block error fixed.</P
-></LI
-><LI
-><P
->LMP: STRIFE player colour names included.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.13 (7/1/1996), never released
-(internal incomplete alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: coding started for Quake DEM files, nothing completed.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.14 (7/2/1996), never released
-(internal incomplete alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->Quake DEM files: coding continued, something completed.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.15 (7/3/1996), never released
-(internal incomplete alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: coding continued, structure mostly completed.</P
-></LI
-><LI
-><P
->General: new recursive Makefiles, MS-DOS compiling not supported anymore.</P
-></LI
-><LI
-><P
->General: new Linuxdoc-SGML 1.5 options.</P
-></LI
-><LI
-><P
->General: Linux binary is ELF finally.</P
-></LI
-><LI
-><P
->General: MS-DOS binary is djgpp V2.0 compatible (and runs in dosemu).</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.16 (7/4/1996), never released
-(internal incomplete alpha release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: CD track identified.</P
-></LI
-><LI
-><P
->DEM: player movement identified.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.17 (7/7/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.17.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2917.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: cross reference to DEM specs.</P
-></LI
-><LI
-><P
->DEM: clientdata with more information.</P
-></LI
-><LI
-><P
->DEM: entities: ModNum with reference to the model names.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.18 (7/8/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.18.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2918.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: stupid spawnstatic error corrected.</P
-></LI
-><LI
-><P
->DEM: code beautified.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.19 (7/14/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.19.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2919.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: many new values explained.</P
-></LI
-><LI
-><P
->DEM: strings can contain unprintable characters. </P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.20 (7/17/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.20.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2920.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: some new values explained.</P
-></LI
-><LI
-><P
->DEM: code rearranged.</P
-></LI
-><LI
-><P
->DEM: corresponds (more or less) to dem-0.0.5.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.21 (7/23/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.21.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2921.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: some new values explained.</P
-></LI
-><LI
-><P
->DEM: massive code rearrangements.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.22 (8/7/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.22.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2922.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: almost all explained.</P
-></LI
-><LI
-><P
->DEM: text file parser is ready (lex, yacc), first check.</P
-></LI
-><LI
-><P
->DEM: -s may now decompile a DEM txt file to a DEM txt file.</P
-></LI
-><LI
-><P
->DEM: massive code rearrangements.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.23 (8/14/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.23.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2923.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: the ``to bin converter'' is ready. Not very stable.</P
-></LI
-><LI
-><P
->General: all messages (not getopt) go to stderr.</P
-></LI
-><LI
-><P
->DEM: write to - means stdout.</P
-></LI
-><LI
-><P
->General: new command line options: <TT
-CLASS="LITERAL"
->--to-txt</TT
-> and <TT
-CLASS="LITERAL"
->--to-bin</TT
-></P
-></LI
-><LI
-><P
->Docu: some terms changed.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.24 (10/6/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.24.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2924.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: all float output (time inclusive) with g-format (9 digits).</P
-></LI
-><LI
-><P
->DEM: more internal errors corrected.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.25 (10/13/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.25.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2925.zip</TT
->
-(beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: memory problem solved: LMPC needs now only 400-500K RAM.</P
-></LI
-><LI
-><P
->Docu: version table reorganised, README, INSTALL slightly changed.</P
-></LI
-><LI
-><P
->Makefiles: new targets, easier to make packages and my web-page.</P
-></LI
-><LI
-><P
->DEMA: first working version.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.26 (11/17/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.26.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2926.zip</TT
->
-(bug fix release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: MS-DOS binary can read in DEM text files.</P
-></LI
-><LI
-><P
->DEM: <TT
-CLASS="LITERAL"
->attack_state</TT
->-&gt;<TT
-CLASS="LITERAL"
->effects</TT
->,
-<TT
-CLASS="LITERAL"
->ang_ofs_1</TT
->-&gt;<TT
-CLASS="LITERAL"
->punchangle_x</TT
->.</P
-></LI
-><LI
-><P
->LMP: MS-DOS binary prints now the correct statistics.</P
-></LI
-><LI
-><P
->General: new E-mail address.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.27 (11/20/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.27.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2927.zip</TT
->
-(public beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: many thanks to
-Eric Gordon Fowler
-(<A
-HREF="mailto:efowler@jove.acs.unt.edu"
-TARGET="_top"
->efowler@jove.acs.unt.edu</A
->) and
-Paolo Perrotta
-(<A
-HREF="mailto:nan0744@iperbole.bologna.it"
-TARGET="_top"
->nan0744@iperbole.bologna.it</A
->)
-for all their bug reports.</P
-></LI
-><LI
-><P
->DEM: string in and out handles special characters better (not perfect).</P
-></LI
-><LI
-><P
->DEM: text parser allows digits after an octal escape sequence.</P
-></LI
-><LI
-><P
->DEM: \n, \r, \\ and \" are allowed
-character escape sequences in DEM text files.</P
-></LI
-><LI
-><P
->DEM: binary file read is byte-order independent (unchecked).</P
-></LI
-><LI
-><P
->DEM: binary file write is byte-order independent (unchecked).</P
-></LI
-><LI
-><P
->DEM: float numbers may contain exponents.</P
-></LI
-><LI
-><P
->DEM: <TT
-CLASS="LITERAL"
->updateentity</TT
-> with an entity &gt; 255 works.</P
-></LI
-><LI
-><P
->General: my code survives <TT
-CLASS="LITERAL"
->-Wall</TT
-> <TT
-CLASS="LITERAL"
->-pedantic</TT
-> without
-warnings.</P
-></LI
-><LI
-><P
->Docu: Old LMPC history a bit reformatted.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.28 (11/30/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.28.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2928.zip</TT
->
-(public beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: put an <TT
-CLASS="LITERAL"
->items</TT
-> entry in binary DEM files even if it is 0.
-This modification enables an error-free decompile/compile of CAMPER3.DEM by
-``United Rangers Films'' after all.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.29 (12/15/1996), <TT
-CLASS="LITERAL"
->lmpc-2.9.29.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2929.zip</TT
->
-(public beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: <TT
-CLASS="LITERAL"
->--info</TT
-> detects DEM text files.</P
-></LI
-><LI
-><P
->DEM: binary file read reorganised (coding just started).</P
-></LI
-><LI
-><P
->DEMcut: coding started. First working version.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.30 (1/5/1997), <TT
-CLASS="LITERAL"
->lmpc-2.9.30.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2930.zip</TT
->
-(alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: binary file read totally rewritten. I use now for binary files the
-same internal node tree representation as for text files. The text output part
-is a bit slower now but the whole project is much easier to maintain. </P
-></LI
-><LI
-><P
->DEM: <TT
-CLASS="LITERAL"
->--to-bin</TT
-> can handle binary DEM files too. It should create
-an identically copy of the input file (if I didn't make any mistakes).</P
-></LI
-><LI
-><P
->DEM: binary write: last (I hope so) endian-dependence removed.</P
-></LI
-><LI
-><P
->DEM: binary write: suppresses ``camera only'' blocks.</P
-></LI
-><LI
-><P
->DEM: text write: suppresses ``camera only'' blocks.</P
-></LI
-><LI
-><P
->DEM: text write: stops at file write errors (e.g. device full).</P
-></LI
-><LI
-><P
->DEMcut: almost all new coded. The interface remains identical.
-I can now include very easy new commands. </P
-></LI
-><LI
-><P
->DEMcut: the time message can be anywhere in a block.</P
-></LI
-><LI
-><P
->DEMcut: new ``m'' command to prepare multi-player DEM file
-concatenations.</P
-></LI
-><LI
-><P
->DEMcut: new ``i'' command to improve the interactive work: range may
-be interrupted, output is time-synchronised. </P
-></LI
-><LI
-><P
->Docu: Formatted with SGML-Tools 0.99.0.</P
-></LI
-><LI
-><P
->General: Orthographical check with <TT
-CLASS="LITERAL"
->ispell</TT
-> (British English). </P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.31 (1/7/1997), <TT
-CLASS="LITERAL"
->lmpc-2.9.31.tar.gz</TT
->/<TT
-CLASS="LITERAL"
->lmpc2931.zip</TT
->
-(bug fix release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: text write: CD track was never printed: totally stupid bug.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.32 (2/9/1997) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEMcut: more info on running ranges in interactive mode.</P
-></LI
-><LI
-><P
->DEMcut: ``d'' command don't need files from the command line.</P
-></LI
-><LI
-><P
->General: includes executables for Win32 (untested).</P
-></LI
-><LI
-><P
->General: new packaging system.</P
-></LI
-><LI
-><P
->General: all messages go to stderr.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.33 (2/16/1997) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DMO: Redneck Rampage support started. Info works, decompression not.</P
-></LI
-><LI
-><P
->DMO: Duke Nukem 3D 1.3D DMO files supported. This incompatible version
-exists since April 1996 but nobody said it to me.</P
-></LI
-><LI
-><P
->DMO: endian-dependence should be removed. Never checked this.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->2.9.34 (3/23/1997) (beta test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: <TT
-CLASS="LITERAL"
->--info</TT
-> prints the number of game tics (or frames)
-for binary DEM files.</P
-></LI
-><LI
-><P
->DEM: new option <TT
-CLASS="LITERAL"
->--fix-multi</TT
-> for in-place editing.</P
-></LI
-><LI
-><P
->DEM: new option <TT
-CLASS="LITERAL"
->--fix-multi</TT
-> as additional option for
-<TT
-CLASS="LITERAL"
->--to-bin</TT
-> and <TT
-CLASS="LITERAL"
->--to-txt</TT
->.</P
-></LI
-><LI
-><P
->DEM: bin read: type check was endian-dependent (no longer).</P
-></LI
-><LI
-><P
->DEM: bin read: CD track at the beginning can be anything, that Quake
-itself likes. Read the DEM specs (&gt;=1.0.4) for details. The full CD track
-string will be included in a DEM text file but LMPC can cope with the old
-format as well.</P
-></LI
-><LI
-><P
->DEMcut: CD track commands expects the `\n' character as well.
-The old syntax continues to work.</P
-></LI
-><LI
-><P
->Docu: Demolition and DemoStat mentioned.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.0.0 (3/31/1997) (public beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: text read: hours in time stamps didn't work (bug report by
-James Stephenson (<A
-HREF="mailto:james@BETAus.com"
-TARGET="_top"
->james@BETAus.com</A
->)).</P
-></LI
-><LI
-><P
->DEMcut: CD track command works now correctly.</P
-></LI
-><LI
-><P
-><TT
-CLASS="LITERAL"
->--game</TT
-> option repaired.</P
-></LI
-><LI
-><P
->Docu: general clean-up.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.0.1 (5/15/1997) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: text write: Win32 versions make MS-DOS style
-line breaks (hint by
-David Wright (<A
-HREF="mailto:wgwright@mnsinc.com"
-TARGET="_top"
->wgwright@mnsinc.com</A
->)).</P
-></LI
-><LI
-><P
->General: Minimalist GNU Win32 (Mingw32) version ready (untested).</P
-></LI
-><LI
-><P
->Win32: The <TT
-CLASS="LITERAL"
->syserror</TT
-> function was always broken. Why didn't
-somebody give me a hint?</P
-></LI
-><LI
-><P
->DEM: bin read: `new' (version &gt; 1.06) DEM format.</P
-></LI
-><LI
-><P
->DEM: bin write: stupid error in <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->clientdata</I
-></SPAN
-> removed.
-It was there since 2.9.23 (hint by
-Yonatan Donner (<A
-HREF="mailto:ruthd@post.tau.ac.il"
-TARGET="_top"
->ruthd@post.tau.ac.il</A
->)).</P
-></LI
-><LI
-><P
->DEM: entry clientdata-&gt;weapon may contain invalid values
-(more than 1 bit set). </P
-></LI
-><LI
-><P
->Packaging: Win32 versions with standard file names. Only the `MS-DOS
-Binary Package' use the short 8.3 name scheme.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.1 (7/20/1997) (internal alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->QWD: bin read: coding started. Nothing completed. </P
-></LI
-><LI
-><P
->Docu: all tables now floating in TeX.</P
-></LI
-><LI
-><P
->Conf: all is now Autoconf configured.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.2 (7/28/1997) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEMcut: interactive mode is removed in systems without named pipes.</P
-></LI
-><LI
-><P
->DBS: alpha code.</P
-></LI
-><LI
-><P
->Conf: Autoconf rules newly written. Really everything is Autoconf
-configured.</P
-></LI
-><LI
-><P
->Docu: DBS mentioned.</P
-></LI
-><LI
-><P
->Docu: rename INSTALL in COMPILE.</P
-></LI
-><LI
-><P
->Docu: new file: Autoconf generic INSTALL.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.3 (8/17/1997) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->General: package renamed: LMP/DMO/DEM/QWD Control Centre -&gt;
-Little Movie Processing Centre</P
-></LI
-><LI
-><P
->QWD: QuakeWorld 2.00 support included.</P
-></LI
-><LI
-><P
->Docu: back again to SGML-Tools 0.99.0.</P
-></LI
-><LI
-><P
->Docu: chapters restructured.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.4 (12/29/1997) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->Conf: <TT
-CLASS="LITERAL"
->Makefile.in</TT
-> created from <TT
-CLASS="LITERAL"
->Makefile.am</TT
-> by
-GNU Automake. Much easier to maintain! </P
-></LI
-><LI
-><P
->General: Hexen II support just started. Not complete. Can't even
-decompile correctly a single file.</P
-></LI
-><LI
-><P
->Compile: some general routines in a library.</P
-></LI
-><LI
-><P
->General: Quake II support just started. Not complete. Can't even
-decompile deltapacketentities.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.5 (1/1/1998) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DM2: text output: many comments included.</P
-></LI
-><LI
-><P
->Docu: SGML-Tools 1.0.2 ready after all.</P
-></LI
-><LI
-><P
->Conf: Automake 1.2 compliant. Some yacc/lex changes were needed.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.6 (3/12/1998) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DM2: binary read: nasty malloc/free bug removed.</P
-></LI
-><LI
-><P
->DM2: some new commands got better names.</P
-></LI
-><LI
-><P
->DEM: binary read: CD track totally rewritten.</P
-></LI
-><LI
-><P
->LMP: can handle -v1.10 (for the released DOOM source code distribution)</P
-></LI
-><LI
-><P
->Web: PlanetQuake is the new home.</P
-></LI
-><LI
-><P
->Docu: SGML-Tools 1.0.5 used.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.7 (6/17/1998) (alpha test release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DBS: subtle sync problem solved. Thanks to Paul Baker
-(<A
-HREF="mailto:pbaker@idle.com"
-TARGET="_top"
->pbaker@idle.com</A
->) for his bug
-report.</P
-></LI
-><LI
-><P
->DM2: text in: parser implemented.</P
-></LI
-><LI
-><P
->DM2: some command names changed.</P
-></LI
-><LI
-><P
->DM2: binary out: implementation started.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.8 (7/15/1998) (intermediate beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DM2: server record files implemented.</P
-></LI
-><LI
-><P
->Conf: dist target for source package is working now.</P
-></LI
-><LI
-><P
->Conf: more checks for more platforms.</P
-></LI
-><LI
-><P
->Docu: SGML-Tools 1.0.7 used.</P
-></LI
-><LI
-><P
->QWD: binary in: up to QuakeWorld 2.29BETA.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.1.9 (8/16/1998) (beta release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->QWD: text in: written.</P
-></LI
-><LI
-><P
->QWD: binary out: written. Due to the ongoing demand by many users
-I implemented now the QWD binary write routine. This gives together with the
-text read routine the first really working QWD editor.</P
-></LI
-><LI
-><P
->DM2: Visual Weapon (VWep) support.</P
-></LI
-><LI
-><P
->DM2: some really bad errors corrected.</P
-></LI
-><LI
-><P
->Conf: After many fights with the Automake system, `make distcheck'
-works finally without problems.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.0 (9/6/1998) (stable release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DM2: binary read and binary write: long vwep corrected. Now works
-<TT
-CLASS="LITERAL"
->massive1.dm2</TT
->.</P
-></LI
-><LI
-><P
->DM2: binary write: <TT
-CLASS="LITERAL"
->timeofs</TT
-> in <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->sound</I
-></SPAN
-> wasn't even
-implemented.</P
-></LI
-><LI
-><P
->DM2: text read: allows now empty <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->packetentities</I
-></SPAN
->. Many users
-reported this problem in reease 3.1.9. Thanks to all of you.</P
-></LI
-><LI
-><P
->QWD: text read: allows now empty <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->packetentities</I
-></SPAN
-> like in DM2
-text read.</P
-></LI
-><LI
-><P
->text read: useless terminals removed.</P
-></LI
-><LI
-><P
->DM2: unused bits in bit mask (<SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->sound</I
-></SPAN
->, <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->spawnbaseline</I
-></SPAN
->,
-<SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->packetentities</I
-></SPAN
->) detected. It's a real mess that Keygrip 2 set unused
-bits in DM2 files but I implemeted an easy way to cope with it.
-Now works <TT
-CLASS="LITERAL"
->latenite.dm2</TT
->.</P
-></LI
-><LI
-><P
->DM2: text read: allows now empty <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->playerinfo</I
-></SPAN
->. Now works
-<TT
-CLASS="LITERAL"
->grenbfg.dm2</TT
->.</P
-></LI
-><LI
-><P
->DEM: Hexen II support (it was always only a small subset) totally
-removed.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.1 (9/8/1998) (stable release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DEM: text write: didn't write the CD track. A stupid integration
-error. I know, I actually have to make a software quality test with all my
-test demos before the upload.</P
-></LI
-><LI
-><P
->DEM: to text: problems with <TT
-CLASS="LITERAL"
->--game QUAKE</TT
-> switch. Not really
-solved. Just a kludge inserted, which even slows the program down a bit.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.2 (1/9/1999) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->QWD: bin read: protocol version 27 (game version 2.29BETA and up)
-corrected.</P
-></LI
-><LI
-><P
->QWD: read text: many small but important parsing problems
-removed. This was possible because Joel Baxter
-(<A
-HREF="mailto:jbaxter@lemur.stanford.edu"
-TARGET="_top"
->jbaxter@lemur.stanford.edu</A
->)
-provided me with a problematic QWD file (recorded with game version 2.21) and
-many good hints.</P
-></LI
-><LI
-><P
->QWD: <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->updatepl</I
-></SPAN
-> better.</P
-></LI
-><LI
-><P
->DM2: updated up to game version 3.20.</P
-></LI
-><LI
-><P
->DM2: bin read: <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->temp_entity</I
-></SPAN
-> parse code directly
-calculated from the DM2 specs.</P
-></LI
-><LI
-><P
->Docu: SGML-Tools 1.0.9 used.</P
-></LI
-><LI
-><P
->Compile: Cygwin and Mingw32 binaries are cross-compiled with the
-Cygwin toolset version B20.1.</P
-></LI
-><LI
-><P
->DM2cat: The DM2 file concatenator included.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.3 (1/12/1999) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->Compile: udm2-te[123].c are created directly in the source
-directory.</P
-></LI
-><LI
-><P
->Package: udm2-te[123].c are included in the source and full
-package.
-I forgot them in the last release. Thanks to Stefan Schwoon (<A
-HREF="mailto:schwoon@informatik.tu-muenchen.de"
-TARGET="_top"
->schwoon@informatik.tu-muenchen.de</A
->) for mention this error.</P
-></LI
-><LI
-><P
->The script to extract the C-Source out of the specs file is included
-too.</P
-></LI
-><LI
-><P
->WWW: upload script uploads now the packages to the right place to
-deliver them to all <A
-HREF="http://www.cdrom.com"
-TARGET="_top"
->http://www.cdrom.com</A
-> mirrors. In the last
-release this was totally wrong.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.4 (1/19/1999) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->QWD: bin read: new <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->serverinfo</I
-></SPAN
-> message wrong handled.
-Thanks to Michale Hofele (<A
-HREF="mailto:michael@i603.hadiko.de"
-TARGET="_top"
->michael@i603.hadiko.de</A
->) for the bug-report.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.5 (4/6/1999) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->Conf: Autoconf 2.13 and Automake 1.4 used.</P
-></LI
-><LI
-><P
->DEMcut: interactive mode corrected. Thanks to Vasily Kuznetsov
-(<A
-HREF="mailto:VKuznetsov@microtest.ru"
-TARGET="_top"
->VKuznetsov@microtest.ru</A
->) for the bug-report and patch.</P
-></LI
-><LI
-><P
->QWD: bin read: <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->setpause</I
-></SPAN
-> corrected.
-Thanks to Christer Sandin (<A
-HREF="mailto:czsuch@ocag.ch"
-TARGET="_top"
->czsuch@ocag.ch</A
->) for his bug report.</P
-></LI
-><LI
-><P
->DM2: multi-level repair corrected. Thanks to Zerox
-(<A
-HREF="mailto:zerox@prism.ne.mediaone.net"
-TARGET="_top"
->zerox@prism.ne.mediaone.net</A
->) for the bug-report and a short demo
-file.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.6 (4/30/1999) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->QWD: bin read: initialization of the precache lists for game version
-2.20 and higher corrected.</P
-></LI
-><LI
-><P
->QWD: <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->maxspeed</I
-></SPAN
-> and <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->entgravity</I
-></SPAN
-> corrected.</P
-></LI
-><LI
-><P
->Thanks to R. Quaak (<A
-HREF="mailto:jaqua00@direct.a2000.nl"
-TARGET="_top"
->jaqua00@direct.a2000.nl</A
->) for the <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->useful</I
-></SPAN
-> bug report and a
-short demo file.
-Remember: with a good bug report and a short demo file, I can correct a bug
-really fast.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.7 (5/24/1999) (bug fix release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->Compile: source can be compiled with C++ compilers too. No C++
-specific feature used up to now. Many new C++ related warnings corrected.</P
-></LI
-><LI
-><P
->General: severe buffer overflow problems corrected.
-Thanks to Nathan Whitaker (<A
-HREF="mailto:naif@3dcoder.freeserve.co.uk"
-TARGET="_top"
->naif@3dcoder.freeserve.co.uk</A
->) for the bug report and a demo file.</P
-></LI
-><LI
-><P
->Compile: Linux binaries are glibc finally. I updated my main development
-system from SuSE Linux 4.2 (about 4 years old) to SuSE Linux 6.1 to do
-this.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.8 (6/3/1999) (bug fix release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->QWD: <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->modellist</I
-></SPAN
-> and <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->soundlist</I
-></SPAN
-> corrected.
-Thanks to Hoffy
-(<A
-HREF="mailto:ripple@powerup.com.au"
-TARGET="_top"
->ripple@powerup.com.au</A
->)
-for the bug report and a demo file.</P
-></LI
-></UL
->&#13;</P
-></DD
-><DT
->3.2.9 (8/18/1999) (public release)</DT
-><DD
-><P
->&#13;<P
-></P
-><UL
-><LI
-><P
->DM2: multi-level repair method improved.
-Thanks to Mike Dowell
-(<A
-HREF="mailto:mdowell@Mike-D.com"
-TARGET="_top"
->mdowell@Mike-D.com</A
->)
-for the bug report and a demo file.</P
-></LI
-><LI
-><P
->DM3: some code fragments prepared but nothing compiled in.</P
-></LI
-><LI
-><P
->Compile: MS-DOS binaries cross-compiled with egcs-2.91.66.</P
-></LI
-></UL
-></P
-></DD
-><DT
->3.3.0 (1/23/2000) (public release)</DT
-><DD
-><P
-><P
-></P
-><UL
-><LI
-><P
->DM2: RLA (Quake II Relay) support.</P
-></LI
-><LI
-><P
->Docu: Some links updated.</P
-></LI
-></UL
-></P
-></DD
-><DT
->3.4.0 (8/29/2004) (alpha test release)</DT
-><DD
-><P
-><P
-></P
-><UL
-><LI
-><P
->Compile: Compiled everything on a current platform.</P
-></LI
-><LI
-><P
->Docu: Used new tools to generate the documentation.</P
-></LI
-></UL
-></P
-></DD
-><DT
->3.4.1 (3/4/2006) (alpha test release)</DT
-><DD
-><P
-><P
-></P
-><UL
-><LI
-><P
->DM3: Support added.</P
-></LI
-><LI
-><P
->Docu: DM3 mentioned.</P
-></LI
-><LI
-><P
->Compile: Compiled everything on SuSE Linux 10.0.</P
-></LI
-></UL
-></P
-></DD
-></DL
-></DIV
-></P
-><P
->Plan for 4.0.0 in order of importance
-
-<P
-></P
-><OL
-TYPE="1"
-><LI
-><P
->Block-oriented rewrite of the text parse routines.</P
-></LI
-><LI
-><P
->Object-oriented demo handling. This is really necesary for further recording
-formats.</P
-></LI
-><LI
-><P
->More code generation out of the XML specs source.</P
-></LI
-><LI
-><P
->Strict separation of the different recording types and the main program.
-Maybe something like <TT
-CLASS="LITERAL"
->librecord.so</TT
->.</P
-></LI
-><LI
-><P
-><TT
-CLASS="LITERAL"
->--split-multi</TT
-> option to split multi-level recordings.</P
-></LI
-><LI
-><P
->Half-Life (DEM), Heretic II (DM2) and Sin (DM2) support.</P
-></LI
-><LI
-><P
->DEMcut and DBS with QWD and DM2 support.</P
-></LI
-><LI
-><P
->File-IO from <TT
-CLASS="LITERAL"
->stdin</TT
-> and to <TT
-CLASS="LITERAL"
->stdout</TT
->, really difficult is the
-file type detection. </P
-></LI
-><LI
-><P
->Redneck Rampage decompression.</P
-></LI
-></OL
->&#13;</P
-><P
->Ideas finally dropped out:
-
-<P
-></P
-><OL
-TYPE="1"
-><LI
-><P
->Hexen II and HexenWorld support.</P
-></LI
-></OL
->&#13;</P
-><P
->Open problems
-
-<P
-></P
-><OL
-TYPE="1"
-><LI
-><P
->Does someone know the difference between the Redneck Rampage compression
-algorithm and the one used in Duke Nukem 3D?</P
-></LI
-></OL
->&#13;</P
-><P
->A new regular version of LMPC (like 3.5.0) will be announced on
-<A
-HREF="http://www.bluesnews.com"
-TARGET="_top"
->BluesNews</A
-> and on
-<A
-HREF="http://www.planetquake.com"
-TARGET="_top"
->PlanetQuake</A
->.</P
-><P
->You can download LMPC from my <A
-HREF="http://www.planetquake.com/demospecs"
-TARGET="_top"
->Demo Specs page</A
->.</P
-><P
->There you will find always the latest release with new features
-and brand new bugs.</P
-></DIV
-></DIV
-></BODY
-></HTML
-> \ No newline at end of file