Ultrasound Daily Digest     Tue Jun  8 00:07     Volume 4: Issue   8  

Today's Topics:
		  Are there ANY games that will have Gravis support?
				Are there any games with GUS support?
					   ER> GUS 3D -- It works!
						Games With Gus Support
					GUS new diskettes in Canada ??
					 Invalid Patch Version Error
							 MCI & OS/2 ?
				 One Wintery Afternoon Down Under...
				Ultrasound Daily Digest V4 #7 (2 msgs)
			  Where in Space Is Carmen San Diego(Deluxe)
						Xwing speech problems

Standard Info:
	- Meta-info about the GUS can be found at the end of the Digest.
	- Before you ask a question, please READ THE FAQ.

----------------------------------------------------------------------

Date: Mon, 7 Jun 1993 15:56:09 +0501 (EDT)
From: Gunnar Swanson <gunnar@gibbs.oit.unc.edu>
Subject: Re: Are there ANY games that will have Gravis support?
Message-ID: <Pine.3.05.9306071509.A17703-7100000@gibbs.oit.unc.edu>

What an excellent question!





Gunnar Swanson

gunnar@gibbs.oit.unc.edu

end.

------------------------------

Date: Mon, 7 Jun 1993 15:58:53 +0501 (EDT)
From: Gunnar Swanson <gunnar@gibbs.oit.unc.edu>
Subject: Are there any games with GUS support?
Message-ID: <Pine.3.05.9306071553.A17703-9100000@gibbs.oit.unc.edu>

Hey John Smith,

	Are there any games with true GUS support due out on the market in
the next 3-6 months?  I do not mean planned but on their way to market
that I will be able to buy and not need a patch?  Everyone is dying to know!

	Also what are the main reasons that people give for not having or
not wanting to hav support for the GUS?

Gunnar Swanson

gunnar@gibbs.oit.unc.edu

end.

------------------------------

Date: 5 Jun 93 16:36:14 GMT
From: pyen@njcc.wisdom.bubble.org (Pong Yen)
Subject: ER> GUS 3D -- It works!
Message-ID: <4yJo5B1w165w@njcc.wisdom.bubble.org>

ReprintFrom: comp.sys.ibm.pc.soundcard

Doom!
Id Software
1515 N. Town East Blvd. #138-297, Mesquite, TX  75150
 
FOR IMMEDIATE RELEASE
Contact:        Jay Wilbur
FAX:            1-214-686-9288
Email:          jay@idsoftware.com (NeXTMail O.K.)
Anonymous FTP:  ftp.uwp.edu (/pub/msdos/games/id)
CIS:            72600,1333
 
Id Software to Unleash DOOM on the PC
 
Revolutionary Programming and Advanced Design Make For Great
Gameplay
 
DALLAS, Texas, January 1, 1993-Heralding another technical
revolution in PC programming, Id Software's DOOM promises to
push back the boundaries of what was thought possible on a 386sx
or better computer.  The company plans to release DOOM for the
PC in the third quarter of 1993, with versions planned for 
Windows, Windows NT, and a version for the NeXTall to be
released later.
 
In DOOM, you play one of four off-duty soldiers suddenly thrown
into the middle of an interdimensional war!  Stationed at a
scientific research facility, your days are filled with tedium
and paperwork.  Today is a bit different.  Wave after wave of
demonic creatures are spreading through the base, killing or
possessing everyone in sight.  As you stand knee-deep in the
dead, your duty seems clear-you must eradicate the enemy and
find out where they're coming from.  When you find out the
truth, your sense of reality may be shattered!
 
The first episode of DOOM will be shareware.  When you register,
you'll receive the next two episodes, which feature a journey
into another dimension, filled to its hellish horizon with fire
and flesh.  Wage war against the infernal onslaught with machine
guns, missile launchers, and mysterious supernatural weapons. 
Decide the fate of two universes as you battle to survive! 
Succeed and you will be humanity's heroes; fail and you will
spell its doom.
 
The game takes up to four players through a futuristic world,
where they may cooperate or compete to beat the invading
creatures.  It boasts a much more active environment than Id's
previous effort, Wolfenstein 3-D, while retaining the
pulse-pounding action and excitement.  DOOM features a fantastic
fully texture-mapped environment, a host of technical tour de
forces to surprise the eyes, multiple player option, and smooth
gameplay on any 386 or better.
 
John Carmack, Id's Technical Director, is very excited about
DOOM: Wolfenstein is primitive compared to DOOM.  We're doing
DOOM the right way this time.   I've had some very good insights
and optimizations that will make the DOOM engine perform at a
great frame rate.  The game runs fine on a 386sx, and on a
486/33, we're talking 35 frames per second, fully texture-mapped
at normal detail, for a large area of the screen.  That's the
fastest texture-mapping around-period.
 
Texture mapping, for those not following the game magazines, is
a technique that allows the program to place fully-drawn art on
the walls of a 3-D maze.  Combined with other techniques,
texture mapping looked realistic enough in Wolfenstein 3-D that
people wrote Id complaining of motion sickness.  In DOOM, the
environment is going to look even more realistic.  Please make
the necessary preparations.
 
A Convenient DOOM Blurb
 
DOOM (Requires 386sx, VGA, 2 Meg) Id Software's DOOM is
real-time, three-dimensional, 256-color, fully texture-mapped,
multi-player battle from the safe shores of our universe into
the horrifying depths of the netherworld!    Choose one of four
characters and you're off to war with hideous hellish hulks bent
on chaos and death!  See your friends bite it!  Cause your
friends to bite it!  Bite it yourself!  And if you won't bite
it, there are plenty of demonic denizens to bite it for you!
 
DOOM-where the sanest place is behind a trigger.
 
 
An Overview of DOOM Features:
 
		Texture-Mapped Environment
 
DOOM offers the most realistic environment to date on the PC. 
Texture-mapping, the process of rendering fully-drawn art and
scanned textures on the walls, floors, and ceilings of an
environment, makes the world much more real, thus bringing the
player more into the game experience.  Others have attempted
this, but DOOM's texture mapping is fast, accurate, and
seamless.  Texture-mapping the floors and ceilings is a big
improvement over Wolfenstein.  With their new advanced graphic
development techniques, allowing game art to be generated five
times faster, Id brings new meaning to "state-of-the-art".
 
		Non-Orthogonal Walls
 
Wolfenstein's walls were always at ninety degrees to each other,
and were always eight feet thick.  DOOM's walls can be at any
angle, and be of any thickness.  Walls can have see-through
areas, change shape, and animate.  This allows more natural
construction of levels.  If you can draw it on paper, you can
see it in the game.
 
		Light Diminishing/Light Sourcing
 
Another touch adding realism is light diminishing.  With
distance, your surroundings become enshrouded in darkness.  This
makes areas seem huge and intensifies the experience.  Light
sourcing allows lamps and lights to illuminate hallways,
explosions to light up areas, and strobe lights to briefly
reveal things near them.  These two features will make the game
frighteningly real.
 
		Variable Height Floors and Ceilings
 
Floors and ceilings can be of any height, allowing for  stairs,
poles, altars, plus low hallways and high caves-allowing a great
variety for rooms and halls.
 
		Environment Animation and Morphing
 
Walls can move and transform in DOOM, which provides an
active-and sometimes actively hostile-environment.  Rooms can
close in on you, ceilings can plunge down to crush you, and so
on.  Nothing is for certain in DOOM.
 
To this Id has added the ability to have animated messages on
the walls, information terminals, access stations, and more. 
The environment can act on you, and you can act on the
environment.  If you shoot the walls, they get damaged, and stay
damaged.  Not only does this add realism, but provides a crude
method for marking your path, like violent bread crumbs.
 
		Palette Translation
 
Each creature and wall has its own palette which is translated
to the game's palette.  By changing palette colors, one can have
monsters of many colors, players with different weapons,
animating lights, infrared sensors that show monsters or hidden
exits, and many other effects, like indicating monster damage.
 
		Multiple Players
 
Up to four players can play over a local network, or two players
can play by modem or serial link.  You can see the other player
in the environment, and in certain situations you can switch to
their view.  This feature, added to the 3-D realism, makes DOOM
a very powerful cooperative game and its release a landmark
event in the software industry.
 
This is the first game to really exploit the power of LANs and
modems to their full potential.  In 1993, we fully expect to be
the number one cause of decreased productivity in businesses
around the world.
 
		Smooth, Seamless Gameplay
 
The environment in DOOM is frightening, but the player can be at
ease when playing.  Much effort has been spent on the
development end to provide the smoothest control on the user
end.  And the frame rate (the rate at which the screen is
updated) is high, so you move smoothly from room to room,
turning and acting as you wish, unhampered by the slow jerky
motion of most 3-D games.  On a 386sx, the game runs well, and
on a 486/33, the normal mode frame rate is faster than movies or
television.  This allows for the most important and enjoyable
aspect of gameplay-immersion.
 
		An Open Game
 
When our last hit, WOLFENSTEIN 3D was released the public
responded with an almost immediate  deluge of home-brewed
utilities; map editors, sound editors,  trainers, etc.  All
without any help on file formats or game layout from Id
Software.  DOOM will be release as an OPEN GAME.   We will
provide file formats and technical notes for anyone who wants
them.   People will be able to easily write and share anything
from their own map editors to  communications and network
drivers.
 
DOOM will be available in the third quarter of 1993. 
_______________________________________________________________
 
DOOM, Id, and Wolfenstein are trademarks of Id Software, Inc.

..... and soon with gus3d!!!! Yes oh yes!

-Pong

------------------------------

Date: Mon, 07 Jun 93 19:34:59 EDT
From: pccmoddan@aol.com
Subject: Games With Gus Support
Message-ID: <9306071934.tn42569@aol.com>

Jake Cholewczynski wrote:

>Anyone know of any games which will have GUS support??

Sure thing:

Impressions - When Two Worlds War
Origin          - All forthcoming games from what I hear
EA              - Not sure what, but some are on the way.
Toys For Bob - All future games (the SC II guys)
Techtonics - TBA
Trogus Adventures - Title unknown
Id Software - Doom
Levisionet - World of E

Add to that list the list of companies using the MILES drivers and
MIDPACK/DIGPACK system.

- Dan Nicholson

________________________________________________
| Dan Nicholson | email: pccmoddan@aol.com     |
|  aka          | uuencoded: moddan@bowker.com |
| Maelcum [KLF] | America Online: PCC ModDan   |
|  and          | VirtualNet: 2 @ 9082         |
| [PCC] ModDan  | Voice Phone: currently down  |
|_______________|______________________________|
|                                              |
|           Levisionet Technologies            |
|           553 Thoreau Terrace                |
|           Union, NJ 07083   U.S.A.           |
|          (Formerly PCkS Associates)          |
|______________________________________________|

------------------------------

Date: Mon, 7 Jun 1993 15:48:30 -0400
From: KWAN  RICHARD SIK YIU <kwanr@ecf.toronto.edu>
Subject: GUS new diskettes in Canada ??
Message-ID: <93Jun7.154834edt.2805@skule.ecf.toronto.edu>

	Have anyone in Canada (esp. in Toronto) received the 2.06 diskettes?
I have bought my GUS last November, but until now I received nothing from 
Advanced Gravis! I was wondering if anyone inside Canada received the 2.06
diskettes yet??

------------------------------

Date: Mon, 07 Jun 93 05:31:30 EDT
From: timkwan@Athena.MIT.EDU
Subject: Invalid Patch Version Error
Message-ID: <9306070931.AA18972@pesto>

I installed the 2.06 disks which I downloaded from epas.
Everything seems fine except for 2 things:

	1.  spa.mod has some problems.  I have another copy of
		Space Debris which I downloaded from saffron.inset.com
		and that one plays perfectly whereas the spa.mod that
		comes with the install disks are missing a few measures
		of the lead melody around the middle of the piece.
		So I thrashed spa.mod and kept my other one.

	2.  When I go into Windows 3.1, I get a dialog box with the
		caption (title) of "Error" and a message that says,
		"Invalid Patch Version" with an "OK" button.  I click on
		"OK" and Windows continues as if nothing was wrong.  It
			proceeds to play my tada.wav file.  If it matters, the
		error dialog box appears AFTER my background bitmap is
		displayed but BEFORE the tada.wav file is played.
		Does anyone know why I am getting that error?

Forward your response to me via email...

-Tim

------------------------------

Date: Lun, 07 Jui 93 12:24:45 FRA
From: 9269Z%FRESTP11.BITNET@FRMOP11.CNUSC.FR
Subject: MCI & OS/2 ?
Message-ID: <9306071028.AA13560@orca.es.com>

Date: 07 Juin 1993, 12:23:11 FRA
From: Benjamin Ryzman           44.41.11.02          9269Z    at FRESTP11
To:   ultrasound@dsd.es.com

I was wondering if one can use the Windows drivers to run the Multimedia
Windows applications under OS/2 2.1 (not the native or DOS applications).

Any clue ?

------------------------------

Date: Mon, 7 Jun 93 18:48:23 EST
From: adrianr@ecr.mu.oz.au (Adriano_Ennio RAIOLA)
Subject: One Wintery Afternoon Down Under...
Message-ID: <9306070848.14063@ecr.mu.oz.au>

Heres a happy little tale from down under...

Got home today, was installing a new VGA card when theres a strange knock
at the door. Hmmmm.. My old man answers the door, - silence - , closes the door,
then comes into the room, and hands me a thin white rectangular box.
For an instant I think, 'Huh?', some sort of delivery for me? Then in
another instant I see the wonderful 'GRAVIS' logo on the box, and whilst
absolutely dumbfounded I think, 'Can it be?!'

YES!! To my utmost disbelief, the seemingly vainly awaited GUS Update Disks
actually arrived to me, IN the mail, TO my door, all the way here in Australia!

I have to send my heartfelt congratulations to Gravis on this one, well done,
little did I ever think I'd ACTUALLY get a response from sending in my 
registration card, god knows precious few o/s companys (in my experience)
ever give customer feedback, at least like this, to people in Australia.

How long ago was it that Gravis started sending the things out!? Cant be
more than a couple of weeks, as im still hearing reports from you guys
over there about just getting the disks. They did have a return address
in Holland stamped on the box, could explain something. 

One other thing, Midisoft seems to be acting bizzare, it plays slightly
the wrong instruments on some mids (like chris4.mid), anyone else found
this prob? My old version of Midisoft seems to do it as well though. Strange.

Sorry bout this excessive bit of self-indulgent chinwagging, but Im still
recovering in delight at actually receiving these disks so promptly.

-- 
| adrianr@ecr.mu.oz.au --------| Adrian -aka- Plugger | *  * *  *   *  |  _/_\
| adrianr@mullian.ee.mu.oz.au -| What time is love?   | *_*  * *_  *_  | / OZ |
| adrianr@mundil.cs.mu.oz.au --| I think its gonna be | * *  *   *   * | \__-_/
| -- I want more accounts! ----| long, long time.     | *  * *  *   *  |     v

------------------------------

Date: 7 Jun 93 22:15:37 U
From: "zz Paul Murgatroyd" <zz_paul_murgatroyd@macmail.bond.edu.au>
Subject: Re: Ultrasound Daily Digest V4 #7
Message-ID: <9306071213.AA15563@kirk.Bond.edu.au>

>Date: 06 Jun 1993 19:10:50 -0600 (CST)
>From: C035MJH@UTARLG.UTA.EDU
>Subject: Recording .wav files in Windows 3.1 SOUND RECORDER
>Message-ID: <01GZ2H01SMSI000PEL@UTARLG.UTA.EDU>

>I am having difficulty recording .wav files using SOUND RECORDER in Windows
3.1
>with a microphone connected to the GUS microphone line in.

Try running the mixer applet and ensure that "Mic" is selected as your input
source. If it isn't, you aren't going to get any sound at all.

------------------------------

Date: Mon, 7 Jun 93 08:58:25 EST
From: Matthew Spewak <mspewak@walnut.prs.k12.nj.us>
Subject: Re: Ultrasound Daily Digest V4 #7
Message-ID: <930607.085825.13399@walnut.prs.k12.nj.us>

>Date: Sun, 6 Jun 1993 15:21:14 -0700
>From: jakub@eskimo.com (Jake Cholewczynski)
>Subject: memory
>Message-ID: <199306062221.AA06524@eskimo.com>
>
>Currently I have 256k on my GUS, dose the ram upgread help the sound?
>dose SBOS work better???
>   jakub@eskimo.com

Yes.  I was one of the first to get an Ultrasound (way back in November last 
year), and the first thing I did was upgrade the memory.  Gravis is NOW offering 
a trully excellent offer for memory upgrade.  I payed 38 bucks for mine, and now 
dirrect from gravis you can get it for something like 10 bucks.

What the extra memory does, is allows for more midi patches to be loaded, so 
that you can play just about any midi file acurately with no trouble.  It also 
lets you record more time on the board before actually saving to disk (sort of 
like caching).  I am sure it benefits in other ways too.  I'd do it.

-MS

------------------------------

Date: Mon, 7 Jun 93 12:35:12 PDT
From: Mike.Figueroa@Corp.Sun.COM (Mike Figueroa)
Subject: Where in Space Is Carmen San Diego(Deluxe)
Message-ID: <9306071935.AA04401@migkiller.Corp.Sun.COM>

Has anyone gotten this to work with the Ultrasound?

I tried quite a few  different Soundblaster  configs  with  the
card(ie. SET  ULTRASND=220,1,1,7,7 & SET BLASTER=A220 I7 D1 T1)

What happens on my system is after  starting   the   game,   the
beginning  music  comes on full force(actually sounds good) then
it gets to the login screen for the game.   At  this  point  the
game tells me the "boss" is coming, the "boss" begins to "speak"
and the system hangs at this point.
I can warm boot.

This game works fine if I choose the Adlib card as  the  default
card, but sounds like crap.


Ideas anyone?

thx!

 -----------------------------------------------------------------------
Mike "Migkiller" Figueroa                               |
Sun Microsystems Computer Corporation                   |
E-mail: maf@Corp.Sun.COM                                |
Work: (415) 336-2798                                   (n)
											X-----====(...)====-----X
											   X       +++       X
														~
							   Sierra Hotel, and check six
							   F16-FALCON
 -----------------------------------------------------------------------

------------------------------

Date: Mon, 7 Jun 1993 15:49:35 +0501 (EDT)
From: Gunnar Swanson <gunnar@gibbs.oit.unc.edu>
Subject: Xwing speech problems
Message-ID: <Pine.3.05.9306071535.A17703-a100000@gibbs.oit.unc.edu>

I had/have the same problems with Xwing and speech.  In the opening
sequence the commanders speech is cut off and the Calamari commander can
hardly be made out at all.  However this is only been intermittant and I
usually get the full speil.  Try cold booting clearing the memory and then
running the opening sequence with a lower sound volume.  Also I have never
had very much luck with the Xwing pilots conversation in the opening sequence.

Well that's all I have to offer good luck.

Gunnar Swanson

gunnar@gibbs.oit.unc.edu

end.

------------------------------

End of Ultrasound Daily Digest V4 #8
************************************
