<!--lmpc - the Little Movie Processing Centre
    Copyright (C) 1994-2000,2004 Uwe Girlich

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

    Uwe Girlich
    Germany
    E-mail: uwe@planetquake.com

/****************************************************************************\
|  lmpc.base  -  main documentation (SGML-Tools source)                      |
\****************************************************************************/

-->

<!doctype linuxdoc system>
<article>
<title>@TITLE@
<author>@MYNAME@,
<htmlurl url="mailto:@MYEMAIL@" name="@MYEMAIL@">
<date>v@VERSION@, @DATE@, (@COMMENT@)
<abstract>
This document is the user's guide of The Little Movie Processing Centre (LMPC).
LMPC is a utility to handle DOOM, DOOM &rsqb;&lsqb;, 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 and Quake II DM2 files (client recorded, server recorded, relay 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.
</abstract>
<toc>
<sect>Introduction
<p>
LMPC is the name of the complete package and the name of the biggest parts 
in it: The Little Movie Processing Centre.

LMPC is a collection of utilities to handle old (&lt;=1.4) and new DOOM, 
DOOM &rsqb;&lsqb;, HERETIC, HEXEN and STRIFE LMP files. There is support for 
Duke Nukem 3D and Redneck Rampage DMO files, Quake DEM files, 
QuakeWorld QWD files and Quake II DM2 files (client recorded, server
recorded, and relay files) too. For relay files, read the home page of the
Quake II Relay project by Conor Davis
(<htmlurl
url="mailto:cedavis@planetquake.com"
name="cedavis@planetquake.com">)
<url url="http://www.planetquake.com/relay/">

You can download the package from my 
<url url="@HOMEURL@" name="@HOMENAME@">.
<p>
It is based upon the information in the 
<url url="@HOMEURL@/lmp" name="Unofficial LMP format description">, the 
<url url="@HOMEURL@/dmo" name="Unofficial DMO format description">, the
<url url="@HOMEURL@/dem" name="Unofficial DEM format description">, the
<url url="@HOMEURL@/qwd" name="Unofficial QWD format description"> and the
<url url="@HOMEURL@/dm2" name="Unofficial DM2 format description">.
<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.

<sect>LMPC, The Little Movie Processing Centre
<p>

<sect1>Introduction
<p>

With LMPC you can get information about a LMP, DMO, DEM, QWD or DM2 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 or DM2 from and to a LS file. LS stands for 
``<em>L</em>MP <em>S</em>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 <ref id="LMPsource" name="LS format">.
The ``DEM Source'' (see section <ref id="DEMsource" name="DEM source format">) 
and all the more the ``QWD Source'' (see section <ref id="QWDsource"
name="QWD source format">) is totally different but I call it LS anyway.
The same holds for Quake II DM2 (see section <ref id="DM2source"
name="DM2 source format">) files.

<sect1>Command line parameters
<p>
LMPC is a command line oriented program. It uses the 
<tt>getopt&lowbar;long()</tt> function for the command line parsing. 
<p>
The LMP file convert options 
(<tt>--change-version</tt>, <tt>--change-player</tt>, 
<tt>--add-WT</tt>, <tt>--remove-pause</tt> and <tt>--clear-save</tt>) can be 
used together.

<sect2>Syntax description
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc</tt>
<tag>Description:</tag>
If you start LMPC without any command line parameters you 
receive the following syntax message:
<tscreen><verb>
Little Movie Processing Centre
LMPC (c) U. Girlich, 1994-2000, Release @VERSION@ @DATE@ (@COMMENT@)
lmpc &lsqb;option ...&rsqb; filename &lsqb;filename ...&rsqb;
-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)
                             short: D2HXSNRQWq (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.
</verb></tscreen>
</descrip>

<sect2>Information about a LMP, DMO, DEM, QWD or DM2 file
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc &lsqb;--info|-i&rsqb; infile &lsqb;infile ...&rsqb;</tt>
<tag>Input File:</tag>
<tt>infile</tt>s
<tag>Description:</tag>
LMPC reads each <tt>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>
This option works for DMO files too. They will be detected automatically
but you can use the <tt>--game DUKE</tt> option as well.
<p>
This option works for DEM, QWD and DM2 files too. They will be detected 
automatically
but you can use the <tt>--game QUAKE</tt>, <tt>--game QUAKEWORLD</tt>
and <tt>--game QUAKE2</tt> 
option as well. The information
on DEM, QWD and DM2 files nearly zero beside the information that it is 
actually a DEM, QWD or DM2 file and the number of frames in binary DEM, 
QWD or DM2 files.
<p>
To get more information of a DEM file convert it into a text file and use 
DEMA, The DEM Text File Analyser.
</descrip>

<sect2>LMP/DMO/DEM/QWD/DM2 text converter (decompiler)
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--to-txt|-s) &lsqb;(--tic|-t) FROM(,|:)TO&rsqb; &lsqb;(--mark-step|-m) STEP&rsqb; infile txtfile</tt>
<tag>Input File:</tag>
<tt>infile</tt>
<tag>Output File:</tag>
<tt>txtfile</tt>
<tag>Description:</tag>
LMPC reads the file <tt>infile</tt>, converts it to the corresponding
text format and stores the result in the text file <tt>txtfile</tt>.
<tt>infile</tt> may be a LMP binary, DMO binary, DEM binary, DEM text,
QWD binary, QWD text, DM2 binary or DM2 text file. Most of the additional
options do work with binary LMP files only.
<p>
If the <tt>--tic</tt> option is used, only the part between gametic
<tt>FROM</tt> and <tt>TO</tt> (inclusive) will be stored in the LS file.
A missing <tt>FROM</tt> means the start of the LMP file and
a missing <tt>TO</tt> means the end of the LMP file.
<tt>FROM</tt> and <tt>TO</tt> are separated by a comma (<tt>,</tt>)
or a colon (<tt>:</tt>). The MS-DOS version may have difficulties with comma
as a separator because <tt>COMMAND.COM</tt> (<tt>4dos</tt> as well)
splits a command line at spaces and commas. The <tt>TO</tt> part will 
become a different argument and might be interpreted as a file name. 
<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>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>
From the favourite movement codes you can easily deduce the 
number behind a prospective <tt>-turbo</tt> parameter.
<p>
If the <tt>--mark-step</tt> option is used LMPC will mark every 
<tt>STEP</tt>th
game tic with the tic-number and the current time. The default <tt>STEP</tt>
value is 1. If <tt>STEP</tt>=0 no marks are printed at all.
<p>
Any <tt>--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>
The <tt>--fix-multi</tt> option can be used together with <tt>--to-txt</tt>
to repair the broken multi-level DEM and DM2 files.
</descrip>

<sect2>LMP/DEM/QWD/DM2 binary converter (compiler)
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--to-bin|-l) infile &lsqb;infile ...&rsqb; binfile</tt>
<tag>Input File:</tag>
<tt>infile</tt>s
<tag>Output File:</tag>
<tt>binfile</tt>
<tag>Description:</tag>
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>
This option works with LMP text files, DEM text, DEM binary, QWD text, 
QWD binary, DM2 text and DM2 binary files as
input files only. LMPC can handle more than 1 input file with LMP text files
only.
<p>
For combination of DEM files use DEMcut.
<p>
The <tt>--fix-multi</tt> option can be used together with <tt>--to-bin</tt>
to repair the broken multi-level DEM and DM2 files.
</descrip>

<sect2>LMP file version change
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--change-version|-v) VERSION lmpfile1 &lsqb;lmpfile2&rsqb;</tt>
<tag>Input File:</tag>
<tt>lmpfile1</tt>
<tag>Output File:</tag>
<tt>lmpfile1</tt> or <tt>&lsqb;lmpfile2&rsqb;</tt>
<tag>Description:</tag>
LMPC reads the binary LMP file <tt>lmpfile1</tt>, changes the version number
byte in <tt>lmpfile1</tt> to the appropriate value or stores the result
in <tt>lmpfile2</tt>.
<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>
There is no guarantee for a special LMP file to work with the new version!!
</descrip>

<sect2>LMP file player's view change
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--change-player|-p) PLAYER lmpfile1 &lsqb;lmpfile2&rsqb;</tt>
<tag>Input File:</tag>
<tt>lmpfile1</tt>
<tag>Output File:</tag>
<tt>lmpfile1</tt> or <tt>&lsqb;lmpfile2&rsqb;</tt>
<tag>Description:</tag>
LMPC reads the LMP file <tt>lmpfile1</tt>, changes the number of the 
player (0..3: new DOOM, DOOM &rsqb;&lsqb;; 0..7: STRIFE) 
with the main view (status bar, sound) in <tt>lmpfile1</tt>
or stores the result in <tt>lmpfile2</tt>.
<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.
</descrip>             

<sect2>LMP file ``Wait'' (<tt>WT</tt>) tics addition
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--add-WT|-w) SECONDS lmpfile1 &lsqb;lmpfile2&rsqb;</tt>
<tag>Input File:</tag>
<tt>lmpfile1</tt>
<tag>Output File:</tag>
<tt>lmpfile1</tt> or <tt>&lsqb;lmpfile2&rsqb;</tt>
<tag>Description:</tag>
LMPC reads the <tt>lmpfile1</tt> and adds at the end<p>
<quote><tt>SECONDS</tt> * 35 * player number</quote><p>
empty (<tt>WT</tt>) game tics. 
This results in a <tt>SECONDS</tt> seconds longer LMP file.<p>
With <tt>lmpfile2</tt> the result
will be written in <tt>lmpfile2</tt>. Without this parameter, 
<tt>lmpfile1</tt> will be changed.
<p>
This option is very useful for contest LMP files with a long visible summary
screen.
</descrip>

<sect2>LMP file clean-up: ``Pause'' (<tt>PS</tt>, <tt>PE</tt>) tics
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--remove-pause|-r) lmpfile1 &lsqb;lmpfile2&rsqb;</tt>
<tag>Input File:</tag>
<tt>lmpfile1</tt>
<tag>Output File:</tag>
<tt>&lsqb;lmpfile2&rsqb;</tt>
<tag>Description:</tag>
LMPC reads the <tt>lmpfile1</tt> and copies all game tics to 
<tt>lmpfile2</tt>. During the copy process LMPC scans the contents 
for Pause Start game tics (<tt>PS</tt>) and Pause End game tics
(<tt>PE</tt>).
<p>
The <tt>PS</tt> game tic will be copied to <tt>lmpfile2</tt> but
with an empty ``use byte''; the game tics between <tt>PS</tt> and 
<tt>PE</tt> (inclusive <tt>PE</tt>) wont be copied.
<p>
Without the second filename LMPC will write to a temporary file and replaces
at the end <tt>lmpfile1</tt>.
<p>
The game tic numbers of <tt>PS</tt> and <tt>PE</tt> are
printed during the conversion. 
<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.
</descrip>

<sect2>LMP file clean-up: ``Save Game'' (<tt>SG</tt>) tics
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--clear-save|-c) lmpfile1 &lsqb;lmpfile2&rsqb;</tt>
<tag>Input File:</tag>
<tt>lmpfile1</tt>
<tag>Output File:</tag>
<tt>&lsqb;lmpfile2&rsqb;</tt>
<tag>Description:</tag>
LMPC reads the <tt>lmpfile1</tt> and copies all game tics to 
<tt>lmpfile2</tt>. During the copy process LMPC scans the contents 
for Save Game game tics (<tt>SG</tt>). Every <tt>SG</tt> command will be
cleared.
With <tt>lmpfile2</tt> the result
will be written in <tt>lmpfile2</tt>. Without this parameter, 
<tt>lmpfile1</tt> will be changed.
</descrip>

<sect2>DEM/DM2 file repair: multi-level files
<p>
<descrip>
<tag>Syntax:</tag>
<tt>lmpc (--fix-multi|-f) demofile</tt>
<tag>Input File:</tag>
<tt>demofile</tt>
<tag>Output File:</tag>
<tt>demofile</tt>
<tag>Description:</tag>
Quake and Quake II have problems with the playback of multi-level recordings.
They usually stopp at the first level change.
<p>
Read more about the background in the <url name="recording FAQ"
url="@HOMEURL@/faq/faq-2.html#ss2.1">.
<p>
If the <tt>--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>nop</tt> or <tt>print</tt>.

The <tt>--fix-multi</tt> option can be used together with <tt>--to-bin</tt>
and <tt>--to-txt</tt>. LMPC removes the offending commands in this case.
</descrip>

<sect2>Game type determination
<p>
<descrip>
<tag>Syntax:</tag>
<tscreen><verb>lmpc (--info|
      --change-version|
      --change-player|
      --to-txt|
      --add-WT|
      --remove-pause) (--game|-g) GAME binfile &lsqb;filename ...&rsqb;</verb></tscreen>
<tag>Input File:</tag>
<tt>binfile</tt>
<tag>Output File:</tag>
action dependent
<tag>Description:</tag>
LMPC determines the game type of a LMP (binary), DMO (binary), DEM 
(text and binary), QWD (text and binary) or 
DM2 (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 &rsqb;&lsqb; 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>--game</tt>.
<tt>GAME</tt> can be <tt>DOOM</tt>, <tt>DOOM2</tt>,
<tt>HERETIC</tt>, <tt>HEXEN</tt>, <tt>STRIFE</tt>, <tt>DUKE</tt>, 
<tt>REDNECK</tt>, <tt>QUAKE</tt>, <tt>QUAKEWORLD</tt> or <tt>QUAKE2</tt>
or the short form <tt>D</tt>, <tt>2</tt>, <tt>H</tt>, <tt>X</tt>, <tt>S</tt>,
<tt>N</tt>, <tt>R</tt>, <tt>Q</tt>, <tt>W</tt> or <tt>q</tt>.
</descrip>

<sect1>Bugs and limitations
<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>
LMPC supports client side recorded DM2 files, DM2 files recorded by the
console command <it>serverrecord</it> (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>
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>--game</tt> option.
Some hints to solve the problem are welcome as well.
<p>
The <tt>*number</tt> repeat code in LS files really repeats this line
<tt>number</tt> times and does not care about multi player-game tics.
<p>
The MS-DOS binary of LMPC converts all file names to lower case to simplify
the name
handling. The <tt>tolower</tt> C-function doesn't converts any kind of
special characters like &ouml; or &egrave;. This can cause some severe
data lost.
<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>
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>
Keygrip 2 writes DM2 files with non-conform bit mask values in 
<bf>sound</bf>, <bf>spawnbaseline</bf> and <bf>packetentities</bf>
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.

<sect>DEMA, The DEM Text File Analyser<label id="DEMA">
<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>
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>
I wrote DEMA in Perl, which is very good at pattern matching and extraction.
I will <em>never</em> write a C version, so write one yourself or install Perl.
<p>
The main aim of DEMA is to show a sample framework for any kind of
DEM text analysing.

<sect>DEMcut, The DEM file cutter tool<label id="DEMcut">
<p>
<sect1>Introduction
<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>
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>
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.

<sect1>Batch usage
<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.
<tscreen><verb>demcut demfile1.dem demfile2.dem < commands.txt</verb></tscreen>
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.
<tscreen><verb>demcut demfile1.dem demfile2.dem < commands.txt > output.log</verb></tscreen>

<sect1>Interactive usage
<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>
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.
<tscreen><verb>mkfifo fifo.dem</verb></tscreen>
Now start Quake (make sure to use <tt>xquake</tt> and and not
<tt>xf86quake</tt>) in a window 
as usual and playdemo this named pipe.
<tscreen><verb>playdemo fifo</verb></tscreen>
Quake tries now to read a demo out of <tt>fifo.dem</tt> but there is nothing
to read in: it stops.
<p>
Now comes the appearance of DEMcut. Open a new window and start DEMcut with the
DEM file of your interest.
<tscreen><verb>demcut mydem.dem</verb></tscreen>
DEMcut reads in <tt>mydem.dem</tt>, does some preprocessing and waits for 
input. The first thing to do is to direct all output to the named pipe.
<tscreen><verb>o fifo.dem</verb></tscreen>
Now create the start of a normal DEM file with CD track and level 
initialisation.
<tscreen><verb>c -1\n
r 0 2</verb></tscreen>
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>
This is the point where the ``interactive mode'' comes in:
DEMcut changes its behaviour with the command
<tscreen><verb>i 1</verb></tscreen>
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>
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.

<sect1>Commands
<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>&num;</tt>', empty lines or lines with wrong commands will be 
ignored as well. DEMcut prints a short response after finishing a command
to <tt>stdout</tt>.
<p>

<sect2>Help
<p>
<descrip>
<tag>Syntax:</tag>
<tt>h</tt>
<tag>Description:</tag>
DEMcut prints a <em>very</em> short online help. If `<tt>i</tt>'
(interactive mode) isn't listed, your operating system doesn't support named
pipes and the interactive mode is left out.
</descrip>

<sect2>Output file
<p>
<descrip>
<tag>Syntax:</tag>
<tt>o filename</tt>
<tag>Description:</tag>
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.
<tag>Query syntax:</tag>
<tt>o</tt>
<tag>Description:</tag>
Prints the current output file name.
<tag>Default value:</tag>
<tt>demcut.dem</tt>
</descrip>

<sect2>DEM file
<p>
<descrip>
<tag>Syntax:</tag>
<tt>d filename</tt>
<tag>Description</tag>
<p>
Selects this DEM file as source.
<tag>Query syntax:</tag>
<tt>d</tt>
<tag>Description:</tag>
Prints the current input DEM file name.
<tag>Value range:</tag>
Any DEM file name. DEMcut generates an error, if the file is not a good DEM 
file.
<tag>Default value:</tag>
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.
</descrip>

<sect2>Speed
<p>
<descrip>
<tag>Syntax:</tag>
<tt>s speed</tt>
<tag>Description:</tag>
<p>
Speeds up all further output by this factor. <tt>speed</tt>&gt;1 increases
the play-back speed, <tt>speed</tt>&lt;1 slows the play-back down. 
<tag>Value range:</tag>
<tt>speed</tt> may be any positive float value.
<tag>Query syntax:</tag>
<tt>s</tt>
<tag>Description:</tag>
Prints the current speed.
<tag>Default value:</tag>
1.0
</descrip>

<sect2>Time
<p>
<descrip>
<tag>Syntax:</tag>
<tt>t time</tt>
<tag>Description:</tag>
Sets the current time. 
<tag>Value range:</tag>
<tt>time</tt> may be any positive float value.
<tag>Query syntax:</tag>
<tt>t</tt>
<tag>Description:</tag>
Prints the current time.
<tag>Default value:</tag>
0.0
</descrip>

<sect2>Loop
<p>
<descrip>
<tag>Syntax:</tag>
<tt>l loop-count</tt>
<tag>Description:</tag>
Sets the loop count. Every further frame will be written <tt>loop-count</tt> 
times to the output. The time goes forward as usual. 
<tag>Value range:</tag>
<tt>loop-count</tt> may be any positive integer value.
<tag>Query syntax:</tag>
<tt>l</tt>
<tag>Description:</tag>
Prints the current loop count.
<tag>Default value:</tag>
1
</descrip>

<sect2>CD track
<p>
<descrip>
<tag>Syntax:</tag>
<tt>c track</tt>
<tag>Description:</tag>
Write the CD track string to the current output. If the CD track
string doesn't end with whitespace  (`&bsol;t', `&bsol;r', `&bsol;n', 
`&bsol;f'), an `&bsol;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).
<tag>Query syntax</tag>
<tt>c</tt>
<tag>Description:</tag>
Prints the current CD track string.
<tag>Default value:</tag>
-1&bsol;n
</descrip>

<sect2>Frame
<p>
<descrip>
<tag>Syntax:</tag>
<tt>f frame-number</tt>
<tag>Description:</tag>
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>
The frame command stops in interactive mode a running range command.
<tag>Value range:</tag>
<tt>frame-number</tt> can be any integer number between 0
and the maximum frame number in the currently selected DEM input file.
<tag>Query syntax:</tag>
<tt>f</tt>
<tag>Description:</tag>
Prints the current frame number.
<tag>Default value:</tag>
0
</descrip>

<sect2>Range
<p>
<descrip>
<tag>Syntax:</tag>
<tt>r range-start range-end</tt>
<tag>Description:</tag>
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.
<tag>Value Range:</tag>
<tt>range-start</tt> and <tt>range-end</tt> may
be any integer number between 0 and the maximum frame number in the currently
selected DEM input file. <tt>range-end</tt> may even be smaller than 
<tt>range-start</tt>. If they are equal the result is the same as with the
frame command.
<tag>Query syntax:</tag>
<tt>r</tt>
<tag>Description:</tag>
Prints the current range.
<tag>Default value:</tag>
0, last frame number of the first DEM file from the command line.
</descrip>

<sect2>Multi-player preparing<label id="DEMcutM">
<p>
<descrip>
<tag>Syntax:</tag>
<tt>m multi-start multi-end</tt>
<tag>Description:</tag>
Grabs out of the defined frame range all <bf>updatename</bf> and 
<bf>updatecolors</bf>
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 <bf>updatename</bf> or <bf>updatecolors</bf> message in the defined 
frame range.
<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>m</tt>'' command.
<tag>Value Range:</tag>
<tt>multi-start</tt> and <tt>multi-end</tt> may
be any integer number between 0 and the maximum frame number in the currently
selected DEM input file. <tt>multi-end</tt> may even be smaller than
<tt>multi-start</tt>. 
<tag>Query syntax:</tag>
<tt>m</tt>
<tag>Description:</tag>
Prints the current multi-player range.
<tag>Default value:</tag>
0, last frame number of the first DEM file from the command line.
</descrip>

<sect2>Interactive mode
<p>
<descrip>
<tag>Syntax:</tag>
<tt>i inter</tt>
<tag>Description:</tag>
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>
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>signon</tt> number
(frame 0, 1 or 2 of a normal DEM file). Neither does it repeat the 
<bf>disconnect</bf> frame. 
<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. 

<tag>Value Range:</tag>
0 (interactive mode off) or 1 (interactive mode on).
<tag>Query syntax</tag>
<tt>i</tt>
<tag>Description:</tag>
Prints the current interactive mode.
<tag>Default value:</tag>
0
</descrip>

<sect2>Quit
<p>
<descrip>
<tag>Syntax:</tag>
<tt>q</tt>
<tag>Description:</tag>
Closes the output file and quits DEMcut.
</descrip>

<sect1>Example
<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 &rsqb;&lsqb;: 
The Assault'' (created by United Rangers Films).
<p>
To do this start DEMcut with
<tscreen><verb>demcut rgb2.dem</verb></tscreen>
and type in (or much simpler use a text file and redirection)
<p>
<tt># this is a comment, I love comments<newline>
# select the output<newline>
o rgb2rev.dem<newline>
# select the input (not really necessary)<newline>
d rgb2.dem<newline>
# speed things up<newline>
s 2<newline>
# write the CD track<newline>
c -1&bsol;n<newline>
# write the starting frames (level init is in 0,1 and 2)<newline>
r 0 2<newline>
# write all frames in reversed order (actions are in 3..7330)<newline>
r 7330 3<newline>
# write the disconnect frame (is the last one)<newline>
f 7331<newline>
# quit<newline>
q</tt>
<p>
This creates the new DEM file <tt>rgb2rev.dem</tt> with the desired content.

<sect1>Problems, ideas and everything
<p>
The current implementation of DEMcut is full of deficiencies but anyway, it 
works.
<itemize>
<item>The synchronisation between DEM output and the ``real'' time in the
interactive mode is made using polling technique. It should be 
<tt>alarm(2)</tt> controlled.
<item>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).
<item>Please use a real OS for DEMcut. The preparing phase at the start 
of DEMcut for <tt>rgb2.dem</tt> takes at my P133 8 seconds with Linux but 17 
seconds with MS-DOS.
<item>The Mingw32 (Win32 without <tt>cygwin.dll</tt>) version of DEMcut 
(<tt>demcutm.exe</tt>) may be totally
broken. I never tested it and have no access to a Win32 system to check
it. If someone really wants a working version for such a OS, please find 
the problem yourself. 
</itemize>

<sect>DBS, The Demo Broadcasting Server
<p>
<sect1>Introduction
<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>
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.

<sect1>Command line parameters
<p>
DBS is a command line oriented program. It uses the <tt>getopt_long</tt>
library for the command line parsing. DBS doesn't stop for itself. Use
<tt>Control+C</tt> to stop it.
<p>

<sect2>Syntax description
<p>
<descrip>
<tag>Syntax:</tag>
<tt>dbs &lsqb;--help|-h&rsqb;</tt>
<tag>Description:</tag>
If you start DBS without any command line parameters or the help
parameters you receive the following syntax message:
<tscreen><verb>Demo Broadcasting Server
DBS (c) U. Girlich, 1997-98, Release @VERSION@ @DATE@ (@COMMENT@)
dbs &lsqb;option ...&rsqb; 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.</verb></tscreen>
</descrip>

<sect2>Version
<p>
<descrip>
<tag>Syntax:</tag>
<tt>dbs (--version|-v)</tt>
<tag>Description:</tag>
DBS prints a version message and quits.
</descrip>

<sect2>Port
<p>
<descrip>
<tag>Syntax:</tag>
<tt>dbs (--port|-p) PORT ...</tt>
<tag>Description:</tag>
DBS uses by default the UDP port 26000 for the communication.
This value can be overwritten with this option.
</descrip>

<sect2>Maximum number of players
<p>
<descrip>
<tag>Syntax:</tag>
<tt>dbs (--max-players|-m) MAX&lowbar;PLAYERS ...</tt>
<tag>Description:</tag>
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>unsigned char</tt> for the number of players.
</descrip>

<sect1>What DBS does
<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>
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>
A small problem are the <tt>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>setangle</tt> message with the current camera angles.
<p>
This means, that you can't get the original DEM file by client (or
proxy) recording.
<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).



<sect>DM2cat, The DM2 file concatenator<label id="DM2cat">
<p>
DM2cat is a simple Perl script to concat multiple binary DM2 files
together to a single multi-level DM2 file.
<p>
It does this by simpy removing the last 4 bytes (the <bf>endblock</bf>)
from each DM2 file.
<p>
The main aim of DM2cat is to show a sample framework for any kind of
binary DM2 file manipulation.



<sect>LS format<label id="LMPsource">
<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.

<sect1>Introduction
<p>
The LMP Source format (LS) is a (ASCII text based) readable description of
the contents of a (binary) LMP or DMO file.
<p>
LMPC produces (with <tt>--to-txt</tt>) a well formatted LS file. So
you can learn by example.
I hope, that the text parser in LMPC (with <tt>--to-bin</tt>) can
parse most LMP source. It can't parse DMO source files.
<itemize>
<item>The LS language is a line oriented language.
<item>Empty lines are ignored.
<item>The keywords aren't case sensitive.
<item>The characters between <tt>#</tt> and ``new line'' will be ignored.
<item>``new line'' can be 0x0A or 0x0D0A.
</itemize>
<p>
At the very beginning of a LS file (produced by <tt>lmpc --to-txt</tt>)
there are some comment lines with derived information:
<descrip>
<tag>LMP</tag>
<tscreen><verb>
DOOM (&rsqb;&lsqb;) 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
</verb></tscreen>
<tag>DMO</tag>
<tscreen><verb>
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
</verb></tscreen>
</descrip>

<sect1>Header Area
<p>
The Header Area starts with the keyword <tt>HeaderStart</tt> and ends with
the keyword <tt>HeaderEnd</tt>.
<p>
Between <tt>HeaderStart</tt> and <tt>HeaderEnd</tt> there are lines
with general information about the LMP or DMO file:
<descrip>
<tag>Game:</tag>
game type (DOOM, DOOM &rsqb;&lsqb;, HERETIC, HEXEN, STRIFE, Duke Nukem 3D,
Redneck Rampage)
<tag>Version:</tag>
version number or version byte (new DOOM/DOOM &rsqb;&lsqb;, STRIFE) 
or 0 (old DOOM/HERETIC/HEXEN), the real version for Duke Nukem 3D and Redneck
Rampage
<tag>Skill:</tag>
player skill (LMP: 1-5, DMO: 1-4)
<tag>Episode:</tag>
episode (DOOM/HERETIC/Duke Nukem 3D: 1-4, DOOM &rsqb;&lsqb;/HEXEN: 1,
not in STRIFE), Redneck Rampage: 1 (I don't know it better yet, should be 1-4)
<tag>Map:</tag>
starting map (DOOM/HERETIC/Duke Nukem 3D: 1-9, DOOM &rsqb;&lsqb;: 1-32, 
HEXEN 1-40, STRIFE: 32-??), Redneck Rampage: 1-11 
</descrip>
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)
<tscreen><verb>
Player0:      Colour of player 0
Player1:      Colour of Player 1
</verb></tscreen>
etc.
<descrip>
<tag>Player:</tag>
Number of players (does exist in DMO source only)
</descrip>
<p>
The following lines are special for new DOOM, DOOM &rsqb;&lsqb; and STRIFE LMP
files.
<descrip>
<tag>MultiRule:</tag>
Multi-Player Playing Rule (Cooperative, DeathMatch or Altdeath)
<tag>Respawn:</tag>
number (This line appears only if the LMP was recorded 
with <tt>-respawn</tt>. The number is the number of the 
command line parameter <tt>-respawn</tt>.)
<tag>Fast:</tag>
number (This line appears only if the LMP was recorded 
with <tt>-fast</tt>. The number is the number of the 
command line parameter <tt>-fast</tt>.)
<tag>NoMonsters:</tag>
number (This line appears only if the LMP was recorded 
with <tt>-nomonsters</tt>. The number is the number of the 
command line parameter <tt>-nomonsters</tt>.)
<tag>ViewOfPlayer:</tag>
colour (The LMP is recorded from the view of the player 
with this colour, (0&lt;=colour&lt;=3))
</descrip>
The following lines are special for new Duke Nukem 3D and Redneck Rampage DMO 
files.
<descrip>
<tag>MultiRule:</tag>
Multi-Player Playing Rule (DukeMatch (RedneckMatch) (with spawn), Coop,
Dukematch (Redneckmatch) (without spawn))
<tag>Respawn Monsters:</tag>
number (This line appears only if the DMO file was recorded
with <tt>/t1</tt>.) 
<tag>Respawn Items:</tag>
number (This line appears only if the DMO file was recorded
with <tt>/t2</tt>.) 
<tag>Respawn Inventory:</tag>
number (This line appears only if the DMO file was recorded
with <tt>/t3</tt>.) 
<tag>NoMonsters:</tag>
number (This line appears only if the DMO file was recorded
with <tt>/m</tt>.)
</descrip>
The following lines are special for Redneck Rampage DMO files.
<descrip>
<tag>FakePlayerAI:</tag>
number (This line appears only if the DMO was recorded 
with <tt>/a</tt>.) 
<tag>Name:</tag>
"string" (The standard name is "LEONARD" but it can be changed with the 
<tt>-name</tt> option.)
</descrip>

Sometimes <tt>lmpc --to-txt</tt> can't distinguish between new
DOOM and DOOM &rsqb;&lsqb; LMP files:
In the Game line appears ``DOOM or DOOM &rsqb;&lsqb;''.
<p>
The version byte can easily be derived from the game version.
<table loc="htb">
<tabular ca="rl">
0  : <colsep>DOOM 1.1, 1.2<rowsep>
101: <colsep>STRIFE 1.0, 1.1<rowsep>
104: <colsep>DOOM 1.4beta<rowsep>
105: <colsep>DOOM 1.5beta<rowsep>
106: <colsep>DOOM 1.6beta, DOOM 1.666, DOOM &rsqb;&lsqb; 1.666<rowsep>
107: <colsep>DOOM &rsqb;&lsqb; 1.7, DOOM &rsqb;&lsqb; 1.7a<rowsep>
108: <colsep>DOOM 1.8, DOOM &rsqb;&lsqb; 1.8<rowsep>
109: <colsep>(Ultimate) DOOM 1.9, DOOM &rsqb;&lsqb; 1.9<rowsep>
110: <colsep>published source code
</tabular>
<caption>LMP version bytes</caption>
</table>

In HEXEN LMP files appears the player class (0: fighter, 1: cleric, 2: mage)
too:
<tscreen><verb>
Class:        single player class (0-2)
</verb></tscreen>
or in multi-player LMP files:
<tscreen><verb>
Class0:       player 0 class
Class1:       player 1 class
</verb></tscreen>
etc.

<sect1>Data Area
<p>
The Data Area starts with the keyword <tt>DataStart</tt> and ends with 
the keyword <tt>DataEnd</tt>.
<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>
LMPC may append (with the <tt>--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.

<sect2>Movements
<p>
A movement consists of a 2 letter word and an amount <tt>n</tt>.
<table loc="htb">
<tabular ca="llll">
code <colsep>action <colsep> game <colsep> range <rowsep>
<tt>GFn</tt> <colsep>Go Forward <tt>n</tt> <colsep>LMP <colsep>1&lt;=<tt>n</tt>&lt;=127<rowsep>
<tt>GBn</tt> <colsep>Go Backward <tt>n</tt> <colsep>LMP <colsep>1&lt;=<tt>n</tt>&lt;=127<rowsep>
<tt>SLn</tt> <colsep>Strafe Left <tt>n</tt> <colsep>LMP <colsep>1&lt;=<tt>n</tt>&lt;=127<rowsep>
<tt>SRn</tt> <colsep>Strafe Right <tt>n</tt> <colsep>LMP <colsep>1&lt;=<tt>n</tt>&lt;=127<rowsep>
<tt>GXn</tt> <colsep>Go X-direction <tt>n</tt> <colsep>DMO <colsep>-32768&lt;=<tt>n</tt>&lt;=32767<rowsep>
<tt>GYn</tt> <colsep>Go Y-direction <tt>n</tt> <colsep>DMO <colsep>-32768&lt;=<tt>n</tt>&lt;=32767<rowsep>
<tt>TLn</tt> <colsep>Turn Left <tt>n</tt> <colsep>LMP <colsep>1&lt;=<tt>n</tt>&lt;=127<rowsep>
<tt>TLn</tt> <colsep>Turn Left <tt>n</tt> <colsep>DMO <colsep>1&lt;=<tt>n</tt>&lt;=32767<rowsep>
<tt>TRn</tt> <colsep>Turn Right <tt>n</tt> <colsep>LMP <colsep>1&lt;=<tt>n</tt>&lt;=127<rowsep>
<tt>TRn</tt> <colsep>Turn Right <tt>n</tt> <colsep>DMO <colsep>1&lt;=<tt>n</tt>&lt;=32767
</tabular>
<caption>Movement commands</caption>
</table>

<sect2>Use (LMP only)
<p>
<table loc="htb">
<tabular ca="ll">
<tt>UT</tt> <colsep>Use Thing  (press button, open door etc.)<rowsep>
<tt>NWn</tt> <colsep>New Weapon (1&lt;=<tt>n</tt>&lt;=8) (change the weapon manually)<rowsep>
<tt>FW</tt> <colsep>Fire Weapon<rowsep>
<colsep><rowsep>
<tt>PS</tt> <colsep>Pause Start<rowsep>
<tt>PE</tt> <colsep>Pause End<rowsep>
<tt>SGn</tt> <colsep>Save Game in slot n (0&lt;=n&lt;=7)
</tabular>
<caption>Use commands</caption>
</table>

You can not combine <tt>PS</tt>, <tt>PE</tt> and <tt>SG</tt> with
other Use commands. But you can combine
the other Use commands (for instance <tt>UT</tt> and <tt>FW</tt> at the
same time).

<sect2>Fly and Look (HERETIC and HEXEN only)
<p>
A fly and look command consists of a 2 letter word and an amount 
(1&lt;=<tt>n</tt>&lt;=15)
<table loc="htb"> 
<tabular ca="ll">
<tt>FUn</tt> <colsep>Fly Up <tt>n</tt><rowsep>
<tt>FDn</tt> <colsep>Fly Down <tt>n</tt><rowsep>
<tt>LUn</tt> <colsep>Look Up <tt>n</tt><rowsep>
<tt>LDn</tt> <colsep>Look Down <tt>n</tt><rowsep>
<colsep><rowsep>
<tt>FC</tt> <colsep>Fly Centre (landing, drop)<rowsep>
<tt>LC</tt> <colsep>Look Centre (look forward)
</tabular>
<caption>Fly and Look commands</caption>
</table>

<sect2>Use Artifact (HERETIC and HEXEN only)
<p>
The Use Artifact command consist of the code <tt>AT</tt> and a letter
(<tt>a</tt>..<tt>j</tt>)
equivalent to the <tt>gimme</tt>-cheat of HERETIC. In HEXEN such a cheat code
does not exist but the command remains the same:
<p>
<descrip>
<tag>HERETIC:</tag>
<table loc="htb">
<tabular ca="ll">
<tt>ATa</tt> <colsep>ring of invincibility<rowsep>
<tt>ATb</tt> <colsep>shadowsphere<rowsep>
<tt>ATc</tt> <colsep>quartz flask<rowsep>
<tt>ATd</tt> <colsep>chaos device<rowsep>
<tt>ATe</tt> <colsep>tome of power<rowsep>
<tt>ATf</tt> <colsep>torch<rowsep>
<tt>ATg</tt> <colsep>time bomb of the ancients<rowsep>
<tt>ATh</tt> <colsep>morph ovum<rowsep>
<tt>ATi</tt> <colsep>wings of wrath<rowsep>
<tt>ATj</tt> <colsep>mystic urn
</tabular>
<caption>HERETIC artifacts</caption>
</table>
<tag>HEXEN:</tag>
<table loc="htb">
<tabular ca="ll">
<tt>ATa</tt> <colsep>icon of the defender<rowsep>
<tt>ATb</tt> <colsep>quartz flask<rowsep>
<tt>ATc</tt> <colsep>mystic urn<rowsep>
<tt>ATd</tt> <colsep>clerical healing key<rowsep>
<tt>ATe</tt> <colsep>dark servant<rowsep>
<tt>ATf</tt> <colsep>torch<rowsep>
<tt>ATg</tt> <colsep>porkalator<rowsep>
<tt>ATh</tt> <colsep>wings of wrath<rowsep>
<tt>ATi</tt> <colsep>chaos device<rowsep>
<tt>ATj</tt> <colsep>flechette<rowsep>
<tt>ATk</tt> <colsep>banishment device<rowsep>
<tt>ATl</tt> <colsep>boots of speed<rowsep>
<tt>ATm</tt> <colsep>krater of might<rowsep>
<tt>ATn</tt> <colsep>dragonskin bracers<rowsep>
<tt>ATo</tt> <colsep>disc of repulsion<rowsep>
<tt>UA</tt> <colsep>use all (panic button)
</tabular>
<caption>HEXEN artifacts</caption>
</table>
</descrip>

<sect2>STRIFE Artifacts
<p>
You can only the use STRIFE artifacts with the <tt>IN</tt> or <tt>DR</tt>
actions. 
<p>
The Use Artifact command consist of the code <tt>A</tt> and an 
artifact number. Up to now I know only 12 artifacts.
<table loc="htbp">
<tabular ca="lll">
code <colsep>name<rowsep>
<tt>0x74</tt> <colsep>toughness<rowsep>
<tt>0x75</tt> <colsep>accuracy<rowsep>
<tt>0x76</tt> <colsep>full health<rowsep>
<tt>0x7B</tt> <colsep>teleportor beacon<rowsep>
<tt>0x7C</tt> <colsep>metal armor<rowsep>
<tt>0x7D</tt> <colsep>leather armor<rowsep>
<tt>0xA1</tt> <colsep>med patch<rowsep>
<tt>0xA2</tt> <colsep>medical kit<rowsep>
<tt>0xA3</tt> <colsep>coin<rowsep>
<tt>0xA7</tt> <colsep>shadow armor<rowsep>
<tt>0xA8</tt> <colsep>environmental suit<rowsep>
<tt>0xB7</tt> <colsep>offering chalice
</tabular>
<caption>STRIFE artifacts</caption>
</table>

<sect2>Jump (HEXEN and STRIFE only)
<p>
In HEXEN and STRIFE you can jump up.
<table loc="htbp">
<tabular ca="ll">
<tt>JU</tt> <colsep>jump
</tabular>
<caption>Jump command</caption>
</table>

<sect2>STRIFE actions
<p>
There are some more STRIFE actions. Remember: no talks are stored in the LMP
file.
<table loc="htb">
<tabular ca="ll">
<tt>LU</tt> <colsep>Look Up<rowsep>
<tt>LD</tt> <colsep>Look Down<rowsep>
<tt>RU</tt> <colsep>Run <rowsep>
<tt>IN</tt> <colsep>Use Inventory<rowsep>
<tt>DR</tt> <colsep>Drop Inventory<rowsep>
<tt>JU</tt> <colsep>Jump Up<rowsep>
<tt>U6</tt> <colsep>Unknown Action Number 6<rowsep>
<tt>HE</tt> <colsep>Use Health
</tabular
<caption>STRIFE actions</caption>
</table>

<sect2>Use (DMO only)
<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>DUKE3D.CFG</tt>.
<table loc="htb">
<tabular ca="ll">
<tt>JU</tt> <colsep>Jump<rowsep>
<tt>CR</tt> <colsep>Crouch<rowsep>
<tt>FW</tt> <colsep>Fire<rowsep>
<tt>AU</tt> <colsep>Aim&lowbar;Up<rowsep>
<tt>AD</tt> <colsep>Aim&lowbar;Down<rowsep>
<tt>RU</tt> <colsep>Run<rowsep>
<tt>LU</tt> <colsep>Look&lowbar;Up<rowsep>
<tt>LD</tt> <colsep>Look&lowbar;Down<rowsep>
<tt>VI</tt> <colsep>NightVision<rowsep>
<tt>MK</tt> <colsep>MedKit<rowsep>
<tt>AR</tt> <colsep>AutoRun<rowsep>
<tt>LC</tt> <colsep>Center&lowbar;View<rowsep>
<tt>HW</tt> <colsep>Holster&lowbar;Weapon<rowsep>
<tt>IL</tt> <colsep>Inventory&lowbar;Left<rowsep>
<tt>HD</tt> <colsep>Holo&lowbar;Duke<rowsep>
<tt>JP</tt> <colsep>Jetpack<rowsep>
<tt>IR</tt> <colsep>Inventory&lowbar;Right<rowsep>
<tt>TA</tt> <colsep>TurnAround<rowsep>
<tt>UT</tt> <colsep>Open<rowsep>
<tt>IN</tt> <colsep>Inventory<rowsep>
<tt>AC6</tt> <colsep>??<rowsep>
<tt>AC7</tt> <colsep>??<rowsep>
<tt>AC12</tt> <colsep>??<rowsep>
<tt>PA</tt> <colsep>Pause<rowsep>
<tt>AC22</tt> <colsep>??<rowsep>
<tt>AC23</tt> <colsep>??<rowsep>
<tt>AC26</tt> <colsep>??<rowsep>
<tt>AC31</tt> <colsep>??<rowsep>
<tt>NWn</tt> <colsep>New Weapon (1&lt;=<tt>n</tt>&lt;=10) (change the weapon manually)
</tabular>
<caption>DMO actions</caption>
</table>

<sect2>Special Codes
<p>
<table loc="hbt">
<tabular ca="ll">
<tt>WT</tt> <colsep>Wait a Tic<rowsep>
<tt>*n</tt> <colsep>Repeats the current line <tt>n</tt> times
</tabular>
<caption>Special commands</caption>
</table>

<sect>DEM source format<label id="DEMsource">
<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 <url url="@HOMEURL@/dem">.
<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>
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>udeml.l</tt> and the yacc file <tt>udemy.y</tt>
contain the complete language grammar documentation.


<sect>QWD source format<label id="QWDsource">
<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
<url url="@HOMEURL@/qwd">.
<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>
If someone is willing to write a documentation of my QWD text format please
inform me and your document will be included right here. 


<sect>DM2 source format<label id="DM2source">
<p>
The DM2 format is a nice and compact file format.
Please look in the ``Unofficial DM2 format description''.
The current version is
<url url="@HOMEURL@/dm2">.
<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>
If someone is willing to write a documentation of my DM2 text format please
inform me and your document will be included right here. 


<sect>Some links and further information
<p>
For further information on LMP files look in the ``Unofficial LMP format 
description''. The current version is 
<url url="@HOMEURL@/lmp">.
<p>
For a huge collection of some great LMP files, look at the 
COMPET-N home page
<url url="http://www.hszk.bme.hu/~ha211/compet-n/">.
<p>
For further information on DMO files look in the ``Unofficial DMO format 
description''. The current version is 
<url url="@HOMEURL@/dmo">.
<p>
For a small collection of DMO files, look at the
<url url="http://www.acs.oakland.edu/~klmatero/duke3d/demos.html">.
<p>
For further information on DEM files look in the ``Unofficial DEM format
description''. The current version is
<url url="@HOMEURL@/dem">.
<p>
All info you'll ever need on DEM files can be found in the published
Quake source at
<url url="ftp://ftp.idsoftware.com/idstuff/source/q1source.zip">
<p>
A simple DEM file editing guide can be found at 
<url url="http://www.Z-Studios.com/archives/filmat11.html">.
<p>
For further information on QWD files look in the ``Unofficial QWD format
description''. The current version is
<url url="@HOMEURL@/qwd">.
<p>
All info you'll ever need on QWD files can be found in the published
QuakeWorld source at
<url url="ftp://ftp.idsoftware.com/idstuff/source/q1source.zip">
<p>
For further information on DM2 files look in the ``Unofficial DM2 format
description''. The current version is
<url url="@HOMEURL@/dm2">.
<p>
DM2 file editing tutorials can be found at
<url url="http://www.Z-Studios.com/tutorials/dm2/tut_demo.html">.
<p>
For further information on Quake II Relay project look at
<url url="http://www.planetquake.com/relay/">.
<p>


<sect>History and future of LMPC
<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 
(<url url="http://www.planetquake.com/keygrip">) the starting point for their 
internal fake Quake server.
<p>
<descrip>

<tag>1.0 (8/30/1994) <tt>lmpc10.zip</tt> (8/31/1994 posted in 
<tt><htmlurl url="news:alt.binaries.doom" name="alt.binaries.doom"></tt>, 
<tt><htmlurl url="news:alt.games.doom" name="alt.games.doom"></tt>)
</tag><itemize>
<item>General: first public version.
</itemize>

<tag>1.01 (8/31/1994) <tt>lmpc101.arj</tt> (9/1/1994 posted in 
<tt><htmlurl url="news:alt.binaries.doom" name="alt.binaries.doom"></tt>, 
<tt><htmlurl url="news:alt.games.doom" name="alt.games.doom"></tt>)
</tag><itemize>
<item>LMP: bug fixed in <tt>WT</tt> statistics.
<item>Docu: LS description / LMPC program reference splitted in 
LS.DOC / LMPC.DOC.
<item>LMP: New heuristic algorithm to discover former version changes.
<item>Docu: History added in LMPC.DOC.
<item>General: 
Terry (<htmlurl url="mailto:terry@usis.com" name="terry@usis.com">) 
wrote also a DOOM utility (I don't know it) 
with the archive name <tt>lmpc10.zip</tt>. Therefore I changed to the ARJ 
archive.
</itemize>

<tag>2.0 (10/11/1994) <tt>lmpc20.arj</tt> (internal beta test release)
</tag><itemize>
<item>LMP: the LMP compiler is ready after all!
</itemize>

<tag>2.01 (10/12/1994) <tt>lmpc201.arj</tt> (internal beta test release)
</tag><itemize>
<item>LMP: decompiler bug fixed (<tt>UT</tt>/<tt>FW</tt> and <tt>NW</tt>
in the same game tic).
<item>LMP: compiler parser improved (token length test).
<item>LMP: <tt>NW8</tt> (8 gives you the chain saw directly) added.
</itemize>

<tag>2.1 (10/24/1994) <tt>lmpc21.arj</tt> (10/25/1994 posted in 
<tt><htmlurl url="news:alt.binaries.doom" name="alt.binaries.doom"></tt>)
</tag><itemize>
<item>General: after a error free beta test phase nothing changed, new public
version.
</itemize>

<tag>2.20 ... 2.26 (never published)</tag>
<itemize>
<item>General: rewritten from scratch (Turbo Pascal 6.0 -&gt; ANSI C).
</itemize>

<tag>2.27 (2/25/1995) <tt>lmpc-2.27.tar.gz</tt> (internal beta test release)
</tag><itemize>
<item>LMP: LS format improved (new HERETIC movements).
<item>LMP: can handle DOOM &rsqb;&lsqb; and HERETIC LMP files.
<item>LMP: <tt>GAME</tt>-token in the LS Header.
<item>LMP: version change expects now the real version byte.
<item>LMP: 1.5 times faster (2.27/2.1, checked with a &gt;300K LMP).
<item>General: includes now an executable for MS-DOS and Linux.
</itemize>

<tag>2.3 (4/29/1995) <tt>lmpc-2.3.tar.gz</tt>/<tt>lmpc23.zip</tt>
</tag><itemize>
<item>General: full source code included.
<item>LMP: version change expects a real version string or the version byte.
<item>General: zip and tar.gz release.
<item>General: includes now go32.exe and stub.exe too.
</itemize>

<tag>2.4 (8/7/1995) <tt>lmpc-2.4.tar.gz</tt>/<tt>lmpc24.zip</tt>
(public release)
</tag><itemize>
<item>General: MS-DOS binary cross compiled with go32crs.
<item>Docu: documentation in HTML and plain text (created with Mosaic from the
HTML version).
<item>LMP: Ultimate DOOM with 4th episode tested (nothing changed).
</itemize>

<tag>2.5 (8/23/1995) <tt>lmpc-2.5.tar.gz</tt>/<tt>lmpc25.zip</tt>
(internal beta test release)
</tag><itemize>
<item>General: command line parsing now with <tt>getopt_long</tt> and long 
option names are allowed too.
<item>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).
<item>General: <tt>--info</tt> can handle many files on the command line.
<item>LMP: <tt>--lmp-to-ls</tt> can decompile a specific part of the LMP file
(the new <tt>--tic</tt> option).
<item>LMP: the buggy version number string function repaired.
<item>LMP: the new option <tt>--game</tt> to force the game type of the LMP
file.
</itemize>

<tag>2.6 (8/26/1995) <tt>lmpc-2.6.tar.gz</tt>/<tt>lmpc26.zip</tt>
(internal beta test release)
</tag><itemize>
<item>LMP: <tt>--ls-to-lmp</tt> converts now several LS files to a LMP file.
<item>LMP: new option <tt>--add-WT</tt> to add <tt>WT</tt> at the end of a
LMP file. 
</itemize>

<tag>2.6.1 (8/28/1995) <tt>lmpc-2.6.1.tar.gz</tt>/<tt>lmpc261.zip</tt>
(internal beta release)
</tag><itemize>
<item>General: 3 parts of the version number.
<item>LMP: <tt>--gametic FROM(,|:)TO</tt>: colon is allowed as a separator too.
<item>LMP: <tt>--ls-to-lmp</tt> keeps track of <tt>PS</tt> and <tt>PE</tt>.
<item>LMP: <tt>--remove-pause</tt> to remove the Pause game tics.
</itemize>

<tag>2.7.0 (9/3/1995) <tt>lmpc-2.7.0.tar.gz</tt> (internal alpha release)
</tag><itemize>
<item>LMP: <tt>--gametic</tt> changed to <tt>--tic</tt>
<item>LMP: total new code to convert LMP files (all in one).
<item>LMP: do multiple LMP file changes at the same time.
<item>LMP: convert LMP files with the help of a temporary file (if necessary).
</itemize>

<tag>2.7.1 (9/5/1995) <tt>lmpc-2.7.1.tar.gz</tt>/<tt>lmpc271.zip</tt>
(internal beta release)
</tag><itemize>
<item>LMP: small bug fixes in the new code.
<item>LMP: MS-DOS binary converts now all filenames to lower case.
</itemize>

<tag>2.7.2 (9/6/1995) <tt>lmpc-2.7.2.tar.gz</tt>/<tt>lmpc272.zip</tt>
(internal beta release)
</tag><itemize>
<item>LMP: small bug in the MS-DOS binary corrected.
</itemize>

<tag>2.8.0 (10/5/1995) <tt>lmpc-2.8.0.tar.gz</tt>/<tt>lmpc280.zip</tt>
(public release)
</tag><itemize>
<item>General: Nothing important changed after one month of intensive beta 
testing. The code is stable. 
</itemize>

<tag>2.9.1 (10/9/1995) <tt>lmpc-2.9.1.tar.gz</tt>/<tt>lmpc291.zip</tt>
(internal beta release)
</tag><itemize>
<item>General: from now on I use a version number scheme similar to Linux: 
second number odd means test.
<item>LMP: HEXEN support (rudimentary).
</itemize>

<tag>2.9.2 (10/9/1995) <tt>lmpc-2.9.2.tar.gz</tt>/<tt>lmpc292.zip</tt>
(internal beta release)
</tag><itemize>
<item>LMP: correct names of all HEXEN artifacts.
</itemize>

<tag>2.9.3 (11/19/1995) <tt>lmpc-2.9.3.tar.gz</tt>/<tt>lmpc293.zip</tt>
(internal beta release)</tag>
<itemize>
<item>LMP: new option <tt>--clear-save</tt> to clear the <tt>SG</tt> tics.
<item>Docu: documentation in Linux-SGML.
<item>LMP: small multi-player bug corrected, thanks to Rob McCartney
(<htmlurl url="mailto:argon@netcom.com" name="argon@netcom.com">) 
for his bug report.
</itemize>

<tag>2.9.4 (12/6/1995) <tt>lmpc-2.9.4.tar.gz</tt>/<tt>lmpc294.zip</tt>
(internal beta release)</tag>
<itemize>
<item>new option <tt>--mark-step</tt> to mark only every <tt>STEP</tt>th
game tic
<item>General: MS-DOS version uses <tt>CR/LF</tt> instead of <tt>LF</tt> 
for LS files.
</itemize>

<tag>2.9.5 (2/10/1996) <tt>lmpc-2.9.5.tar.gz</tt>/<tt>lmpc295.zip</tt>
(internal alpha release)</tag>
<itemize>
<item>DMO: rudimentary support for Duke Nukem 3D DMO files (alpha code!). 
</itemize>

<tag>2.9.6 (2/12/1996) <tt>lmpc-2.9.6.tar.gz</tt>/<tt>lmpc296.zip</tt>
(internal alpha release)</tag>
<itemize>
<item>DMO: reliable version of <tt>lzw.c</tt>/<tt>unlzw.c</tt> included.
<item>DMO: all DMO header bytes decoded.
<item>General: new WWW directory structure.
</itemize>

<tag>2.9.7 (2/13/1996) <tt>lmpc-2.9.7.tar.gz</tt>/<tt>lmpc297.zip</tt>
(internal beta release)</tag>
<itemize>
<item>DMO: version 1.1 of <tt>lzw.c</tt>/<tt>unlzw.c</tt> included.
<item>DMO: DMO support in <tt>-s</tt> and <tt>-i</tt>.
<item>Docu: documentation structure changed.
</itemize>

<tag>2.9.8 (2/19/1996) <tt>lmpc-2.9.8.tar.gz</tt>/<tt>lmpc298.zip</tt>
(internal beta release)</tag>
<itemize>
<item>DMO: Chunk header removed from DS format.
<item>DMO: multi-player size/tics/time corrected.
<item>DMO: Pause is AC21.
</itemize>

<tag>2.9.9 (3/6/1996) <tt>lmpc-2.9.9.tar.gz</tt>/<tt>lmpc299.zip</tt>
(internal beta release)</tag>
<itemize>
<item>LMP: STRIFE support included.
</itemize>

<tag>2.9.10 (4/7/1996) <tt>lmpc-2.9.10.tar.gz</tt>/<tt>lmpc2910.zip</tt>
(internal beta release)</tag>
<itemize>
<item>LMP: HEXEN 1.1 (8 player) support included.
<item>LMP: considerable changes in the <tt>-g</tt> code.
</itemize>

<tag>2.9.11 (4/14/1996) <tt>lmpc-2.9.11.tar.gz</tt>/<tt>lmpc2911.zip</tt>
(internal bug fix release)</tag>
<itemize>
<item>LMP: version string scan routine improved (buggy since 2.9.9).
<item>LMP: game type determine routine corrected (buggy since 2.9.10).
<item>LMP: HEXEN version change (1.0 &lt;-&gt; 1.1) now possible.
</itemize>

<tag>2.9.12 (4/21/1996) <tt>lmpc-2.9.12.tar.gz</tt>/<tt>lmpc2912.zip</tt>
(internal beta release)</tag>
<itemize>
<item>DMO: macro-block error fixed.
<item>LMP: STRIFE player colour names included.
</itemize>

<tag>2.9.13 (7/1/1996), never released
(internal incomplete alpha release)</tag>
<itemize>
<item>DEM: coding started for Quake DEM files, nothing completed.
</itemize>

<tag>2.9.14 (7/2/1996), never released
(internal incomplete alpha release)</tag>
<itemize>
<item>Quake DEM files: coding continued, something completed.
</itemize>

<tag>2.9.15 (7/3/1996), never released
(internal incomplete alpha release)</tag>
<itemize>
<item>DEM: coding continued, structure mostly completed.
<item>General: new recursive Makefiles, MS-DOS compiling not supported anymore.
<item>General: new Linuxdoc-SGML 1.5 options.
<item>General: Linux binary is ELF finally.
<item>General: MS-DOS binary is djgpp V2.0 compatible (and runs in dosemu).
</itemize>

<tag>2.9.16 (7/4/1996), never released
(internal incomplete alpha release)</tag>
<itemize>
<item>DEM: CD track identified.
<item>DEM: player movement identified.
</itemize>

<tag>2.9.17 (7/7/1996), <tt>lmpc-2.9.17.tar.gz</tt>/<tt>lmpc2917.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: cross reference to DEM specs.
<item>DEM: clientdata with more information.
<item>DEM: entities: ModNum with reference to the model names.
</itemize>

<tag>2.9.18 (7/8/1996), <tt>lmpc-2.9.18.tar.gz</tt>/<tt>lmpc2918.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: stupid spawnstatic error corrected.
<item>DEM: code beautified.
</itemize>

<tag>2.9.19 (7/14/1996), <tt>lmpc-2.9.19.tar.gz</tt>/<tt>lmpc2919.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: many new values explained.
<item>DEM: strings can contain unprintable characters. 
</itemize>

<tag>2.9.20 (7/17/1996), <tt>lmpc-2.9.20.tar.gz</tt>/<tt>lmpc2920.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: some new values explained.
<item>DEM: code rearranged.
<item>DEM: corresponds (more or less) to dem-0.0.5.
</itemize>

<tag>2.9.21 (7/23/1996), <tt>lmpc-2.9.21.tar.gz</tt>/<tt>lmpc2921.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: some new values explained.
<item>DEM: massive code rearrangements.
</itemize>

<tag>2.9.22 (8/7/1996), <tt>lmpc-2.9.22.tar.gz</tt>/<tt>lmpc2922.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: almost all explained.
<item>DEM: text file parser is ready (lex, yacc), first check.
<item>DEM: -s may now decompile a DEM txt file to a DEM txt file.
<item>DEM: massive code rearrangements.
</itemize>

<tag>2.9.23 (8/14/1996), <tt>lmpc-2.9.23.tar.gz</tt>/<tt>lmpc2923.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: the ``to bin converter'' is ready. Not very stable.
<item>General: all messages (not getopt) go to stderr.
<item>DEM: write to - means stdout.
<item>General: new command line options: <tt>--to-txt</tt> and <tt>--to-bin</tt>
<item>Docu: some terms changed.
</itemize>

<tag>2.9.24 (10/6/1996), <tt>lmpc-2.9.24.tar.gz</tt>/<tt>lmpc2924.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: all float output (time inclusive) with g-format (9 digits).
<item>DEM: more internal errors corrected.
</itemize>

<tag>2.9.25 (10/13/1996), <tt>lmpc-2.9.25.tar.gz</tt>/<tt>lmpc2925.zip</tt>
(beta release)</tag>
<itemize>
<item>DEM: memory problem solved: LMPC needs now only 400-500K RAM.
<item>Docu: version table reorganised, README, INSTALL slightly changed.
<item>Makefiles: new targets, easier to make packages and my web-page.
<item>DEMA: first working version.
</itemize>

<tag>2.9.26 (11/17/1996), <tt>lmpc-2.9.26.tar.gz</tt>/<tt>lmpc2926.zip</tt>
(bug fix release)</tag>
<itemize>
<item>DEM: MS-DOS binary can read in DEM text files.
<item>DEM: <tt>attack_state</tt>-&gt;<tt>effects</tt>, 
<tt>ang_ofs_1</tt>-&gt;<tt>punchangle_x</tt>.
<item>LMP: MS-DOS binary prints now the correct statistics.
<item>General: new E-mail address.
</itemize>

<tag>2.9.27 (11/20/1996), <tt>lmpc-2.9.27.tar.gz</tt>/<tt>lmpc2927.zip</tt>
(public beta release)</tag>
<itemize>
<item>General: many thanks to 
Eric Gordon Fowler
(<htmlurl url="mailto:efowler@jove.acs.unt.edu"
name="efowler@jove.acs.unt.edu">) and
Paolo Perrotta 
(<htmlurl url="mailto:nan0744@iperbole.bologna.it"
name="nan0744@iperbole.bologna.it">)
for all their bug reports.
<item>DEM: string in and out handles special characters better (not perfect).
<item>DEM: text parser allows digits after an octal escape sequence.
<item>DEM: &bsol;n, &bsol;r, &bsol;&bsol; and &bsol;" are allowed 
character escape sequences in DEM text files.
<item>DEM: binary file read is byte-order independent (unchecked).
<item>DEM: binary file write is byte-order independent (unchecked).
<item>DEM: float numbers may contain exponents.
<item>DEM: <tt>updateentity</tt> with an entity &gt; 255 works.
<item>General: my code survives <tt>-Wall</tt> <tt>-pedantic</tt> without
warnings.
<item>Docu: Old LMPC history a bit reformatted.
</itemize>

<tag>2.9.28 (11/30/1996), <tt>lmpc-2.9.28.tar.gz</tt>/<tt>lmpc2928.zip</tt>
(public beta release)</tag>
<itemize>
<item>DEM: put an <tt>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.
</itemize>

<tag>2.9.29 (12/15/1996), <tt>lmpc-2.9.29.tar.gz</tt>/<tt>lmpc2929.zip</tt>
(public beta release)</tag>
<itemize>
<item>DEM: <tt>--info</tt> detects DEM text files.
<item>DEM: binary file read reorganised (coding just started).
<item>DEMcut: coding started. First working version.
</itemize>

<tag>2.9.30 (1/5/1997), <tt>lmpc-2.9.30.tar.gz</tt>/<tt>lmpc2930.zip</tt>
(alpha test release)</tag>
<itemize>
<item>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. 
<item>DEM: <tt>--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).
<item>DEM: binary write: last (I hope so) endian-dependence removed.
<item>DEM: binary write: suppresses ``camera only'' blocks.
<item>DEM: text write: suppresses ``camera only'' blocks.
<item>DEM: text write: stops at file write errors (e.g. device full).
<item>DEMcut: almost all new coded. The interface remains identical.
I can now include very easy new commands. 
<item>DEMcut: the time message can be anywhere in a block.
<item>DEMcut: new ``m'' command to prepare multi-player DEM file 
concatenations.
<item>DEMcut: new ``i'' command to improve the interactive work: range may
be interrupted, output is time-synchronised. 
<item>Docu: Formatted with SGML-Tools 0.99.0.
<item>General: Orthographical check with <tt>ispell</tt> (British English). 
</itemize>

<tag>2.9.31 (1/7/1997), <tt>lmpc-2.9.31.tar.gz</tt>/<tt>lmpc2931.zip</tt>
(bug fix release)</tag>
<itemize>
<item>DEM: text write: CD track was never printed: totally stupid bug.
</itemize>

<tag>2.9.32 (2/9/1997) (alpha test release)</tag>
<itemize>
<item>DEMcut: more info on running ranges in interactive mode.
<item>DEMcut: ``d'' command don't need files from the command line.
<item>General: includes executables for Win32 (untested).
<item>General: new packaging system.
<item>General: all messages go to stderr.
</itemize>

<tag>2.9.33 (2/16/1997) (alpha test release)</tag>
<itemize>
<item>DMO: Redneck Rampage support started. Info works, decompression not.
<item>DMO: Duke Nukem 3D 1.3D DMO files supported. This incompatible version
exists since April 1996 but nobody said it to me.
<item>DMO: endian-dependence should be removed. Never checked this.
</itemize>

<tag>2.9.34 (3/23/1997) (beta test release)</tag>
<itemize>
<item>DEM: <tt>--info</tt> prints the number of game tics (or frames)
for binary DEM files.
<item>DEM: new option <tt>--fix-multi</tt> for in-place editing.
<item>DEM: new option <tt>--fix-multi</tt> as additional option for 
<tt>--to-bin</tt> and <tt>--to-txt</tt>.
<item>DEM: bin read: type check was endian-dependent (no longer).
<item>DEM: bin read: CD track at the beginning can be anything, that Quake
itself likes. Read the DEM specs (>=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.
<item>DEMcut: CD track commands expects the `&bsol;n' character as well.
The old syntax continues to work.
<item>Docu: Demolition and DemoStat mentioned.
</itemize>

<tag>3.0.0 (3/31/1997) (public beta release)</tag>
<itemize>
<item>DEM: text read: hours in time stamps didn't work (bug report by
James Stephenson (<htmlurl url="mailto:james@BETAus.com"
name="james@BETAus.com">)).
<item>DEMcut: CD track command works now correctly.
<item><tt>--game</tt> option repaired.
<item>Docu: general clean-up.
</itemize>

<tag>3.0.1 (5/15/1997) (public release)</tag>
<itemize>
<item>General: text write: Win32 versions make MS-DOS style
line breaks (hint by
David Wright (<htmlurl url="mailto:wgwright@mnsinc.com"
name="wgwright@mnsinc.com">)).
<item>General: Minimalist GNU Win32 (Mingw32) version ready (untested).
<item>Win32: The <tt>syserror</tt> function was always broken. Why didn't 
somebody give me a hint?
<item>DEM: bin read: `new' (version &gt; 1.06) DEM format.
<item>DEM: bin write: stupid error in <bf>clientdata</bf> removed. 
It was there since 2.9.23 (hint by
Yonatan Donner (<htmlurl url="mailto:ruthd@post.tau.ac.il"
name="ruthd@post.tau.ac.il">)).
<item>DEM: entry clientdata-&gt;weapon may contain invalid values
(more than 1 bit set). 
<item>Packaging: Win32 versions with standard file names. Only the `MS-DOS
Binary Package' use the short 8.3 name scheme.
</itemize>

<tag>3.1.1 (7/20/1997) (internal alpha test release)</tag>
<itemize>
<item>QWD: bin read: coding started. Nothing completed. 
<item>Docu: all tables now floating in TeX.
<item>Conf: all is now Autoconf configured.
</itemize>

<tag>3.1.2 (7/28/1997) (alpha test release)</tag>
<itemize>
<item>DEMcut: interactive mode is removed in systems without named pipes.
<item>DBS: alpha code.
<item>Conf: Autoconf rules newly written. Really everything is Autoconf 
configured.
<item>Docu: DBS mentioned.
<item>Docu: rename INSTALL in COMPILE.
<item>Docu: new file: Autoconf generic INSTALL.
</itemize>

<tag>3.1.3 (8/17/1997) (alpha test release)</tag>
<itemize>
<item>General: package renamed: LMP/DMO/DEM/QWD Control Centre -&gt; 
Little Movie Processing Centre
<item>QWD: QuakeWorld 2.00 support included.
<item>Docu: back again to SGML-Tools 0.99.0.
<item>Docu: chapters restructured.
</itemize>

<tag>3.1.4 (12/29/1997) (alpha test release)</tag>
<itemize>
<item>Conf: <tt>Makefile.in</tt> created from <tt>Makefile.am</tt> by 
GNU Automake. Much easier to maintain! 
<item>General: Hexen II support just started. Not complete. Can't even
decompile correctly a single file.
<item>Compile: some general routines in a library.
<item>General: Quake II support just started. Not complete. Can't even
decompile deltapacketentities.
</itemize>

<tag>3.1.5 (1/1/1998) (alpha test release)</tag>
<itemize>
<item>DM2: text output: many comments included.
<item>Docu: SGML-Tools 1.0.2 ready after all.
<item>Conf: Automake 1.2 compliant. Some yacc/lex changes were needed.
</itemize>

<tag>3.1.6 (3/12/1998) (alpha test release)</tag>
<itemize>
<item>DM2: binary read: nasty malloc/free bug removed.
<item>DM2: some new commands got better names.
<item>DEM: binary read: CD track totally rewritten.
<item>LMP: can handle -v1.10 (for the released DOOM source code distribution)
<item>Web: PlanetQuake is the new home.
<item>Docu: SGML-Tools 1.0.5 used.
</itemize>

<tag>3.1.7 (6/17/1998) (alpha test release)</tag>
<itemize>
<item>DBS: subtle sync problem solved. Thanks to Paul Baker
(<htmlurl url="mailto:pbaker@idle.com" name="pbaker@idle.com">) for his bug 
report.
<item>DM2: text in: parser implemented.
<item>DM2: some command names changed.
<item>DM2: binary out: implementation started.
</itemize>

<tag>3.1.8 (7/15/1998) (intermediate beta release)</tag>
<itemize>
<item>DM2: server record files implemented.
<item>Conf: dist target for source package is working now.
<item>Conf: more checks for more platforms.
<item>Docu: SGML-Tools 1.0.7 used.
<item>QWD: binary in: up to QuakeWorld 2.29BETA.
</itemize>

<tag>3.1.9 (8/16/1998) (beta release)</tag>
<itemize>
<item>QWD: text in: written.
<item>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.
<item>DM2: Visual Weapon (VWep) support.
<item>DM2: some really bad errors corrected.
<item>Conf: After many fights with the Automake system, `make distcheck'
works finally without problems.
</itemize>

<tag>3.2.0 (9/6/1998) (stable release)</tag>
<itemize>
<item>DM2: binary read and binary write: long vwep corrected. Now works
<tt>massive1.dm2</tt>.
<item>DM2: binary write: <tt>timeofs</tt> in <bf>sound</bf> wasn't even
implemented.
<item>DM2: text read: allows now empty <bf>packetentities</bf>. Many users
reported this problem in reease 3.1.9. Thanks to all of you.
<item>QWD: text read: allows now empty <bf>packetentities</bf> like in DM2
text read.
<item>text read: useless terminals removed.
<item>DM2: unused bits in bit mask (<bf>sound</bf>, <bf>spawnbaseline</bf>,
<bf>packetentities</bf>) 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>latenite.dm2</tt>.
<item>DM2: text read: allows now empty <bf>playerinfo</bf>. Now works
<tt>grenbfg.dm2</tt>.
<item>DEM: Hexen II support (it was always only a small subset) totally 
removed.
</itemize>

<tag>3.2.1 (9/8/1998) (stable release)</tag>
<itemize>
<item>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.
<item>DEM: to text: problems with <tt>--game QUAKE</tt> switch. Not really
solved. Just a kludge inserted, which even slows the program down a bit.
</itemize>

<tag>3.2.2 (1/9/1999) (public release)</tag>
<itemize>
<item>QWD: bin read: protocol version 27 (game version 2.29BETA and up) 
corrected.
<item>QWD: read text: many small but important parsing problems
removed. This was possible because Joel Baxter 
(<htmlurl 
url="mailto:jbaxter@lemur.stanford.edu"
name="jbaxter@lemur.stanford.edu">)
provided me with a problematic QWD file (recorded with game version 2.21) and
many good hints.
<item>QWD: <bf>updatepl</bf> better.
<item>DM2: updated up to game version 3.20.
<item>DM2: bin read: <bf>temp&lowbar;entity</bf> parse code directly
calculated from the DM2 specs.
<item>Docu: SGML-Tools 1.0.9 used.
<item>Compile: Cygwin and Mingw32 binaries are cross-compiled with the
Cygwin toolset version B20.1.
<item>DM2cat: The DM2 file concatenator included.
</itemize>

<tag>3.2.3 (1/12/1999) (public release)</tag>
<itemize>
<item>Compile: udm2-te&lsqb;123&rsqb;.c are created directly in the source
directory.
<item>Package: udm2-te&lsqb;123&rsqb;.c are included in the source and full
package.
I forgot them in the last release. Thanks to Stefan Schwoon (<htmlurl 
url="mailto:schwoon@informatik.tu-muenchen.de"
name="schwoon@informatik.tu-muenchen.de">) for mention this error.
<item>The script to extract the C-Source out of the specs file is included
too.
<item>WWW: upload script uploads now the packages to the right place to 
deliver them to all <url url="http://www.cdrom.com"> mirrors. In the last
release this was totally wrong.
</itemize>

<tag>3.2.4 (1/19/1999) (public release)</tag>
<itemize>
<item>QWD: bin read: new <bf>serverinfo</bf> message wrong handled.
Thanks to Michale Hofele (<htmlurl 
url="mailto:michael@i603.hadiko.de"
name="michael@i603.hadiko.de">) for the bug-report.
</itemize>

<tag>3.2.5 (4/6/1999) (public release)</tag>
<itemize>
<item>Conf: Autoconf 2.13 and Automake 1.4 used.
<item>DEMcut: interactive mode corrected. Thanks to Vasily Kuznetsov
(<htmlurl url="mailto:VKuznetsov@microtest.ru"
name="VKuznetsov@microtest.ru">) for the bug-report and patch.
<item>QWD: bin read: <bf>setpause</bf> corrected.
Thanks to Christer Sandin (<htmlurl url="mailto:czsuch@ocag.ch"
name="czsuch@ocag.ch">) for his bug report.
<item>DM2: multi-level repair corrected. Thanks to Zerox
(<htmlurl url="mailto:zerox@prism.ne.mediaone.net"
name="zerox@prism.ne.mediaone.net">) for the bug-report and a short demo
file.
</itemize>

<tag>3.2.6 (4/30/1999) (public release)</tag>
<itemize>
<item>QWD: bin read: initialization of the precache lists for game version
2.20 and higher corrected.
<item>QWD: <bf>maxspeed</bf> and <bf>entgravity</bf> corrected.
<item>
Thanks to R. Quaak (<htmlurl url="mailto:jaqua00@direct.a2000.nl"
name="jaqua00@direct.a2000.nl">) for the <em>useful</em> 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.
</itemize>

<tag>3.2.7 (5/24/1999) (bug fix release)</tag>
<itemize>
<item>Compile: source can be compiled with C++ compilers too. No C++
specific feature used up to now. Many new C++ related warnings corrected.
<item>General: severe buffer overflow problems corrected.
Thanks to Nathan Whitaker (<htmlurl
url="mailto:naif@3dcoder.freeserve.co.uk" 
name="naif@3dcoder.freeserve.co.uk">) for the bug report and a demo file.
<item>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.
</itemize>

<tag>3.2.8 (6/3/1999) (bug fix release)</tag>
<itemize>
<item>QWD: <bf>modellist</bf> and <bf>soundlist</bf> corrected.
Thanks to Hoffy
(<htmlurl url="mailto:ripple@powerup.com.au"
name="ripple@powerup.com.au">)
for the bug report and a demo file.
</itemize>

<tag>3.2.9 (8/18/1999) (public release)</tag>
<itemize>
<item>DM2: multi-level repair method improved.
Thanks to Mike Dowell 
(<htmlurl url="mailto:mdowell@Mike-D.com"
name="mdowell@Mike-D.com">)
for the bug report and a demo file.
<item>DM3: some code fragments prepared but nothing compiled in.
<item>Compile: MS-DOS binaries cross-compiled with egcs-2.91.66.
</itemize>

<tag>3.3.0 (1/23/2000) (public release)</tag>
<itemize>
<item>DM2: RLA (Quake II Relay) support.
<item>Docu: Some links updated.
</itemize>


</descrip>

<p>
Plan for 4.0.0 in order of importance
<enum>
<item>
Block-oriented rewrite of the text parse routines.
<item>
Object-oriented demo handling. This is really necesary for further recording
formats.
<item>
More code generation out of the XML specs source.
<item>
Strict separation of the different recording types and the main program. 
Maybe something like <tt>librecord.so</tt>.
<item>
<tt>--split-multi</tt> option to split multi-level recordings.
<item>
Half-Life (DEM), Heretic II (DM2) and Sin (DM2) support.
<item>
DEMcut and DBS with QWD and DM2 support.
<item>
File-IO from <tt>stdin</tt> and to <tt>stdout</tt>, really difficult is the
file type detection. 
<item>
Redneck Rampage decompression.
</enum>

<p>
Ideas finally dropped out:
<enum>
<item>Hexen II and HexenWorld support.
</enum>

<p>
Open problems
<enum>
<item>
Does someone know the difference between the Redneck Rampage compression
algorithm and the one used in Duke Nukem 3D?
</enum>

<p>
A new regular version of LMPC (like 3.3.0) will be announced on
<htmlurl name="BluesNews" url="http://www.bluesnews.com"> and on 
<htmlurl name="PlanetQuake" url="http://www.planetquake.com">.
<p>
You can download LMPC from my <url url="@HOMEURL@" name="@HOMENAME@">.
<p>
There you will find always the latest release with new features
and brand new bugs.

</article>
