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- ---------------------------------------------------------------------------
- DOOM Construction Kit Ben Morris
- Release Revision Documentation Zerius Development
- bmorris@amtsgi.bc.ca
- ---------------------------------------------------------------------------
-
- If you are viewing this doc from the install program, I strongly
- suggest that you read the entire thing. It contains very
- important information!
-
- - Ben
-
- Legend
- ---------
-
- * Fixed a bug / changed something
- - Removed something
- + Added something
-
- 08-01-94 (Second public release -- Version 1.0)
- -----------
-
- * WOW lots of changes. Better docs? Next release.. I promise :)
-
- + Some people have mentioned a texture viewer. There IS one, already! Press
- F2 while you're in any texture field to browse through the textures
- (including floor and ceiling fields.) F1 brings up a help screen in the
- browser.
-
- + Stairs! Automatic creation of stairs is now available. Simply select two
- linedefs, press Ctrl+Z, and enter the information. Voila! A couple things
- to consider when using stair creation:
-
- - Going with DCK's design philosophy of "start simple", the stair tool
- will *not* handle all situations. The best way to create stairs is to
- select two linedefs (the two linedefs must be in the same sector, and
- must be on the same closed path.), create the stairs, and then use the
- drag-drop features of DCK to modify the staircase.
-
- - The direction of the staircase is based upon two things: the direction
- of the first selected line (first meaning "lowest numbered") and the
- setting of the "reverse" checkbox. The stairs will start at the first
- line's first vertex and end at its last, and vice-versa if the reverse
- box is checked. In the next release, a preview window will make this
- more obvious.
-
- - The two lines that you select should not have any linedefs "in between"
- them. However, this is the only restriction: The lines do not have to
- be the same length or angle.
-
- - Creating stairs going *down* is simple: Enter a negative "height
- difference" value.
-
- + Sector objects! DCK now allows you to apply a set of commands to any
- sector (and its associated linedefs) in one simple step. These commands
- include functions to raise and lower the ceiling and floor heights, change
- the ceiling and floor textures, the textures of the sector's borderlines,
- set a sector tag, etc.
-
- This makes it very easy to create things like lava pits, crates and other
- "simple" objects.
-
- Please see the file DCK.ADF for more information.
-
- + Format painter! Here's how to use it:
- 1. Mark a bunch of objects.
- 2. Move to the source object.
- 3. Press Ctrl+P.
-
- DCK will then copy the source object's attributes to all the marked objects.
- What exactly is copied depends on the type of the object: -
- Things : Copies the flags only (not the type or the angle.)
- Linedefs: Copies all flags except the impassable and two-sided flags.
- On the sidedef(s) that have textures, replaces their
- textures with those of the source's sidedefs (but only if the
- source *has* a texture at the location.)
- Sectors : Copies the ceiling and floor textures, the light level and
- the sector type (and NOT the floor or ceiling heights.)
-
- + Automatic tag setting. Mark a bunch of sectors or linedefs and press
- Ctrl+T. DCK will switch to the opposite edit mode, at which time you must
- click the left mouse button once on the object to share the tags with.
-
- If the "clicked" object already has a tag, that tag will be set in the
- marked objects. Otherwise, a new tag will be found and set in the marked
- objects *and* the "clicked" object.
-
- You can press the Right mouse button or ESC to abort the tag-set operation.
-
- + New snap-to mode added: Snap To Vertex. Press P to cycle through the three
- modes. Snap to vertex will snap to the grid, PLUS any vertexes in the
- cursor's vicinity. This makes dragging and joining things very easy (you
- don't have to fiddle with the grid size or turn off snap to grid in order
- to match not-on-grid vertexes.)
-
- + Normalize lines: Ctrl+N in line mode. Removes sector tags and sets the
- linetype to "Normal" throughout the marked and highlighted line(s).
-
- + New key: Ctrl+E. Replaces all marked linedefs' sidedefs' textures (yikes!)
- with those of the current motif. Also works in sector mode: Operates on
- all sidedefs that reference the sector, PLUS sets the floor and ceiling
- textures and the light level.
-
- Please note that this function takes no notice of the current textures of
- the marked objects. If there's a texture, it'll be replaced.
-
- + New key: Ctrl+B -- Combine Lines / Join sectors:
-
- ┌─────────┐ ┌─────────┐
- │ + +─┘ │
- │ S1 B A S2 │
- │ + +─┐ │
- └─────────┘ └─────────┘
-
- 1. Move to Line A. Press Ctrl+B.
- 2. Move to Line B. Press Ctrl+B or click the left mouse button. Result:
-
- ┌─────────┐ ┌─────────┐
- │ |──────┘ │
- │ S1 1|2 S2 │
- │ |──────┐ │
- └─────────┘ └─────────┘
-
- Where the dashed line is now two-sided, has two sidedefs and references
- both sectors properly.
-
- + Dragging and dropping a smaller line over a bigger line (provided the lines
- are approximately the same angle) will now split and combine the two.
- This makes room attachments extremely simple: Just drag the smaller room's
- wall over top of the larger room's, and the two will be properly combined.
- The bigger the level, the slower this feature is.
-
- Note: Auto-Join mode (J to toggle) must be on for this feature to work.
-
- + Lift creator added. Ctrl+L in sector mode to activate: It works just like
- you'd expect it to .. try it out :)
-
- + Added all v1.5 linedef types. With this release, the naming convention of
- the line types has also been changed (in the F2 list of the line dialog
- box):
-
- Trigger What's affected How it's affected [Additional]
-
- Where "Trigger" is:
- Manual: Door sectors. Spacebar-activated.
- Switch: Once-only. Spacebar-activated.
- Button: Repeatable. Spacebar-activated.
- Walk: Once-only. Walk-activated.
- Walk-R: Repeatable. Walk-activated.
- Impact: Once-only. Gun-activated.
-
- The rest of the descriptions are pretty self-explanatory. A couple terms:
-
- DownWaitUpStay: Plats (lifts) only. Floor comes down, waits three
- seconds, then returns to its original position.
- UpWaitDownWait: The "wait" is five seconds.
- OpenStay: Doors only. Opens and .. stays open!
- OpenWaitClose: Doors only. Opens, pauses six seconds, and closes.
-
- Note: "Blazing" line types can only be used with version 1.4 and up.
- Apparently this is also true for the "Monster only" teleport linetype.
-
- + When you're dragging something, the coordinates at the top right of the
- screen will turn red if the dragged object(s) are at their original
- position.
-
- + You can now type partial information in a list box field, press ENTER, and
- DCK will find the first match and use it. For example, type "BFG" in the
- thing dialog box, press ENTER, and DCK will correctly fill the field with
- "WE: BFG9000". Please keep in mind that the very first found match is
- used.
-
- + Floor / ceiling texture display is now tiled, allowing a better view of
- what the ceiling will be like in the level. Also, press 'T' in wall
- texture display mode to toggle tiling the texture across the screen.
-
- + Added a more support for the right mouse button. It now exits (cancels)
- dialog boxes and exits menus.
-
- * Door creation improved. Now you can create multi-sided doors
- automatically, too. It'll warn you if the door has more than four sides
- before proceeding. Also, a pop-up menu of door types is provided for quick
- creation of keyed and remote doors.
-
- * Now, before joining vertexes, DCK will prompt you.
-
- * For all "Auto-join" features, the distance between the objects to join must
- be less than or equal to two map units. This prevents accidental (ie:
- unintended by the user) joining of objects, which can be a pain to clean
- up.
-
- * Monster bug squashed. The following steps were required to produce it,
- but it *completely* destroyed a saved level: -
- 1. Load a map.
- 2. Delete / add some vertexes.
- 3. Save the map.
- 4. Save the map again. The on-disk map was thoroughly corrupted.
-
- What would happen was that DCK would save the old vertexes (from the
- initial load, step 1) into the file instead of the new vertexes. Oops!
-
- * WADassist was scrapped.
-
- * You can now delete sectors. All lines that reference the sector will be
- deleted, unless they're two-sided lines -- in which case, the sidedef that
- references the sector will be removed and the line flipped if required.
-
- * Object (thing, vertex and line) selection is now a lot more accurate,
- making it easier to select close objects and small lines.
-
- * Better appearance! New color scheme and font.
-
- * DCK.STA sometimes got screwed up and caused DCK to exit to DOS instead of
- loading properly. Fixed.
-
-
- 07-06-94 (First "public" release -- still prerelease condition)
- -----------
-
- Ok, a couple bug fixes.
-
- * The linedef editbox did not properly check for consistencies among
- marked objects. Fixed.
-
- * In the last release only, marking some linedefs and then using Line Split
- (Ctrl+C) hung the system. Oops! Fixed.
-
- Still to come:
-
- Currently, sector splits do not take into account sidedefs that are
- affected by sector splits (when a sector is split, the assignment of new
- sector references versus old is visually arbitrary.) --
-
- 1. Before sector split 2. After sector split
- +-----------------------------+ +-----------------------------+
- | 0 | | 0 |
- |0 0| |0 0|
- | | | 0 |
- + + >-----------------------------< -- Split
- | | | 2 |
- | | | |
- | 0 | | 0 |
- | +-------+ | | +-------+ |
- | | 1 | | | | 1 | |
- |0 0|1 1|0 0| |2 0|1 1|0 2|
- | | 1 | | | | 1 | |
- | +-------+ | | +-------+ |
- | 0 | | 0 |
- | | | |
- | 0 | | 2 |
- +-----------------------------+ +-----------------------------+
-
- 1. A small sector within a larger sector. References are OK.
-
- 2. The split has made the upper portion of the original sector into sector
- 0, and the part encompassing the smaller sector into sector 2. This
- causes problems, as the smaller sector's external sidedefs still
- reference sector 0.
-
- This should be fixed soon. The code for this fix will also allow proper
- region creation bounding an existing sector --
-
- +---------------------------+ The dashed lines indicate the newly created
- | | region. The same problem arises here: All
- | - - - - - - - | sidedefs within the new region still refer-
- | | | | ence the old sector.
- | +-----+ |
- | | | | | |
- | | | |
- | | | | | |
- | +-----+ |
- | | | |
- | - - - - - - - |
- | |
- +---------------------------+
-
- I'm aiming to make the region-creation tool very intuitive. If you have
- any ideas for additional automation, please send them to me! Thanks.
-
- DCK.ADF / DCKADF.EXE
-
- The functionality provided by these files will be expanded on soon -- I
- plan to add "sector objects" (ie: easy creation of things like lava pits,
- crates, crushing ceilings, etc.) within the next couple releases.
-
-
- 07-05-94
- -----------
-
- + LOTS of new features. Read on for details. Sorry for the late beta
- release, but I got a lot of suggestions and .. that's how it went :)
-
- + Text documentation is now included in DCK.TXT. It's NOT complete yet!
-
- + When Scaling and Rotating, you can press the command key (Ctrl+O or
- Ctrl+A) again and a dialog box will be displayed prompting you for
- absolute scaling and rotation values.
-
- + DCK.CFG has changed. You MUST use the new one -- please view DCK.CFG for
- more information.
-
- + MOTIFS! Check out DCK.ADF for details. New file DCKADF.EXE must be run
- every time DCK.ADF is changed. Press Alt+M to pick a motif from the map
- editor.
-
- + Map redrawing is now a LOT faster.
-
- + New "box unmark" operation. Exactly the same as the mark box, but it
- UNMARKS everything in the encompassing rectangle. Use the right mouse
- button and drag to activate it. (Does not work in sector mode.)
-
- + Sidedef editing: After deleting or adding the second sidedef on a *single*
- linedef, the impassable and two-sided attributes are automatically modified.
-
- + New command: Snap marked objects to grid. Ctrl+V to activate it. Snaps
- all marked objects to the closest points on the grid, even with snap to
- grid mode off. Works in all modes -- in line and sector, ALL relevant
- vertexes are snapped.
-
- + New command: Run level. Press F9 to activate it. Automatically builds the
- nodes if required (uses the new information in DCK.CFG) and runs DOOM.
- Swaps back in to DCK when complete.
-
- + When exiting DCK, all saved maps are checked for required node build. On
- all maps that require a rebuild, DCK asks you if you'd like to run the node
- builder.
-
- + "Edit map" dialog box has been modified. You can now load PWAD files from
- within DCK by specifying the name of the file along with the episode and
- mission number you'd like to edit. Press Alt+E for more details.
-
- + The sidedef edit dialog box now accepts "out of range" sector references.
- Upon exiting the dialog box, DCK will ask you if you'd like to create a new
- sector if the number you entered was out of range of valid sectors. IN the
- dialog box, press F to find the first free sector number (in the sector
- field).
-
- Please note that this is not a recommended method for creating sectors, but
- rather a useful feature for fixing large numbers of erroneous sidedefs.
-
- * Lots of little cosmetic bugs were fixed.
-
- NOTE: I've included the file DCK1.WAD with this release. This is a small .WAD
- that took about an hour to build from scratch with DCK. It's not large at
- all, but the detail is pretty nice. Take a look!
-
-
- 06-28-94 (internal)
- ----------------------
-
- + 'F' works as well as Alt+F in sector tag fields to find the next tag.
-
- + ESC pressed in a submenu will now exit the menu system if on a first-
- level submenu.
-
- + ESC pressed from the map editor will bring down the menu as well as
- highlight the menu bar item.
-
- + Thing/Sidedef/Linedef edit: when editing multiple things, shared
- information is used in the dialog box.
-
- + Consistency checker: Added "Sector has a tag but no linedef shares
- that tag" check.
-
- + Made the region tool (double-clicking while in line mode) more robust:
- you can now create connected regions inside other regions.
-
- + Files specified with -F are now loaded AFTER files that were open
- during the last session. Now you can specify files with -F without
- specifying -R-.
-
- * The screen is now updated properly if a linedef's color on the map is
- changed after editing it.
-
- * Switching edit modes no longer moves the map.
-
-
- 06-26-94
- -----------
-
- + Clipboard. When pasting objects, everything that's currently marked is
- UNMARKED and all the pasted objects are MARKED.
-
- * Finally fixed the bug where textures would disappear from the list.
-
- * Line creation: When the sequence was aborted (for whatever reason), the
- last linedef in memory would also be deleted along with the created
- lines. Fixed.
-
- * "Create Sector Split" no longer hangs the system as it did in rare cases
- before.
-
-
- 06-24-94
- -----------
-
- * Fixed the mouse cursor problem when graphics paging was enabled. The mouse
- cursor would never be displayed when the system was using page 2.
-
- * Line mode information displayed differently: Instead of a blank line where
- there's no sidedef, displays "No [first/second] sidedef."
-
- * When line creation was started (double-click), the highlighted object
- remained highlighted. Fixed.
-
- * Texture display: the error message "Could not allocate 2048 bytes" was
- fixed.
-
- * Listbox processing changed: A left click OUTSIDE of the listbox now saves
- the current selection and exits the lbox. Before, it discarded the
- selection.
-
- + In THING edit mode, use the HOME/END keys to toggle between copying / moving
- objects when dragging them.
-
- + HOME/END now cycle through edit modes when not dragging.
-
- + Consistency Checker greatly enhanced. Many of the error messages are now
- "fixable", and help is available for all of them (press F1 on an error
- message to get a quick description of what it means.) 'F' fixes those
- errors that can be fixed.
-
- + New file DCK.HLP now contains all the help text for the program.
-