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-
- Doom Construction Kit
- (c) Copyright 1994 Zerius Development
- Code and documentation by Ben Morris
- (bmorris@island.amtsgi.bc)
-
- ---
-
- This documentation and the software described herein is in no way affiliated
- with ID software, its employees, or its contractors. ID has in no way
- endorsed or involved itself with DCK or Zerius Development, and will not
- provide tech support or answers to questions regarding this documentation
- and DCK. Please instead contact Ben Morris or Zerius Development at the
- address above or the BBS number below. Thanks!
-
- If you didn't get this file from the FTP server infant2.sphs.indiana.edu,
- it's probably out of date and I'd appreciate it if you didn't distribute it
- any further. Thanks again!
-
- ---
-
- The screenshots included in this archive are of the pre-beta release of DCK
- v1.0 (the final version 1.0 is expected in mid-end June). They provide some
- kind of insight into the program itself, its concepts, and the fact that it
- actually exists! :)
-
-
- DCK's requirements:
-
- - A 386+ compatible computer. DCK runs in real mode but it uses 386
- instructions for speed.
-
- - VGA or EGA 16-color video.
-
- - A mouse.
-
- - About 200k of disk space.
-
-
- Some of the features of DCK are:
-
- - "Preview" of drag-and-drop operations: Objects aren't *actually*
- moved until you release the mouse button, but an outline moves with
- the cursor. Invaluable for lining things up properly without having
- the screen redrawn every time you move the mouse.
-
- - The ability to mark and drag a series of vertices, lines, sectors
- OR things. Things can be _copied_ very easily by performing a
- "double-click and drag" mouse action.
-
- - A clipboard with all four edit-modes supported, and the ability to
- save the clipboard to disk for later retrieval.
-
- - A button-bar! I've always liked them :)
-
- - Easy access to sector attributes for simple creation of things like
- staircases: All you have to do is click on a button to raise or lower
- the ceiling or floor height, or change the textures, or whatever else.
-
- - "Auto-Join" mode. When ON, automatically combines "close" vertices
- with other vertices, and automatically splits and copies linedefs when
- a vertex is created/moved "near" the line.
-
- - Motif mode. Allows you to select from a series of user-defined
- "motifs" that describe things like default wall and door textures,
- default switch types, etc, etc.
-
- - ALL known linedef types are supported.
-
- - Quick keyboard access to all commands. Keyboard macros will be
- supported in the future, allowing you to assign simple operations to
- whatever keys you want; for example, you could set "CTRL-I" to toggle
- a linedef's "impassable" bit.
-
- - Edit state restoration: When you exit DCK, the current loaded WADs,
- the current map being edited, all zoom factors and all toggles are
- saved in a "status" file which is restored when you next load DCK ..
- so you can return to your map immediately after testing it in DOOM.
-
- - On-disk (approx. 13k) wall texture lookup tables are created to speed
- up texture selection while in DCK. The table needs to be created once
- and only once (and then when you get new textures, which haven't
- really appeared on the scene yet) and is then loaded every time DCK is
- run. The result? Well, I can hold the down arrow key on my 486/66
- and have about 15 textures displayed every second :)
-
- - The very next thing I plan to do after releasing version 1.0 (besides
- fix bugs :) is add an interactive (ie: the ability to move around in)
- 3D preview. It'll probably be pretty simple at first (like, using
- lines only) but .. maybe polygons in the future!
-
-
- At this very moment (11:54am PST, May 22, 1994), DCK is 95% functional. The
- only things it doesn't do are:
-
- - Edit sidedef textures (texture display code has been written but
- not implemented.)
-
- - Edit sector ceilings and floors (same case here :)
-
- - Features like "create stairs" or "create polygon" are not implemented
- yet. They'll go in after the pre-beta is released and tested.
-
-
- Other Notes:
-
- That number at the bottom-right of the screen is the amount of memory
- free. And yes, all 3000+ sidedefs of CROSST.WAD are in memory (not to
- mention all of its things, vertices, linedefs... etc etc :)
-
- Conecption: May 1st, 1994.
- Author: Ben Morris/Zerius Development
-
- Contact me via internet email (address at top) or through the Revelation
- Station BBS at 604-477-5337. The reason I've released these screenshots
- is so you can tell me what you'd like to see in a map editor, or what
- you wouldn't like to see, or whatever. *please* send me your comments
- and suggestions. Thanks!
-
- -- Ben Morris
- Victoria, BC
- 12:28pm, May 22.
-