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- DoomEd 3.0 - Eighth and (hopefully) Final Alpha release
- - by Geoff Allan
-
- READ THIS PART!!! - READ THIS PART!!! - READ THIS PART!!! - READ THIS PART!!!
- -----------------------------------------------------------------------------
-
- Q: What's been taking so long?
- A: Several things have delayed development of DoomEd 3, I would like you all
- to know about them. First, Calgary (where I am) has been experiencing the
- nicest weather that we have had since 1991. After that time, it is believed
- that the volcanic ash spewed into the atmosphere from Mt. Pinatubo in the
- Philippines has caused temperature reductions... I personally agree with
- this theory... but we have been enjoying 70 degree nights and 85-90 degree
- days for several weeks now. Kinda hard to concentrate when there are bikini
- clad young beauties strutting around all the local lakes and parks...
- Second, Chicago. A friend works in a company which is a beta site for this
- amazing product... and we've been experimenting with DoomEd (and other
- stuff) on it. Let me say this: you WILL love Chicago. Virtually all of the
- complaints I have ever had about Windows are not only fixed, but dramatically
- surpassed in every way. Don't want to say too much more - yet, but I want
- to write another support module that makes your Windows 3.1 look and act
- like the UI on Chicago. Man, what an improvement! (BTW - I don't have it on
- my machine - my friend is honoring his Non-Disclosure Agreement... drat!)
-
- -----------------------------------------------------------------------------
- READ THIS PART!!! - READ THIS PART!!! - READ THIS PART!!! - READ THIS PART!!!
-
- This is a "public Alpha" release. It is being distributed widely
- through the internet, but is not intended as a release version.
- PLEASE do not distribute this generally. Especially, do not upload
- to Compuserve or other on-line services. Please keep this to the
- Internet for now.
-
- The intent of this "public Alpha" release is to get feedback from
- users on the features implemented or planned. There is no documentation.
- There is also no built-in nodes builder, you will need IDBSP.
- If something doesn't work, then it's just not implemented. Play, please.
-
- You may contact me at:
- allang@cuug.ab.ca
-
- For more information on the current status of DoomEd, and
- release dates, try:
- finger allang@sun.cuug.ab.ca
-
- The Basics:
- -----------
-
- System requirements:
- For sure, you need at least 4Mb.
- 800x600x256 is the BEST configuration for video. Period.
- I have a 24 bit card, but run it at 256 colors... faster.
- Anything else is needed for Windows, so you have it.
-
- Since this is a ground-up rewrite, I was able to make some user interface
- changes which might be a little confusing at first:
-
- 1) General: When working with things, lines, sectors, or Vertices, you can
- use the following:
- a) Click once to unselect everything else and select the item
- b) Shift-Click to add an item to the selected list
- c) starting outside of what you want selected, draw a box around
- a group of items
- d) to drag multiple items, you must actually start the drag ON one
- of the items...
- 2) Things: Cannot change a group yet - just drag them
- 3) Sectors: Cannot change groups yet. When you drag and drop, it is important
- that the dropped sectors not be overlapping any others - YET. The next
- release will allow this, but for now I've disabled it to fix a problem.
- If you drag a single sector into another and drop it there, it will become
- a sector-within-a-sector. If you drag a sector out from inside another
- sector, or hit DEL to delete it, the other lines will still be there. You
- must then delete them with the line tool.
- 4) Although you CAN drag lines around, I sure don't recommend it!
- 5) Vertices are fun to move around!
- 6) Generally, the right mouse button is for adding. To add a sector, drag out
- an area using the right mouse button. After defining the area, a menu will
- pop-up asking what shape to make it. To Edit a sector, click on it with the
- LEFT mouse button to select it, then the RIGHT button the pop-up a menu
- of changes. Only "make a door" works at this moment...
-
- NEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEW
-
- 1) Graphical display of wall textures and floor/ceiling flats
- as you select them.
- 2) Completely rewritten bitmap conversion routines are extremely
- fast to support the above feature.
- 3) Memory management system changed - should be a lower memory
- requirement now - and very fast.
- 4) All kinds of internal things that you probably won't see...
-
- NEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEWNEW
-
- TECHNOLOGY:
-
- 1) Tags (aka platforms) are very much reworked here. Select a
- sector, click the Add button, select OK, and you have defined
- a new tag. (optionally, you may add a description)
- Click Lin, select a linedef, and move through the list of tags.
- As you do, the sector with that tag number will be highlighted
- to show what's going on. (Not saving descriptions yet... when
- they are saved, they will be in a lump called TAGDESC rather
- than PLATFORM. Previous maps will still load.)
-
- 2) The act of SELECTing a thing makes that thing the default.
- If the thing dialog is showing when you add something, it will
- instantly reflect the added thing. Expand the thing box for
- a graphic picture.
-
- 3) LINEDEFS and SECTORS now use the list provided by John Romero
- for actions - this means that a bunch of them don't work, since
- they're for Doom II. Actions that don't apply to 1.2 are marked
- with a *. BTW - IMPORTANT!!! I'll be renaming these things, but
- for now you need to know this:
- a) Manual - actions that affect only the sector (no tag)
- Things that happen when you activate the line:
- b) Switch - happens only once
- c) Button - repeatable
- Things that happen when you cross the line:
- d) Trigger - happens only once
- e) Retrigger - repeatable
-
- 4) After dragging sectors, linedefs, or vertexes, a vertex level
- reconnect is attempted. Any vertexes which have been moved that
- overlap other vertexes are connected to the old vertexes. Walls
- are automatically made transparent as required for this purpose.
- Changing the height of a sector's floor or ceiling also causes
- a reconnect to occur, so that any floor/ceiling mismatches can
- have textures automatically applied.
-
- To install:
- Copy the files into a directory (not your old DoomEd directory!)
- Move the ctl3dv2.dll into \windows\system
- Remove ctl3dv2.dll from any other directories
- Run doomed.exe
-
- To create a working map from the editor, use Map..Export and give it
- a name. Then, use IDBSP to create the playable wad. This will be changed
- on the next release to be fully automated as you would expect.
-
- Development system:
- ASI 9000 80486 DX/2 - 66MHz,
- 8 Mb Ram
- 1 Mb SmartDrive
- Windows 3.11
- Microsoft Visual C++ 1.0
- 255Mb IDE hard drive w/ Stacker 4
- Panasonic CD-Rom drive on Soundblaster 16 ASP
-
- BUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGSBUGS
-
- Known bugs:
-
- 1) Exporting bitmaps only works when Windows is in 256 color mode
- 2) SOMETIMES doors don't create properly - I'm working on it...
- 3) Sector drop is flaky - it makes the lines go the wrong way
- 4) Multiple line editing deletes the first line...
-
- If you send a bug report, I'd appreciate the following information:
-
- -----CUT HERE----------------------------------------------------------
-
- BUG REPORT:
-
- Your Name: ____________________________
- email: ____________________________
-
- Computer: ____________________________
- ____________________________
- ____________________________
- Graphics: ____________________________
-
- Problem: ____________________________
- ____________________________
- ____________________________
-
- Possible fix: (theorize:)
- ____________________________
- ____________________________
-
- How Serious? VERY | Annoying | Not a problem
-
- --------------------------------------------------------------
-