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-
-
- DOPE v1.01
-
- Doom Object Placement Editor
- (C) 1994 Chris Carollo
- (ccarollo@magnus.acs.ohio-state.edu)
-
-
- INTRODUCTION
- ~~~~~~~~~~~~
- Introducing DOPE v1.01 : A program that will allow you to completely
- edit where all objects appear in all levels. You aren't just restricted to
- places where objects originally were; this isn't an object mixer, but rather
- a complete object placement editor.
-
-
-
- DISCLAIMER
- ~~~~~~~~~~
- I take no responsibility for anything that may occur before, while, or
- after you run DOPE, including, but not limited to, screwing up your .WADfile,
- screwing up Doom in general, screwing up your computer, causing your computer
- to become a sentient entity who tries to manifest itself in your little
- finger, etc. This program was designed to run with the registered version
- of Doom ONLY. If you try to use it with the shareware version, do so at your
- own risk. You are allowed to freely distribute these files, as long as no
- changes are made to any of the files in this archive.
-
-
-
- FEATURES
- ~~~~~~~~
-
- o 640x480 256-color SVGA mode. A VESA driver is required to run DOPE. If
- you can't find one, try UNIVESA. It supports many chipsets and should
- work with DOPE.
- o Mouse-driven interface. If you don't have a mouse, buy one.
- o Fast .WADfile patching - does not create a separate .WAD file.
- o More to come!
-
-
-
- OPERATION
- ~~~~~~~~~
-
- The DOPE program needs to be in your doom directory and a directory
- named DUMP needs to exist in your doom directory. DOPE will extract
- it's files into this directory when run. It will leave them there if
- you want to mess around with them, but they're not necessary after
- DOPE has been run.
- Make sure you place Player #1 wherever you want to start. If you
- fail to place Player #1 anywhere, bad things could happen. Bad things,
- man. (apologies to Dennis Hopper <G> )
- You can place objects ANYWHERE. Inside walls, doors, other objects,
- completely off of the map. I don't see why you'd want to do this, but
- be advised, you can.
- You can't place more objects in a level than were originally there.
- This allows fast patching of the .WADfile rather than creating a separate
- .WADfile.
- Once you're done editing the file, it will prompt you for a filename.
- This will write a datafile into the current directory. You can then
- patch the .WADfile with this datafile by using MERGE. Simply type
- MERGE <datafile> and it will write the new data to the .WADfile. Be
- warned these changes are permanent, so you might want to make a backup
- .WADfile. You can also distribute just the datafiles to all your friends
- and they can patch your levels into their .WADfile!
-
- General operation of DOPE is fairly simple. All the mouse and key
- meanings are as follows:
-
-
- Left Mouse Button : Place currently selected object type at pointer
- location on map. It will appear in a color
- corresponding to the category of the object.
- Right Mouse Button : Pan around map. The map will appear centered at the
- point where the pointer was when the right mouse
- button was clicked.
- + : Zooms the map in.
- - : Zooms the map out.
- 1-7 : Selects object category. Each number corresponds
- to one of the seven object categories.
- T : Cycles the current item in current category forward.
- R : Cycles the current item in current category backward.
- E : Cycles where the current object will appear. If an
- object appears in an easy level, it will appear in
- all more difficult levels.
- A : Changes current item angle.
- D : Toggles delete mode. Crosshairs will turn red, and
- will delete any object left-clicked on.
- I : Will inquire of any object. The current item
- statistics (type, angle, etc) will become the
- statistics of the object the crosshairs are on.
- H : Pans map upward.
- N : Pans map downward.
- B : Pans map to the left.
- M : Pans map to the right.
- Q : Quits editor with save.
- X : Quits editor without save.
-
-
- MISC
- ~~~~
-
- As always, please report any bugs that you find to me at the email
- address at the beginning of these docs. Here are a few of the things I
- know don't work 100% and some ideas I have for the future:
-
- 1) The zoom function doesn't always zoom toward the center of the screen.
- This is because the maps aren't centered around the point (0,0).
- 2) With some mouse drivers, the mouse pointer seems to 'jump' in 3-5 pixel
- increments. If this happens, try another mouse driver.
- 3) Object intersection checking. This will prevent items from being too
- close to each other and walls.
- 4) Load partially designed levels.
- 5) I don't have a complete list of the item numbers, especially deathmatch
- starting positions.
- 6) Faster panning to reduce flicker.
- 7) Editing wall positions (stretching, moving, rotating). First step on the
- road to an actual doom level editor!
- 8) Bitmap editor. Ceilings, floors, walls, and possibly creatures!
-
-
-
- GREETINGS
- ~~~~~~~~~
- -Pawn of Society...send me some email!
- -Nighthawk
- -Don Mattingly, Felix the Cat, CWRU
- -Everyone at ID software...can't wait for Quake!
-
-
- THANKS
- ~~~~~~
- -Hank Leukart
- -roggerffff@aol.com
- -chrisp@halcyon.com
- -tmkk@uiuc.edu
-
- WHAT'S NEW
- ~~~~~~~~~~
- -Key assignments for panning are different
- -New enemies and ammo types
- -Objects only appear when on level status where they would actually
- appear. (An Imp would not show up on the map if it was placed on
- Ultra-Violent and the current level is Not Too Rough)
- -Graphics compatible with ALL video cards! (Although it's slower)
- -Delete mode added!
- -You can now determine the statistics of any object by using the
- inquire command!
-
-
- Any bug reports, suggestions, tips, complaints, etc are welcome!
-
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