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- M.D.E. - "My DOOM Editor"
- by Patrick J. Steele
-
- Copyright (c) 1994, Patrick J. Steele
- [BETA] v0.8b
-
- NOTE: This *is* a beta version. The reason I call it beta
- is because I don't think it's "polished" or user-friendly
- enough to be a final product. It will not change your WAD
- file unless you tell it to (explained later). Also, this
- beta version will only work on Episode 1 of DOOM - Knee Deep
- In The Dead. The full version will work on all three
- episodes, but only on the registered version.
-
- Beta or not, PLEASE MAKE A BACKUP OF YOUR WAD FILE BEFORE
- USING ANY DOOM EDITOR.
-
- FASTGRAPH/LIGHT
- ---------------
-
- The program is using FastGraph/Light, a powerful graphics
- library for C/C++, BASIC, PASCAL and FORTRAN. I highly
- recommend it to all of you programmers looking for a fast
- graphics library that supports a *lot* of video cards/modes.
- Contact:
-
- Ted Gruber Software
- PO Box 13408
- Las Vegas, NV 89112
- Orders/Info (702) 735-1980
- FAX (702) 735-4603
- BBS (702) 796-7134
-
- The one drawback is the external driver needed to run
- FG/Light applications. It's included with MDE and it must
- be loaded before running MDE. It takes about 120k of
- conventional memory. The full blown version of FastGraph
- does not require this driver (and it has a lot more
- features), but it was $150 more than FG/Light ($49). So, I
- hope you have enough memory to run MDE. I still need to do
- more testing to determine the minimum amount needed to run.
-
- BUGS
- ----
-
- There is one problem that I know about and I'm looking into,
- although it may be out of my control. I have a Microsoft
- mouse and the mouse driver that came with it is ver. 9.1.
- For some reason, that mouse driver (when running MDE) moves
- along at 2 pixels horizontally instead of 1, so I only
- receive values of 0,2,4,6,8,etc... from the mouse. If an
- object is in placed in an odd pixel (1,3,5,7,etc...) you
- will not be able to select it. Older Microsoft mouse
- drivers do not have this problem. I found a ver 8.2
- Microsoft mouse driver, and when using that one, MDE works
- fine. I'm going to see if I change the mouse speed or
- something to see if I can get it to move along every pixel
- horizontally. If you have ver 9.1 of the Microsoft mouse
- driver I'm sorry - I'm trying to remedy the situation. See
- if you can get an older version (8.2 works).
-
- QUICK INSTRUCTIONS
- ------------------
-
- For those who want to jump in a explore, this should get you
- going quickly. To run MDE, you'll first need to load the
- FastGraph/Light driver. This is included with MDE. After
- extracting MDE, enter:
-
- FGDRIVER
-
- This will load the FastGraph/Light driver (when you are done
- with MDE, you may unload the FG/Light driver with "FGDRIVER
- /u"). To run MDE, enter:
-
- MDE [WAD file] [ExMy]
-
- Where,
-
- [WAD file] - is the name of the .wad file you want to modify
- [ExMx] - where x is the episode# and y is the level
-
- EXAMPLE: To modify the final level of Episode #1, enter:
-
- MDE DOOM.WAD E1M8
-
- This will use DOOM.WAD as the wad file and edit level 8 of
- episode 1 (level 9 is the secret level).
-
- You will be given an overhead view of the map. The light
- blue dots are objects, the green points are vertexes. Move
- the mouse to the edges of the screen and the map will
- automatically scroll.
-
- Press the left mouse button while pointing to an object
- (light blue dot) or a vector (green dot) to bring up
- detailed information.
-
- FOR OBJECTS:
-
- You may change what the object is, the angle it faces,
- what skill levels it will appear on and whether it will
- show up only in network play.
-
- FOR VERTEXES:
-
- Selecting a vertex will bring up a box asking you to
- view sidedef1 (explained later) or sidedef2 (if
- available). Selecting sidedef one or two will bring up
- wall texture information for that sidedef and an "Edit
- Sector" button.
-
- Clicking on the "Edit Sector" button will bring up
- detailed info about the sector this sidedef surrounds
- (defines). You may change a sectors' floor/ceiling
- height, the amount of light in the sector, and set up
- special flags for the sector (radioactive damage,
- flickering lights, pulsating lights, etc...)
-
- Click the right mouse button to back out of these
- menus.
-
- To move an object, select it with the right mouse button.
- While holding down the right mouse button, drag the object
- where you want it and release the mouse button.
-
- Press 'E' to export the placement of the objects for this
- level. A file will be created called DMAPExMy.DAT where x
- is the episode# and y is the level.
-
- Press 'I' to import object placement data from the
- corresponding .DAT file as explained above.
-
- Before you exit, press 'W' to write your changes to the WAD
- file. If you don't press 'W' your changes will not be
- saved! Press [ESC] to exit the program.
-
- INSTRUCTIONS
- ------------
-
- Here's some more detailed info about MDE. The moving and
- changing of objects is pretty straightforward. What I'll
- explain here is the options you have with the vertexes. If
- you want to understand more of what's here, please D/L
- DMSPCS10.ZIP (The Unofficial DOOM Specs). That's what made
- this editor possible (thank you rogerffff@aol.com!!) and it
- may explain better what I'm about to describe.
-
- All of those green dots on the map represent a vertex. Two
- vertexes define a line. There is a "from" vertex and a "to"
- vertex. For each line, it will have at least one side
- defined, called a "sidedef", or possibly two. A line will
- only have one sidedef if the DOOM player will never see the
- other side. For example, on the first level of episode one,
- the DOOM player can turn around 180 degrees and see a door.
- There is no way (except with cheat codes) for the player to
- be on the other side of that door, so that line only has one
- sidedef.
-
- An example of a line with two sidedefs is also on the first
- level of episode one. If you look out the window to the
- right, there's the familiar pool of acid with the combat
- (blue) armor. The lines defining that pool of acid have two
- sidedefs, the side that faces "in" the pool of acid, and the
- side that faces "out" of the pool.
-
- As noted above, each line has at least one sidedef. A
- collection of sidedefs forms (or "defines/surrounds") a
- sector. A sector is where the floor/ceiling altitude is
- defined and where the lighting and special flags (for acid
- damage, etc...) are defined. You may edit the altitude of
- the floor and the ceiling, set the light level, and set
- special flags for the sector.
-
- When you select a sidedef to view, texture information for
- that sidedef will be displayed.
-
- T-above shows the name of the texture used to define
- the area of a wall "above" where there is an adjacent
- sector of a different height.
-
- T-norml is the name of the normal (eye-level) texture
- used to define the wall image.
-
- T-below is the name of the texture used to define the
- area of a wall "below" where there is an adjacent
- sector of a different height.
-
- The texture properties will help you pick which sector to
- modify when there are two sidedefs since I cannot tell from
- the vertex you select which sector you want to edit.
-
- SECTOR INFORMATION
- ------------------
-
- Ok, here's what you can do in a sector:
-
- Change floor/ceiling altitude - ranges are from -264 to
- +264. A difference of 28 or more between two sectors will
- prevent the player from crossing the sectors.
-
- Light - ranges from 0 (very dark!) to 255 (full light)
-
- Special - set special flags for this sector. A few that
- have been found are:
-
- 0 - Normal sector
- 1 - light level blinks randomly
- 2 - light quickly blinks
- 3 - lights blink
- 4 - lights pulsate and 10% health loss
- 5 - 5% health loss
- 6 - DO NOT USE! Exits to DOS with "unknown sector flag"
- 7 - 2% health loss (typical green acid)
- 8 - lights pulsate
- 9 - secret sector (increments the # of secrets found)
- 10 - unknown
- 11 - 10% health loss
- 12 - blink (down to very dark)
- 13 - quick pulsate
- 14 - unknown
- 15 - unknown
- 16 - 20% health loss
-
- Beyond that, use at your own risk!
-
- Hold the [Ctrl] key down while pressing on any of the +/-
- buttons to change the values by 10 instead of 1.
-
- THE END?
- --------
-
- Ok, now I need to know what you think. I need all feedback
- - good/bad/wants/needs. Please leave feedback to me on:
-
- Software Creations: (508) 368-7036
- User name: Patrick Steele
-
- Internet: psteele@aol.com
- (I've been having a real hard time getting on to AOL,
- so you may also try my internet address at Software
- Creations: patrick.steele@swcbbs.com)
-
- COMING UP
- ---------
-
- What I'd like to see in the future (besides map editing!) is
- the ability to change the wall textures that are displayed
- for a sidedef and the floor/ceiling textures in a sector.
- The choices would be limited to the available ones, but it
- would be neat.
-
- I plan on setting the mouse to a sort of "bulls-eye" to make
- object/vertex selection easier.
-
- I'm going to change the export to export the object
- placement data for an entire episode (not just on level as
- it is now). I may also add exporting the sector data that
- is changed.
-
- I'd like to be able to add objects to a level. This is
- rather easy process in memory, but on disk, I'll need to
- recreate the entire .wad file! (Got a spare 10megs for the
- new wad file!?). As for deleting objects, just move them
- off the map.
-
-