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- ==========================
- Instruction Manual for DEU
- ==========================
- * First draft *
-
- [0] INTRODUCTION
- ================
-
- I don't have the time to write better docs for DEU. But you should be able
- to use DEU with the info given below. If you are better than me at writing
- doc files, please get in touch with me and send your contribution to this
- manual. Thanks!
-
-
- [1] COMMAND LINE PARAMETERS
- ===========================
-
- "-d" or "-debug" enters debug mode. Use this if you want to have the Segs
- and Nodes editors. These two editing modes are not useful in normal
- use of DEU.
-
- "-sb" or "-swapbuttons" swaps the left and middle mouse buttons. You might
- find this more suitable. No, this has nothing to do with the
- SoundBlaster!
-
- "-q" or "-quiet" suppresses the sound made when you select or mark an object.
-
- "-e" or "-expert" doesn't ask for confirmation of some operations, like
- deleting an object. This also helps people who need an "expert mode"
- just to show that they can use it...
-
- "-file" may be used to load some patch WAD file(s), just like with DOOM.
-
-
- There are three ways to start DEU:
-
- * DEU [options]
- This will start DEU with the default IWAD file, DOOM.WAD and no PWADs.
-
- * DEU [options] -file <PWAD file> [<PWAD file>...]
- This will start DEU with the default IWAD file and the PWAD file(s) given.
-
- * DEU [options] <IWAD file> [<PWAD file>...]
- This will start DEU with the specified IWAD file (DOOM.WAD or DOOM1.WAD)
- and load the optional PWAD files.
-
-
- [2] MAIN MENU
- =============
-
- (See DEU.TXT for explanations. Sorry, I don't have the time to write all docs)
-
- The parameters for the EDIT command are now optional. You may just enter "E"
- for "EDIT" and a list of available levels will pop up.
-
- The new command "READ" ("R") may be used to load a PWAD file from the main
- menu. You may start DEU without any parameters and load all PWAD files from
- the main menu.
-
- The new command "DUMP" ("D") gives an hex/ascii dump of any object in the main
- directory (WAD file).
-
-
- [3] THE EDITOR
- ==============
-
- [3.1] Keyboard
- --------------
-
- The following keys may be used in the editor:
-
- F1 Help screen.
-
- Q Quit, saving changes. You will be asked for the name of the PWAD file.
- Esc Exit without saving. If you have unsaved changes, a warning message
- will pop up.
-
- Arrows Move the pointer.
- Space Toggle slow/fast movement speed (if you use the keyboard arrows).
- +, - Change the map scale.
-
- Tab Switch to the next editing mode.
- T Switch to the Things editor.
- V Switch to the Vertexes (vertices) editor.
- L Switch to the LineDefs/SideDefs editor.
- S Switch to the Sectors editor.
-
- N, > Jump to the next object.
- P, < Jump to the previous object.
- J, # Jump to a specied object (enter number).
-
- M Mark/Unmark current object.
- C Clear all marks and redraw map.
-
- D Toggle Drag mode (for Things and Vertexes only).
-
- G Show the grid and change its scale.
- H Hide the grid.
-
- Enter Edit current object or group of objects. A menu will pop up and you
- will be allowed to change every attribute in the object(s).
-
- Ins Insert a new object. This will copy the last selected object at the
- current cursor position, or insert a default object. There are two
- special cases, when a group of objects is selected and you press
- "Ins": if several Vertexes are selected, the editor won't add new
- vertices but new LineDefs between the vertices, then you will be put in
- the LineDefs editor. Likewise, if several LineDefs are selected, a new
- Sector will be created and one SideDef in each LineDef will be bound to
- this Sector.
-
- Del Delete the current object. This will only delete the current object,
- even if several objects are selected. But all objects bound to it will
- also be deleted (i.e. if you delete one Vertex, this will also delete
- the LineDefs that used this Vertex). Except for Things, you will be
- asked for confirmation before the object is deleted.
-
- Notice: if you want to move the pointer and keep the current object highlighted
- (even if the pointer is put on another object), just press the "Shift" key.
- For example, if you want to copy a Thing: put the pointer on it, press "Shift",
- move the pointer while the "Shift" key is down, then press "Ins" where you want
- to insert the new Thing. This will work even if there are lots of other Things
- in the way.
-
- [3.2] Mouse
- -----------
-
- If you have a mouse, you will have the following actions bound to the buttons:
-
- Left button: Mark/Unmark object (same as "M").
- Middle button: Edit object (same as "Enter").
- Right button: Drag object (like "D" when you press or release the button).
-
- You may swap the left and middle buttons if you use the "-sb" command line
- parameter.
-
- [3.3] LineDefs attributes
- -------------------------
-
- Some abbreviations have been used for the LineDef attributes:
-
- Im (bit0) Impassible by players and monsters.
- Mo (bit1) Monsters cannot cross this line.
- 2S (bit2) Two-sided wall/may shoot through.
- Up (bit3) Upper texture is "unpegged". Try it with moving ceilings or doors.
- Lo (bit4) Lower texture is "unpegged". Try it with moving floors or lifts.
- Se (bit5) Secret. This line appears as normal on the map.
- So (bit6) Blocks sound. The sounds won't travel past this line.
- In (bit7) Invisible on the map. Even with the "computer map" power-up.
- Ma (bit8) Already on the map at startup.
-
- [3.4] LineDef types
- -------------------
-
- The first two letters in each LineDef type give its features. The first letter
- may be:
-
- D Door. Press the spacebar to open it.
- S Switch. Press the spacebar to activate this LineDef.
- W Walk across this LineDef to activate it.
- G Gun. You need to shoot that LineDef to activate it.
-
- Except for doors ("D") and the "end level" LineDefs, all types need a "Sector
- tag" number and at least one Sector with the same tag number to operate.
-
- The second letter may be:
-
- R Repeatable.
- 1 Works only once.
-
- Some abbreviations are also used in the type name. They refer to what happens
- to the Sector when triggered by this LineDef:
-
- O Stays Open. Used only for doors.
- N Neighbor. Usually, this means that the floor rises or lowers until
- it reaches the floor height of an adjacent sector on its way. In the
- menus, I have used "Ne." instead.
- T Texture and Type change. Same as above, but the texture and type of
- the Sector are also changed.
- C Ceiling. This means that the floor rises until it reaches the ceiling
- height of one adjacent Sector.
- <,> Used as modifiers for the above letters. "<N" means that the floor
- will stop just below a neighboring floor.
-
-
- [4] HOW TO...
- =============
-
- [4.1] Doors
- -----------
-
- A door is a Sector which usually starts with its ceiling at that same height
- as its floor (door closed). When the player presses the spacebar, the ceiling
- will rise, opening the door. On both sides of the door, you need one of the
- "D" LineDefs types. You don't need to give a tag number to the Sector or the
- LineDefs.
-
- If you want to be able to open this door with a switch, then you need to
- give the same tag number to the Sector and the switch. Just pick any number
- that is not used by another LineDef or Sector.
-
- [4.2] Lifts
- -----------
-
- A lift is a sector surrounded by LineDefs with the "Lower lift" or "Raise lift"
- type. All LineDefs between the upper floor and the lift will have the
- "Lower lift" type. All LineDefs between the lower floor and the lift will
- have the "Raise lift" type. Usually, you also have some "Lower lift" LineDefs
- on the lower floor, a few steps away from the lift.
-
- The "Raise lift" type is a special case: when you cross this line, the lift
- will go up. But if the lift is already up, it will act as a switch that lowers
- the lift. Warning: this only works if the LineDef has the right orientation.
- In the editor, you will see an arrow when you select a LineDef. In the game,
- a player that comes near the lift should have this arrow on his right.
-
- Don't forget to give some tag number to the Sector and the LineDefs!
-
- [4.3] Teleporters
- -----------------
-
- You need two things to make a teleporter:
-
- - One LineDef with the "Teleport" type and a Sector with the same tag number.
- - A special Thing in this sector, called "Teleport exit"/"Teleport landing".
-
- You may have several LineDefs that point to the same Sector, but you must
- have one and only one Sector with the same tag number.
-
- This only works if the line is crossed from the right side. If the teleporter
- worked on the two sides of the LineDef, you wouln't be able to exit from it!
-
- [4.4] Stairs
- ------------
-
- Raising staircases are activated by some LineDef. As far as I can see in the
- original WAD file, the first step (Sector) needs to have the same tag number
- as the LineDef. Then the following steps alternate between 0 any other tag
- number. Most stairs use the "special" values 99, 999 or sometimes the original
- tag number. But you may put any value, as long as you keep the alternance
- between 0 and another number.
-
- [4.5] Secret areas
- ------------------
-
- All you need to create a "secret" area is to give the special type "Secret" to
- some Sector. When the player steps on that Sector, his secret ratio will be
- credited.
-
- If the secret sector is behind a secret door (one that has nearly the same
- color as the other walls), you probably don't want the door to be shown on
- the map (the automap uses different colors for walls and doors). You will
- need to toggle the "Secret" flag in the LineDef attribute. Then the door
- will be shown as a normal wall on the map.
-
-
- [5] MORE INFO
- =============
-
- You think that something is missing in this file? Fine! Write it and send
- it to me... I will welcome any contribution to this manual.
-
- Raphael Quinet
- quinet@montefiore.ulg.ac.be