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- *-----------------------*
- | INSTRUCTIONS FOR |
- | NEW DEU 4.31 |
- | DOOM EDITOR UTILITY |
- *-----------------------*
-
- IMPORTANT NOTICE:
- =================
-
- THE NEXT VERSION OF THIS PROGRAM WILL BE CALLED "DEU 5.0", NOT "NEWDEU"!
-
- The EXE file is already called "DEU.EXE". In the next release, the ZIP
- file will also loose its "NEW" prefix. Take note!
-
- I used the name "NEWDEU" because Brendon Wyber (the author of the original
- DEU editor) had requested that anyone who alters his DEU program calls it
- something else. But I will give the program back to Brendon after the next
- major revision. From then on, you will only see "DEU", not "NEWDEU".
-
- This file will be removed in the next version. All documentation will be
- in DEU.TXT and MANUAL.DOC.
-
-
- COPYRIGHT
- =========
-
- * DOOM is owned by ID software. Thanks to ID for making such great games!
-
- * The original DEU was released into Public Domain by Brendon Wyber.
-
- * I (Raphaƫl Quinet) wrote the new user interface (mouse, menus, and so on)
- and added the different editing modes (LineDefs, SideDefs, Sectors...).
- Even if I rewrote nearly 80% of the code, this editor still has its strong
- DEU roots... :-)
-
- Please read the original copyright notice in "DEU.TXT". This is the text
- file that came with DEU 3.01 (the lastest DEU release before I started working
- on my version).
-
-
- WHAT'S NEW (4.0)?
- =================
-
- IF YOU HAVE NEVER USED DEU BEFORE, PLEASE READ "DEU.TXT" FIRST.
-
- Here are a few things that are new to this version:
-
- * Mouse support! You can now use a mouse if you have one.
-
- * The pointer may now move around the screen. The map will scroll if the
- pointer reaches the edge of the screen.
-
- * Better menus, 3D boxes, etc. I changed the whole user interface.
-
- X You can now use the first mouse button to drag an object. If you are
- using the keyboard, press 'Ins' once when the pointer is on the object,
- move it around, then press 'Ins' once again to release it.
-
- * More Things are now recognized (DeathMatch starts, lamps, candles,...).
-
- * New editing modes: Vertexes, LineDefs, SideDefs, Sectors,... Try them!
-
- * Changes in the keyboard commands:
- - use 'Enter' instead of 'T' to edit the current or default object.
- - use 'Esc' instead of 'Q' to quit without saving changes.
- - use 'Q' instead of 'E' to save changes.
- - use 'F1' to see the help screen.
- - use 'Tab' or 'Shift-Tab' to switch from one editing mode to another
-
- * You may now use the editor with the shareware version, but you won't
- be allowed to save your changes. Please register your copy of the game!
- ID software did a great job; they need your money to release new games.
-
-
- WHAT'S NEW IN 4.1?
- ==================
-
- * You can change walls, floors and ceilings textures! Your levels will never
- look the same again! You may for example assign the F_SKY1 texture to the
- floor of some sectors (weird!), or make some walls transparent, etc.
-
- * Total control over the LineDefs and Sectors attributes: you may transform
- a normal sector into a lift, trigger it from anywhere,...
-
- * Lots of improvements in the editors. No more "default Thing" in the
- Things editor: the 'Ins' key will now duplicate the last Thing selected.
-
- * The keyboard arrows may be used to move the mouse pointer. Yes, I know
- it's a silly feature.
-
- * The 'Tab' key is now documented in the help screen. The 'DUMP' command
- is now documented in the main DEU menu.
-
- * The 'N' and 'P' keys may be used to jump to the Next or Previous object
- in the editor. (You may also use '>' and '<'.)
-
- X You still cannot create a whole new level (because you can't add new
- LineDefs, SideDefs,... - you may only change their attributes). But you
- can do almost anything else.
-
-
- WHAT'S NEW IN 4.2?
- ==================
-
- * Improved selection method for Sectors and LineDefs. Just move the pointer
- inside the Sector or on the LineDef, and it will be selected. I don't use
- the vertices anymore.
-
- * You can now load a patch WAD file from the main menu. New "READ" command.
- When the last reference to a WAD file is removed from the master directory,
- this WAD file is closed.
-
- * The parameters for the "EDIT" command are now optional. A list of available
- levels is popped up.
-
- * A new dialog box asks for a WAD file name after editing a level.
-
- * New Things are recognized. New LineDefs types. New Sectors types.
-
- * I had to switch to the "large" memory model, because the code is becoming
- errrr... large.
-
-
- WHAT'S NEW IN 4.31?
- ===================
-
- * New mouse interface: the left button is used to mark/unmark objects, the
- right button is used to drag an object or a group of objects, and the middle
- button is used to edit an object or a group of objects. The object detection
- algorithm has been slightly improved.
-
- * You may mark on unmark any object and edit or move all marked objects in
- only one operation.
-
- * Command line parameters: "-sb" or "-swapbuttons" swaps the left and middle
- buttons of the mouse. "-d" or "-debug" lets you see the Segs and Nodes in
- the editor. "-q" or "-quiet" makes less noise. "-e" or "-expert" doesn't
- ask for confirmation when you delete one object.
-
- * You may now add or delete ANY object (Things, Vertices, LineDefs, SideDefs
- or Sectors). One more step towards the Holy Grail (the absolute editor)!
-
- * Most LineDefs types are now recognized. You can easily create a lift, a
- moving floor, a teleporter, a crushing ceiling, etc. Different colors are
- used for the special LineDefs or Sectors. They will be easily distinguished
- from the normal ones.
-
- * New "snap to grid" option. New "zoom on pointer" feature.
-
- * New keyboard shortcuts: use "T", "V", "L", "S" to switch to the Things,
- Vertexes (vertices, I know!), LineDefs or Sectors editor.
-
- * Many bug fixes. The bug in the BlockMap builder has been fixed. The bug in
- the "-debug" (!) option has been fixed.
-
- * A manual file, "MANUAL.DOC". Read this if you want to know how to use DEU.
-
-
- FUTURE PLANS
- ============
-
- * Create an automatic Nodes builder. Thanks to chrisp@halcyon.com for the
- hints about these obscure things. I will hopefully soon be able to create
- a full-featured editor (the first one?).
-
- * Display the walls/floors/ceilings textures in 256 colors.
-
- * Display the Things in 256 colors, when you select them. Use the extended
- VGA modes for all editors, instead of the standard 16 color mode.
-
- * Add scrollbars to some dialog boxes.
-
- * Add XMS support.
-
-
- A WORD OF WARNING...
- ====================
-
- If you move any Vertex or add new LineDefs, SideDefs or Sectors, you will
- certainly get the "hall of mirrors syndrome" at some place in the game, just
- like when you use the "no clipping" cheat mode and go through a wall. This
- is because the editor doesn't update the Nodes objects that are needed for
- rendering. The next version of this program will be called "DEU" and will
- include a Nodes builder.
-
-
- CREDITS
- =======
-
- * Guess what? Thanks to ID for making such great games!
-
- * Thanks to Matt Fell (matt.burnett@acebbs.com) for his great Unofficial Doom
- Specs. I found lots of useful informations in this file. As I'm not very
- good at writing docs, you should take this file as a technical reference and
- companion manual for DEU. Get the file "dmspec12.txt" by anonymous FTP on
- "wuarchive.wustl.edu" (/incoming/msdos_uploads/games/doomstuff).
-
- * Thanks to Chris Phillips (chrisp@halcyon.com) for his help about the NODES
- object. If DEU is sooner or later able to create a new level from scratch,
- I will owe him a lot.
-
- * Thanks to Trevor Phillips (rphillip@cc.curtin.edu.au) and Brian Downing
- (bdowning@ncsa.uiuc.edu) for their numerous suggestions and bug reports.
-
- * Thanks to Will Ellett (wellet@cs.uah.edu), Barry Bloom (barry@noc.unt.edu),
- E. Boling (edb9140@tamsun.tamu.edu), X? (stu_gwgrimsb@vax1.acs.jmu.edu) and
- many others for their suggestions, bug reports and comments about NewDEU.
-
-
- FREE ADVERTISEMENT
- ==================
-
- If you are using UNIX (Linux is a good example), you should have the two
- following programs. They were not written by me, but I really like them:
-
- * Rplay is used to play sounds on a local or remote host. It is available
- on "sounds.sdsu.edu" (/pub/rplay/...) and "bear.montefiore.ulg.ac.be".
- Rplay3.2 will hopefully be available within a few weeks and include support
- for various sound formats (.au, .wav, .aiff, 8/16 bits, mono/stereo).
-
- * CrossFire is a multi-player graphical adventure game for X Window. It takes
- its inspiration from other games like nethack, moria, gauntlet, etc. The
- graphics are not as pretty as Doom, but this is not the point. You can get
- it from "ftp.ifi.uio.no" (/pub/crossfire/...) and "ftp.world.net".
-
-
- CONTACTING THE AUTHORS
- ======================
-
- * My E-mail address is: quinet@montefiore.ulg.ac.be
-
- * Brendon's E-mail address is: b.wyber@csc.canterbury.ac.nz
-
- I would greatly appreciate any comments and suggestions about this program.
- I'll keep on watching my mailbox... If you are working on an UNIX box, you
- may use the following command to see if I have received your message:
- finger quinet@verif1.montefiore.ulg.ac.be
- This will give lots of useless information to you, but you may consider it
- funny. If you have a Sun workstation with the RPlay library installed, you
- will even get a silly surprise. GNU finger is great! Enough chattering...
- Have fun with the game and the editor!