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- User Manual for ULTED v1.00b
-
- i) Particulars:
- ------------
-
- Author: Peter Ott
- E-mail: pott@cate.ryerson.ca
-
- **************************************************************************
- ULTED v1.00b is the beta release and so MUST BE USED WITH SOME CAUTION;
- use a backup copy of the main doom.wad file, save your level often and use
- several different names when saving.
-
- As the author, I would like to express my thanks to Raphael Quinet and
- Brendon Wyber, the authors of DEU5.X for distributing their code. Much
- of this editor, including the nodes builder and the PWAD read/write routines,
- came directly from DEU.
- I'd also like to impress on you that there is ABSOLUTELY NO guarantee or
- warrantee of any kind that comes with this program.
- Any comments are always welcome and can be e-mail directly to the address
- above...
- **************************************************************************
-
- Now to the good stuff....
-
- 0) Contents:
- -----------
-
- 1) Introduction
- 2) A Quick Trip through the Menus
- 3) What you can do Where
- 4) Automatic Sidedef Definition and Misc
- 5) Known bugs
- 6) Closing Remarks
-
- *************************************************************************
-
- 1) Introduction:
- -------------
-
- If you're like me, you'd like to be able to edit your level, save it,
- switch to a full-screen DOS window, and play the level. If you find any
- problems or things you don't like, you'd like to switch back to the editor
- and fix the problems as you find them...well...ULTED allows you to do that.
- That, and the fact that OS/2.1 is a stable platform that doesn't crash with
- every little access violation that comes along, was the main reason I decided
- to develope under the OS/2.1 environment. This is my first OS/2 project.
- I didn't know the first thing about the OS before I started just under
- 4 months ago...but after much hair pulling (darn memory management under
- OS/2...heap?? what heap??? I thought malloc would work ok!!) and late nights
- I've finally got something stable to show for my work and I'm happy that
- somebody's willing to give it a try.
-
- Anyways, assuming that the binary arrived to you in half decent shape,
- it should be executable from any directory. It's probably best to put
- it right in your doom directory to reduce the amount of file dialog box
- crap you have to go through to load/save a PWAD.
-
- ULTED can be started by double clicking on the icon (nice picture...I'm not
- much of an artist, but anyways...), or you can run it from the command-line
- of an OS/2 shell (giving it the optional location of the doom.wad file) as
- in:
-
- [c:] ulted e:\doom\doom.wad
-
- This will start ULTED, load the doom.wad, and display E1M1. If you don't
- supply the location of the wad (or it can't find it), just go to the FILE
- menu and choose "open main wad". This will display a file dialog and you
- can find and load the main wad from there.
- The main wad file MUST BE LOADED FIRST before any editing can be done. This
- is because the texture names etc are loaded with the main.wad file.
-
- If all of that happened successfully, you have 3 ULTED windows open. The
- main window has the floor plans of E1M1. This is where all the drawing,
- moving, deleting, etc. will happen. Another window, the THING window,
- should be hanging around somewhere too. This has everything you'll need
- to fool around with things (more later). A final window, the information
- window, should be in the bottom left-hand corner. This gives information
- about everything that ULTED has done and is useful for ensuring that what
- you thought SHOULD happen DID happen; for example, ULTED is
- capable of melting 2 vertexes together. If you want to be sure that
- 2 vertexes were melted, this will tell you. It also spews lots of junk
- when it's building the nodes when you save, letting you know it's actually
- working.
-
- A quick word on the mouse. ULTED was built to use a three button mouse.
- Depending on how you've got it set up with OS/2, the left button is for
- selecting objects, the middle button is for getting information on an object,
- and the right button is for inserting a new object. I haven't tested this,
- but I THINK that a two button mouse will emulate a 3rd button if both buttons
- are pressed simultaneously.
-
- 2) A Quick Trip Thru the Menus:
- ----------------------------
-
- I don't think there's a real call to go through each menu item separately
- since they should be pretty self explanatory except to say that several
- of them are not implemented yet...that sucks, but the important ones work.
-
- The FILE menu does what you'd think:
-
- Start New PWAD: clears the work area and initializes the editor.
- Note that your PWAD will be injected into the
- position that you were viewing when you initiated
- this option. (ie. if you were viewing E1M1 and
- initiated this option, the level you design would
- load into the E1M1 position of the main wad when you
- include it).
-
- Open PWAD: loads a PWAD from disk and displays it, ready for editing.
-
- Save (Build): saves the currently displayed PWAD, rebuilding the
- nodes if it is required.
-
- Exit: hmmmmm....I wonder. Note it doesn't ask you if you're sure!!
-
- The EDIT menu:
-
- Clear Selections: Anything that has been selected in the edit window
- becomes unselected.
-
- Delete Selections: Anything that has been selected is deleted.
- If a vertex is deleted, any linedefs (and
- consequently Sidedefs) that are connected to the
- Vertex get deleted as well.
- Note the Known bugs section at the end of this
- document.
-
- Choose Level: This allows you to go to another level (eg. E3M8) and
- view the floor map. I include this option only for
- setting the level you wish to start a new PWAD at
- (see Start New PWAD above).
- Note the known bugs section at the end of this
- document.
-
- The TOOLS menu:
-
- Grid: Setting the snap-to-grid distance. Off is included because
- the grid is really distracting when doing fine work...
-
- Scaling: Zooming in and out of your map. There is an annoying
- feature (yeah...I'll call it a feature cause it ain't a
- bug) that, when you zoom out, the map moves down about 1
- screen (ie. push on the down section of the scroll bar
- a couple of times to scroll it back into view). This
- isn't a problem if you zoom out 1 level, but going from
- a scale of 1 to 8 will definitely do it.
-
- Viewer: This is not quite working yet...but a feature that I deem
- as a necessity. The OS/2 palette is being a real pain in
- the ass...this feature should be coming soon.
-
- The MODE menu:
-
- This is pretty self-explanatory. Each mode (except Vertex) brings
- up it's own special dialog box (described more below).
-
- The HELP menu:
-
- No help yet, but check out the ABOUT choice...
-
- 3) What you can do Where
- ------------------------
-
- A general note: A 'set to default' button is displayed in all mode related
- dialog boxes. By choosing any desired settings appropriate to that
- mode and pushing the 'set to default' button, ULTED remembers them and when
- a new object is inserted, it's initial settings (wall textures for example) are
- set to your defaults.
-
- As well, if any object is selected and a dialog box setting is changed, the
- change will effect the selected object(s). For instance: if you are in THINGS
- mode and select a chaingun, an imp, and Player 2, and then push on one of the
- direction buttons, each of these items will change to face the new direction.
- This is especially useful for changing the textures on many sidedefs at the
- same time and has proven to be one of those invaluable tools you use all the
- time.
-
- Vertex Mode: In this mode you can move, select, insert, and delete vertexes.
- Selecting multiple vertexes is supported. This can be handy if you want to
- move a sector (or part of a sector) -> simply click on each of the vertexes
- you want to move to highlight them (they'll turn pink). Then drag one of
- them and they'll all move relative to the one you're dragging. Linedefs will
- automatically be made 'elastic' and stretch when you release the mouse button.
- Linedefs may be split by inserting a vertex at the place where you want the
- split to occur. This is necessary for making shapes from the standard
- square sector (discussed below).
- To insert a line between 2 vertexes, simply highlight the vertexes that you
- want the linedef to go between, and click the right mouse button. Multiple
- lines may be inserted by highlighting the vertexes in order (ie. the first
- linedef starts at the first vertex and connects to the second, the second
- linedef starts at the second vertex and goes to the third, etc).
-
- After a rebuild, you may see stray vertexes hanging around your map. This
- happens because the nodes builder inserts vertexes when it performs it's
- linedef splitting. These won't effect your map AT ALL, but if they bug you,
- just reload your PWAD after a save.
-
- LineDef Mode: There are 2 dialogs associated with the Linedef mode -> the
- main Linedef dialog that describes everything that is pertinent to the
- linedef itself (no esthetics, just functionality). Pushing on the Sidedef
- info button in this dialog brings up the sidedef dialog, which shows which
- sector each sidedef is currently attached to and what the textures are for
- the upper, normal, and lower positions. As with any of the other editors,
- the sector tag in the Linedef dialog defines a platform number (INDEPENDENT of
- sector number) that should be associated with any special action that the
- linedef is to perform (raise floor etc). The Flags list box defines the flags
- (appropriately enough) associated with the linedef. Any number of these flags
- may be selected at 1 time. The Type list box defines the special
- functionality, if any, that the linedef exhibits (only 1 of these may be
- selected at any time). The Flip linedef button does just that. Linedefs that
- are non-normal (perform some special function) are activated when the player
- walks, shoots, or switches the FIRST sidedef. It may happen that your
- linedef's first sidedef (the side facing right if the arrow is pointing up)
- is facing the wrong way; a linedef flip will fix this up.
- To get information about a linedef, click the middle button while on top of
- the linedef. The linedef and sidedef dialogs will change to reflect the
- information associated with the linedef. If you wish to change something
- (such as from 2 sided to impassible), simply select the linedef (button 1)
- and select the 2 sided entry in the Flags list to un-highlight 2-sided, and
- then select the Impassible entry to highlight it. Any of the textures, types,
- sector numbers, sector tags, or flags may be changed in this way. If you
- want to change more than 1 linedef at a time, just highlight more that 1
- linedef.
-
- Sector Mode: Much of the discussion on Linedefs applies to Sectors. If the
- mouse 'info' button is clicked inside of a sector, it's properties are
- displayed in the sector dialog. All the information in the Sector Edit dialog
- is editable except the sector #; this only makes sense since to changing the
- sector number means deleting this sector and inserting another one... not
- usually done. The Platform tag entry field is the sector's equal to the Sector
- tag field of a Linedef. The Platform tag number is totally independent of
- any linedef number, and is only meant to match a Sector tag number (more info
- on that is available from any of the docs on DEU or DoomEd).
- A word of warning -> If you select more than 1 sector at a time, ALL of the
- sector info that pertains to the most recently selected sector is transferred
- to the others. Example: say that you selected sector 6 and then selected
- sector 3 -> All sector 3 information such as platform tag, light level, floor
- and ceiling heights, etc. is copied to sector 6. I treated this as a bug at
- first (the original plan was to be able to select several sectors and change
- a single setting on all of them), but it comes in handy for copying sectors
- and I've used it quite a bit.
-
- Thing Mode: The Thing dialog box is slightly different than the others in
- that, when the mouse 'info' button is clicked, the thing's information appears
- in ULTED's Information window. This is just because I haven't got around to
- making the dialog box update with the mouse 'info' button yet. All required
- information is still displayed. The dialog is pretty much self explanatory,
- so I'm not going to go into it anymore than this.
- As with vertexes, multiple things may be moved or changed to be whatever you
- want simply by selecting them and changing the appropriate option in the
- Thing Edit dialog. One of the many things that came from the DEU5.X code is
- the ability to tell the size of the object by the size of the circle around it.
-
-
- 4) Automatic Sidedef Definition and Misc
- ------------------------------------------
-
- If a sector is inserted into the middle of another sector, the 2nd sidedefs
- of this new sector are automatically set to be connected to the original
- outside sector. As well, if the floor and ceiling heights of the default
- sector were defined before it was inserted, ULTED will automagically decide
- whether upper, normal, or lower sidedefs are required and set them to the
- default textures. This can and will save A LOT of TIME. It's worth trying
- to figure it out.
-
- As well, when 2 lines are melted (by melting the 2 vertexes from 2 separate
- linedefs together) the linedef flag is automagically set to 2-sided and the
- impassible flag is negated (this serves as a significant time saver as well).
-
- 5) Known bugs:
- ------------
-
- 1. Don't try to delete more than 1 sector at a time because ULTED will
- crash. I have an idea what the problem is, I just haven't had time to
- fix it.
-
- 2. You have the ability to "Choose Level". Doing this several times in
- succession may(?) cause the editor to crash. The moral of the story is:
- don't look around -> go to the level you wish to edit and do it.
-
- 3. Though the nodes builder contained in ULTED functions, it has cause the
- infamous HOM effect to happen in several of my test levels. It is recommended
- that BSP1.X be run on the saved PWAD before running it. This will clear
- up any minor node problems (by doing this, I've had NO problems with any of
- the levels I've built with ULTED).
-
-
- 6) Closing Remarks:
- -------------------
-
- I know that I haven't covered in detail HOW to go about building a level and
- I might've even left some stuff out about the editor, but if anything comes up,
- please feel free to e-mail me about it (I'm always open to suggestions as
- well, although I can't guarantee that anything'll be implemented soon....
-
- Have fun, and keep the world of Doom alive ....
-
- -Pete
-
-
-
-