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- Viewer/Editor for Registered Doom Addicts
- VERDA v0.20 -- 28 Feb 94
-
- VERDA is an add-on utility to work with DOOM by id software. It can
- be used to view various pieces of map information on WAD files, both
- shareware and registered versions, as well as PWAD files. You can
- choose to use VERDA to modify your primary WAD file, or you can edit
- PWAD files instead. However, in keeping with the wishes of id
- software, it will not modify a shareware WAD file, and in order to
- edit a PWAD file you must have access to a registered WAD file.
-
- System Requirements
- ^^^^^^^^^^^^^^^^^^^
- VERDA requires a VGA screen, a mouse(for graphic related things), and
- enough memory to read in map info. It has been compiled to run on a
- 80286 with no math co-processor. It should work with v1.1 or v1.2 of
- DOOM.
-
- What exactly does it do?
- ^^^^^^^^^^^^^^^^^^^^^^^^
- In short, VERDA can be used to examine and modify map information in
- the WAD file. A dump and patch capability exists that lets you dump certain
- information from the WAD file to an ascii file, modify it, then patch
- the new info back into the WAD file. This is handy for distributing
- edited versions of the WAD file by only distributing changes you made.
-
- The primary mode, however is a graphical map mode and requires a mouse.
-
- Currently, you can edit the following:
-
- THINGS - These include barrels, imps, radiation suits, light posts, etc.
- VERDA has a fairly complete thing editor. You can change anything
- to anything else, change skill levels the item appears at, and of course
- move them around. You cannot add or delete items, but that should
- be in the next VERDA release.
-
- LINES - These connect two vertices in the map. They can be used to trigger
- various actions when walking across the line, or throwing a switch that
- is attached to that line. These include raising and lowering
- sectors, teleporting, etc. You can change the action that is triggered
- and change which sector is trigger by the line. The map display shows
- which sectors are triggered by the selected line and vice-versa. Lines
- also have paramters such as: Block sound, block monsters, etc. These
- can be edited as well.
-
- SIDES - These contain information about the images that appear on the walls.
- You can edit which image appears on which wall.
-
- SECTORS - These are bounded areas on the map that have a constant
- floor height and ceiling height. You can select a sector and see which
- lines can trigger that sector. You can change the following information
- for a sector:
- Floor Image, Floor Height
- Ceiling Image, Ceiling Height
- Light Level,
- Sector Properties: Blinking lights, go dark, acid sector, etc.
-
- You can also change which line(s) trigger the sector action given above.
-
- NODES - These can be displayed, but not edited.
-
- Using VERDA
- ^^^^^^^^^^^
- VERDA(with no command line arguments) looks for DOOM.WAD in the
- directory it is run from. A different WAD file can be specified with
- the -w option. VERDA -? gives a list of possible options, also listed
- below:
-
- Usage: verda [options]
-
- [-w] wadfilename :specify wad file (doom.wad default)
- ('-w' is only optional if first arg)
-
- -pw PWADfile :Uses PWAD file for all editing, only one
- maplevel per PWAD supported. With this
- option, original IWAD file is not modified
-
- -e Episode_Num :specify an initial episode
-
- -m Map_Num :specify an initial map number
-
- -p patchfilename :specify a patch file to modify WAD/PWAD file
- (operates in batch mode)
-
- -d <descr> fname :dumps (in patch file format) to file fname
- <descr> first three chars significant, things, sects, etc.
- (operates in batch mode)
-
-
- VERDA comes up in a textmode main menu. Following are the main menu choices:
-
- <E> key -- cycle current episode number up
- with <Shift>, cycle down
-
- <M> key -- cycle current map number up
- with <Shift>, cycle down
-
- <P> key -- read an ascii patch file and apply patch to WAD
- or PWAD file, as appropriate.
-
- <D> key -- dump an ascii patch file, or a binary PWAD file.
- Prompts for what kind of file to dump and
- for filename. The ascii patch file can be
- edited and used to patch WAD or PWAD files.
-
- <L> key -- Gives a list of all items in the current level, and
- displays the x,y pos and skill flags, in text mode.
- Use <B> key to back up in list, <SPACE> to go forward.
-
- <O> key -- Similar to <L> but gives a sorted list, of unique
- things, and how many of each one.
-
- <H> key -- Displays header information with starting address, and
- cnt for THINGS, LINES, SIDES, etc. in the WAD file.
-
- <V> key -- Enter the Map viewing/editing mode. This is where you
- or will spend most of your time in VERDA. That is why
- <RETURN> the <RETURN> key is provided as a quick way to get to
- map mode.
-
- The current Episode/Map level is shown at the bottom of the screen and
- all other commands will only relate to that particular level. The
- options to specify what kind of info to dump are not case sensitive
- and are given here:
-
- T - Things - Things are weapons, enemies, barrels, etc.
- L - Lines - Lines connect the vertices, and draw the maps
- I - sIdes - Sides are associated with lines provide images for them
- V - Verts - Vertexes are the points where lines end
- G - seGs - Not fully understood
- S - Ssects - SubSectors.
- N - Nodes - Not fully understood
- C - seCts - Defines an area with a specific height, floor & ceil image, etc.
- A - All - Dumps all of the above into one file (for given Episode/Map)
- P - PWADfile - this one option does not dump an ascii file, as do
- the rest, but instead dumps a binary PWAD file from the
- current episode/map of the IWAD file. This PWAD
- file can then be edited separately.
-
- Some notes about PWAD files:
-
- PWAD files are like mini-WAD files that can be loaded into DOOM
- using the -file option. It appears that they must have the extension
- .WAD to work properly. When DOOM reads in a PWAD file, it looks to
- see what is in that file and uses anything that is in the PWAD file
- instead of the corresponding information in the original IWAD file.
- So if you have a PWAD file with a new map for Episode 2/Map 3, DOOM
- will play using the original IWAD file until you get to Episode 2/
- Map 3 and then it will use the PWAD data. Therefore PWAD files
- provide an easy way to play around with editing a level, without
- changing the original IWAD file. Also note that if you use the -wart
- command line parameter of doom to specify an episode and map to jump to,
- doom automatically looks for EaMb.WAD, where 'a' is the specified episode
- and 'b' is the specified map.
-
- VERDA lets you decide if you want to edit your original WAD file,
- or use PWAD files. If you decide to edit your original file, it is
- recommended that you dump "all" to a file for a particular map
- before you edit anything in the original IWAD file. This will let
- you patch the WAD file back to its original configuration, without
- having to have a backup of the whole WAD file. Of course it is also
- comforting to know that you have those original distribution
- diskettes around somewhere... The dump file contains information
- about what Episode/Map and type of information was dumped.
- Therefore, to patch in a file use the <P> key and the only response
- required is the filename -- the correct items will be patched.
-
-
- Map Mode Description
- ^^^^^^^^^^^^^^^^^^^^
- The map mode of VERDA is entered by using either the <V> key or
- <RETURN> from the main menu to view the map. Hopefully the interface
- here is fairly intuitive. You can use the <PageUp>/<PageDn> keys to
- zoom the map in and out -- centered on the mouse cursor. The
- <left>/<right>/<up>/<down> arrow keys are used to pan around in the map.
-
- VERDA v0.20 supports the following editing modes: things, lines,
- sides, sectors, and nodes. The specifics of these modes are given
- below, but first some information about VERDA editing that is mode
- independent.
-
- The lower right had window of the screen is the DATA area.
- Information about the currently selected object is displayed here.
- This includes object type and number, and other information that is
- specific to the object type(e.g., wall description for SIDES, skill
- level bits for THINGS, etc). You can use the keypad +/- keys to step
- up/down to the next/previous object number (except in THING mode).
- When you have selected the object that you want to edit and the DATA
- area is displaying information for that object, use the <SPACE> bar
- to enter edit mode. Your options will appear in the upper right
- hand window, which is the MENU area. Move the mouse cursor over the
- action you want to perform and click the left mouse button. You may
- get a window full of options to pick from if you select change wall
- type for example. All of the choices may not fit in the window, so
- use PgUp/PgDn to scroll through the list, then click the mouse on the
- one you want to select. When you have completed editing that object,
- use the <SPACE> bar (or <ESC>) to leave the editing mode for that
- object. You can then select the next object that you want to change
- and repeat the above.
-
-
- THING Mode -- Toggle on/off with <T> key.
-
- When you first enter the map, this is the default mode. Things
- are displayed on the map, with different symbols for different types
- of things. Arrows are used for any thing where the angle is
- meaningful, player starts and enemies. Player starts are shown in
- white, to make them easier to find. Special items (ammo, bonus
- items, etc) are shown as circles. Weapons are shown as stars. Other
- items appear as squares.
-
- As you move the pointer over a "thing" the relevant information is
- displayed in the lower right hand window: what it is, orientation,
- skill level flags, etc. To move a "thing", simply put the pointer
- over it, hold down the left mouse button and drag the item to its new
- location. When you release the item, it is drawn at its new
- position. There are no checks for illegal options, such as putting
- things in a wall, or on top of another thing -- so feel free to
- experiment if you are curious. You can rotate an item by pressing
- <R> or <Shift-R> while the mouse pointer is over the item. To change
- thing characteristics other than position and orientation, move the
- mouse pointer over the item and press the <SPACE> bar to bring up the
- editing menu. Use the mouse to select the desired action.
-
- LINE Mode -- Toggle on/off with <L> key
-
- You select the current line by either using the keypad +/- key to
- step through the lines, or by moving the mouse over a line and
- clicking the left mouse button. The current line is highlighted in
- white on the map. A line may have one or two SIDES associated with it.
- The side indices are displayed in the DATA area in line mode. There is
- also a flag field with bits that define whether the line blocks
- enemies, sounds or you, whether or not the line should show up in the
- automap, and whether or not it should show up as a door. These
- fields can be toggled, and when the <SPACE> bar is used to go into
- line edit mode, the toggle actions appear in the MENU area of the screen.
-
- The line may have an action flag associated with it. If so, there
- is a tag field with a number that matches the tag field in one or
- more sectors. This indicates that this line can trigger a certain
- action for those sectors. The action is listed in the DATA area of
- the screen, and the tagged sectors are highlighted in yellow.
- Actions are normally triggered by walking over the line. If the
- action requires a <SPACE> bar to throw a switch, this action has a <->
- symbol in front of the action description. This is a useful feature
- for seeing how certain actions are triggered. We have not seen this
- in any other editor yet. You can also modify the action or the
- sector tag number.
-
- SIDE Mode -- Toggle on/off with the <I> key (sIdes)
-
- Sides can be selected with the mouse similar to lines (described
- above). Since there are possibly two-sides associated with a given
- line, the mouse click selects the first side for that line. Use the
- <TAB> key to select the other side (if present). The sides are what
- describe the images seen on the walls. There are three image
- description fields associated with each side: An upper side, a full
- side, and a lower side. If the side describes a normal wall, the
- full description is used. If the side describes an area with a
- window, then the upper and lower descriptions are used for the area
- above and below the window, i.e., they may have different images.
- The images for a certain SIDE can be changed by using the <SPACE> bar to
- enter edit mode, then selecting the appropriate field. A list of
- Wall descriptions will appear to select from.
-
- SECTOR Mode -- Toggle on/off with <C> key (seCtor)
-
- You can highlight a specific sector by clicking the mouse while the
- pointer is on a line of the desired sector. Since each line could
- have two sectors associated with it, use the <TAB> key to move to the
- other sector for the selected line.
-
- When the current sector is highlighted, if the line tag field is
- non-zero then that sector can be triggered from a line somewhere.
- The line(s) that trigger that sector are highlighted in yellow on the
- map display. This is the logical converse of the action in LINE mode
- described above.
-
- Each sector has a ceiling and floor description, and a ceiling and
- floor height, all of which are displayed for the current sector and
- which can be edited. Additionally there is a sector property field
- which is used to make the sector act like acid (health hit), or count
- as a secret in the end tally, or have blinking lights. This field is
- displayed and can also be edited. There is also a static light level
- that can be set anywhere from 0 -> 0xff.
-
-
- NODE Mode -- Toggle on/off with <N> key
-
- We still haven't fully deciphered the purpose of the NODE fields. However,
- you can step through and display them with the Keypad +/- keys and
- maybe you can figure them out....
-
- Map Mode Command Summary
- ^^^^^^^^^^^^^^^^^^^^^^^^
- Left Mouse
- Button - Select line/side/sector under current mouse pointer
- <TAB> - Move to next object associated with this line
- (mostly for sides and sectors)
- <SPACE> - Toggle edit mode for currently selected object
- <ESC> - Exit whatever you are doing -- will prompt you
- if you need to save changes
- <PgDn/PgUp> - Zoom In/Out
- - Also used to page through a list of selectable items
- <Arrow Keys> - Pan around
- <HOME> - Return Map to original zoom, recentered
- <Keypad-5> - Center Map with current zoom
-
- <R> - Rotate a "thing" +45 degrees if mouse over thing
- <Shift-R> - Rotate -45 degrees
- <T> - Toggle Thing mode
- <L> - Toggle Line mode
- <I> - Toggle sIde mode
- <C> - Toggle seCtor mode
- <N> - Toggle Node mode
- <+/-> - Step Up/Down through lines, sides, sectors, and nodes
- <Shift> - with above to step through faster
- <Alt-S> - Save changes to the current WAD or PWAD file
-
- Future Versions
- ^^^^^^^^^^^^^^^
- Vaporware is never very popular to talk about, but we do it anyway.
- This version of VERDA is greatly improved over the previous release,
- and we expect future releases to add new features as well. We expect
- that the next release will include the ability to add and delete
- objects, instead of just changing them. And of course, we are
- working to decipher the rest of the information (primarily NODES)
- needed to be able to build a workable level from scratch.
-
- Authors
- ^^^^^^^
- VERDA is being developed as a team effort by Mike Carter, Robert
- Fenske, and Bob Robison.
-
- We are very interested in feedback on this program. Send comments,
- complaints, suggestions, words of encouragement, etc. to the authors.
- Our email address is verda@swri.edu.
-