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- =======================
- DEU
-
- DOOM EDITOR UTILITIES
-
- Version 5.21
- =======================
-
- CONTENTS
- ========
-
- What is DEU?
-
- Distribution
-
- Legalese
- Copyright
- Disclaimers
- Copyleft
-
- Running DEU
- Requirements
- Installation
- Quickstart
-
- Revision History
-
- Future Plans
-
- Contacting the Authors
- Contributions to the DEU effort
- Updates to the Program
- Updates to the Manual
-
- Credits
-
-
-
-
- WHAT IS DEU?
- ============
-
- DEU is a WAD file editor. Use it to edit one level, then save it in a
- patch WAD file (PWAD), or in the main WAD file.
-
- You may use it with both the registered and the shareware versions of
- DOOM, but you won't be allowed to save your changes if you are using the
- shareware version (this is ID's will, since it might otherwise discourage
- people from registering).
-
- You can do almost anything to any level: move, add or remove monsters and
- powerups, change the wall colours and positions, create new lifts, doors,
- acid pools, crushing ceilings... or even create a new level from scratch!
- If other Doom editors won't let you do it, then DEU it!
-
-
-
- DISTRIBUTION
- ============
-
- The latest version of DEU is available at the following FTP sites:
-
- For European users:
- bear.montefiore.ulg.ac.be (139.165.8.25)
- /pub/doom/deu/deu??.zip
-
- For other countries:
- infant2.sphs.indiana.edu (129.79.234.115)
- /pub/doom/deu/deu??.zip
-
- You will probably also find it on other FTP sites, such as ftp.uwp.edu,
- wuarchive.wustl.edu, hope.cit.hope.edu...
-
- If you cannot use FTP (because you have no direct Internet access), you
- can get the files using FTPmail. Send E-mail to: ftpmail@decwrl.dec.com,
- with "HELP" as the only word in the message (no subject, no signature).
- When you are familiar with FTPmail, you can use it to retreive the files
- from one of the Doom FTP servers.
-
- Note: starting from DEU 5.2, and until 6.0, there will be a separate
- package for the GCC port of DEU. This version is faster, uses all
- available memory (with the GO32 DOS extender) and has a better mouse
- support. But it won't work under OS/2 or Windows. You can get this
- version from the same sources as the normal version. Look for a file
- called "deu??gcc.zip".
-
-
-
-
- LEGALESE...
- ===========
-
- Copyright
- ~~~~~~~~~
- DOOM is a trademark of id Software.
-
- DEU has been created by Brendon Wyber and Raphaël Quinet
- DEU is NOT an id Software product.
-
- Disclaimers
- ~~~~~~~~~~~
- id Software cannot and will not provide support for DEU.
-
- id Software will not provide support for ANY file that has been modified
- or created by DEU.
-
- DEU will not allow you to modify the shareware version of DOOM. It is
- illegal to alter DEU to operate on the shareware version of DOOM.
-
- The authors of DEU will not provide support or be liable for damage caused
- by the use of DEU.
-
- It is illegal to distribute the registered version of the DOOM.WAD file in
- any form, original or modified.
-
- The authors of DEU reserve the right to add or remove any functionality of
- the DEU software.
-
- Copyleft...
- ~~~~~~~~~~~
-
- DEU is a public domain program. This means you can do anything you want
- with it. However, it would be considered polite if you did the following
- things:
-
- * If you alter this executable, call it something else.
- We would like to be the only people to release DEU named programs.
- (See also "Contributions to the DEU effort" below).
-
- * ... and... Give us credit. E.g.
- Bob's Amazing Doom Editor, Version 1.00.
- Copyright 1994 Bob Bobbingbob. All rights reserved.
- [Derived from DEU v5.20 by Brendon Wyber and Raphaël Quinet.]
- This credit notice should appear when you start the program, or in
- an "about" box (if your program has a graphical interface).
-
- * Refrain from distributing pwads that work with the shareware
- version of the game. You only need to use one object or texture
- from the registered version and this will do the trick.
-
- * Do NOT use the source to make an editor for the shareware
- version. id Software doesn't want shareware editors around.
-
- * If you distribute DEU (and don't change its name), please
- distribute the original zip file unmodified. If you distribute it
- on a wide scale (CD-ROM, cover of a magazine, etc.), it would be
- nice to get in touch with the authors. Not required, but nice...
-
-
-
-
-
- RUNNING DEU
- ===========
-
- Requirements:
- ~~~~~~~~~~~~~
- You need a PC with a VGA screen and enough memory to load the levels data.
- If you can play DOOM, you will probably be able to run DEU. A mouse is
- not required, but editing will be easier if you have some plastic rodent.
-
- Installation:
- ~~~~~~~~~~~~~
- Unzip it into any directory on your hard drive using commands like:
-
- mkdir \games\doom\deu [create a directory for it.]
-
- pkunzip -d a:deu521.zip \games\doom\deu [unzip from your a: drive.]
-
- Quickstart:
- ~~~~~~~~~~~
- (for a more complete list of available commands, see DEU.TXT)
-
-
- To run DEU just type:
-
- DEU
-
-
- You should then be presented with the prompt. Use the following basic
- commands:
-
- ? This displays a list of commands and their valid syntax.
-
- EDIT [<episode> <level> ]
- This command calls up the editor for the given map. The edited
- level is then saved into a PWAD file of the given name. If you
- don't enter any parameters you will be presented with a menu to
- choose from.
-
- QUIT
- This quits the program.
-
- For starters, type:
-
- E 1 1 [Edit episode 1, mission 1 ]
-
- When the editor starts up, it should display the map. The editor will now
- let you insert, delete and edit objects in the map. In the centre of the
- map is a crosshair (or your mouse pointer) which marks your current
- position. Little x's represent the Things. Different colours represent
- different types of Things.
-
- Then press F1 for help, or just play around.
-
-
-
-
-
-
- REVISION HISTORY
- ================
-
- By Raphaël Quinet:
-
- 5.21 21 May 94
- Bugfix release. The previous version was compiled without
- floating-point emulation. This is fixed now, thanks to Tom Neff.
-
- 5.20 20 May 94
- GCC port of DEU released in a separate zip file (by Per Allanson).
- Better error checkers. One of the most powerful features of DEU!
- Still better Nodes builder, now customizable ("-splitfactor").
- Better split Sectors feature: handles Sectors within Sectors.
- Distribute floors/ceiling heights. Align textures (X, Y offsets).
- 35 new LineDef types. New menus for the LineDef types.
- Automatic merging of Vertices and LineDefs when superimposed.
- Smaller Vertices and arrows. Orientation of Things displayed.
- Pointer coordinates displayed while you are moving.
- LineDef length displayed in the LineDef/SideDef editor.
- Closer zoom. But the map display gets slower; you asked for it...
- Other minor changes in the user interface. Not too many because
- DEU 6.0 will be released soon and will change all that...
- New keys:
- H: toggle the grid display (but doesn't change the grid scale).
- Shift-H: reset the grid scale to 0 (like the old 'H' key).
- 1,2,...,9,0: set the zoom scale directly, from 1 to 10.
- New command line options:
- -splitfactor: used by the Nodes builder (not for novices...).
- -s0: select object 0 by default when switching modes.
- -walltexture, -lowertexture,...: set various default values.
-
- 5.10 26 Apr 94
- Better Nodes builder.
- Better memory management. You can now edit huge levels (E2M7).
- Changes in the menus, new menu under the 'F8' key.
- Better automatic error checkers. Show the object in error.
- Keep the selection when you switch from one editor to another.
- Missing textures displayed in red in the info box.
- Better texture viewer (faster, and displays the texture size).
- The debug mode now creates a log file (DEU.LOG).
- New commands to Scale or Rotate any object or group of objects.
- Automatic jump to object for 'N', 'P' and 'J'.
- New features "make door from Sector", "make lift", ...
- New keys:
- O: copy any object or group of object
- R: display a 'ruler' cursor (check wall length, etc.).
- Shift-G: increase the grid size ('G' decreases it).
- Shift-Ins: may be used instead of 'Ins' to close the polygon.
- New commands (main menu):
- I[nclude] to include any raw binary file in a PWAD.
- X[tract] to extract any object to a raw binary file.
- New command line options:
- -i (-infobar) displays the info bar when you start the editor.
- -a (-addselbox) use an additive selection box.
- -qq (-quieter) when you are in a library...
-
- 5.00 30 Mar 94
- Automatic Nodes builder!.
- Drop-down menus with menu bar.
- Selection box to select a group of objects.
- Smart add/delete for Vertices to split/join LineDef(s).
- New "insert common shapes" and "misc. ops." menus.
- VESA and SuperVGA support.
- Removed the Nodes and Segs editors (obsolete).
- The Things editor shows the size of the objects.
- Sprite and texture viewers (256 colors).
- New arguments "-help", "-bgi", "-fakecursor", "-color2",...
- Added a config file for DEU.
- New keys:
- F2 Save
- Scroll Lock to turn off auto scrolling.
- F9 Insert complex objects.
- F10 Error checker and miscellaneous operations.
- New commands (main menu):
- G[roup] to create a compound wad file with all open pwads.
- V[iew] to view a sprite.
- S[ave] to save one object in a separate wad file.
- MANUAL.DOC renamed to DEU.TXT, DEU.TXT renamed to README.1ST
- DEUTUTOR.ZIP contains a step-by-step tutorial for DEU.
-
- 4.31 8 Mar 94
- New mouse interface.
- Object detection algorithm improved slightly.
- Mark/unmark any object and edit/move all marked objects at once.
- New command line parameters.
- May now add or delete ANY type of object.
- Most LineDef types are now recognized.
- Different colors are used for special LineDefs or Sectors.
- New "snap to grid" and "zoom on pointer" features.
- New keyboard shortcuts: "T", "V", "L" & "S".
- Many bug fixes. BlockMap builder bug has been fixed.
- The "-debug" bug (!) has been fixed.
- A manual file, "MANUAL.DOC". Read this to find how to use DEU.
-
- 4.20 25 Feb 94
- Improved selection method for Sectors and LineDefs.
- New dialog box asks for a WAD file name after editing a level.
- New Thing, LineDef and Sector types are recognized.
- Using the "large" memory model, as the code is becoming... large.
- "Read" command.
- "EDIT" command parameters now optional.
-
- 4.10 17 Feb 94
- Can change wall, floor and ceiling textures.
- Total control over the LineDef and Sector attributes.
- Lots of improvements in the editors.
- The keyboard arrows may be used to move the mouse pointer.
- 'Ins' duplicates the last Thing selected.
- 'Tab' key now documented in the help screen.
- 'DUMP' command now documented in the main DEU menu.
- 'N','P' (or '<','>') keys to jump to the Next/Previous object.
-
- 4.00 16 Feb 94
- Mouse support. Pointer may now move around the screen.
- Map scrolls if the pointer reaches the edge of the screen.
- User interface totally revamped.
- Can use the mouse buttons to manipulate objects.
- More Things recognized (DeathMatch starts, lamps, candles...).
- New editing modes: Vertexes, LineDefs, SideDefs, Sectors...
- Some keyboard commands changed.
- Saving disabled for the shareware version.
-
- By Brendon Wyber:
-
- 3.01 29 Jan 94
- Bug fix, can now edit levels higher than 3.
-
- 3.00 29 Jan 94
- Second Release. Merged DDIR and DEDT into one program.
- Replaced THING DATA files with PWAD files.
- Released with source code.
-
- 2.00 26 Jan 94
- First release. Had two programs DDIR and DEDT and used
- text THING DATA files.
-
- 1.00 Never
- Really sucked!
-
-
-
-
-
- FUTURE PLANS
- ============
-
- ********
- Beavis and Butthead viewing a Boy George video...
-
- Butthead: ...This must be what people look like in the future...
- Beavis: "The future sucks! Change it!"
- Butthead: "I may be cool Beavis, but I can't change the future."
- ********
-
- * New graphical interface instead of the text-only main menu. Allow
- point-and-click drawing of new rooms. Allow direct editing of values
- in the info boxes. DEU 6.0 will be a major revision for the user
- interface.
-
- * Read and write WIF files or DWD files. Create libraries of frequently
- used objects, and support a clipboard for cut and paste operations.
-
- * Port to Unix (Linux) and X Window (X11R5 Athena widgets or R6 Fresco).
-
- * 3D previewer with texture mapping.
-
- * Bitmap editor with GIF, PCX and PPM support.
-
- * Get rid of a few nasty little bugs.
-
-
-
-
- CONTACTING THE AUTHORS
- ======================
-
- * Raphaël (DEU code)
- E-mail: quinet@montefiore.ulg.ac.be
- Snail mail: Raphaël Quinet
- 9 rue des Martyrs
- B-4550 Nandrin
- Belgium
-
- * Brendon (DEU code)
- E-mail: b.wyber@csc.canterbury.ac.nz
- Snail mail: Brendon Wyber
- 63 Shirley Road
- Christchurch 1
- New Zealand
-
- * Steve (DEU documentation)
- E-mail: bareman@hope.cit.hope.edu
- Snail mail: Steve Bareman
- 869 136th Ave
- Holland Michigan 49424
- USA
-
-
- Note: Please do not send a message asking when the next version will be
- released. The only thing you will do is slow down the DEU
- development. And please read the following paragraphs before
- sending anything by E-mail... Thanks.
-
-
-
-
- Contributions to the DEU effort...
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you would like to make a contribution to the DEU effort, please use the
- following guidelines.
-
- The authors reserve the right to accept or reject any submissions (even if
- all submissions have been accepted so far...). All submissions must be to
- the Public Domain and any ownership is forfeited. Credit for useful
- information will be given in the "Credits..." section of this file.
-
- Updates to the Program
- ~~~~~~~~~~~~~~~~~~~~~~
- Contact Brendon and Raphaël before submitting code.
-
- If you write an extension to DEU, try keeping all of it in a separate
- file. This will facilitate the integration in the version under
- development. Please use the same coding style as in the existing files
- (indent by 3 spaces, braces alone on one line, use the typedef's,...).
-
- If you send a bug fix or a small patch to the code, the favourite format
- is a Unix "diff -c" file (context diff -- no normal diffs please). Unix
- programs such as "diff" and "patch" exist for DOS too. Use them if
- possible.
-
- Updates to the Manual
- ~~~~~~~~~~~~~~~~~~~~~
- Send Updates for manual to Steve Bareman or Brendon and Raphaël.
-
- We are trying to do our best to improve the documentation, but describing
- all the features of such a powerful program is not an easy task. If you
- feel that we have missed some important point or if you think that
- something should be explained differently, please tell us.
-
- Please send ONLY the sections you wish to update, complete with Section
- numbers. Each section should be sent as a separate section. If you
- contribute a *NEW* section please preceed it with the text "*** NEW
- SECTION # ***".
-
- The subject header of your message should include "DEU DOC's".
-
- Bug Reports
- ~~~~~~~~~~~
- Send bug reports to Brendon and Raphaël.
-
- Read the docs thoroughly before reporting any bugs. Some of them are
- features, not bugs...
-
- Please include the version number of DEU you are running and be as
- specific as possible in your description. I you want us to fix your
- problem, you'd better help us reproduce it easily.
-
- The subject header of your message should include "DEU BUG REPORT".
-
- Suggestions for Enhancements to DEU program
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Send your suggestions to Brendon and Raphaël.
-
- Thanks for your support!
-
-
-
-
-
-
- CREDITS
- =======
-
- Many thanks go to the following people. We won't speak in superlatives,
- because we would then need a few more pages to write this... Let's just
- say that these people did great things for DOOM or DEU:
-
- * Everybody at id Software for making such great games!
-
- * Brendon Wyber (b.wyber@csc.canterbury.ac.nz)
- The first version of this program was written by Brendon Wyber.
- Map display, Things editor.
- Now working on DEU 6.0, which will have lots of improvements.
-
- * Raphaël Quinet (quinet@montefiore.ulg.ac.be)
- Much of this program was written by Raphaël Quinet.
- New interface (mouse, menus, etc).
- Ability to edit Vertices, Linedefs, Sidedefs, Sectors, and last
- but certainly not least an AUTOMATIC NODES BUILDER.
- Even if I rewrote nearly 90% of the code, this editor still has its
- strong DEU roots... :-)
- If you want to know when the next release of DEU will be ready, try:
- "finger quinet@montefiore.ulg.ac.be" (from a Unix box).
-
- * Matt Fell (matt.burnett@acebbs.com)
- Author of the great Unofficial Doom Specs. Making this program
- would have been impossible if the Specs didn't exist.
- You should take this file as a technical reference and companion
- manual for DEU. Get the file "dmspec13.txt" by anonymous FTP on
- "wuarchive.wustl.edu" (/incoming/MSDOS_UPLOADS/games/doomstuff).
-
- * Steve Bareman (bareman@hope.cit.hope.edu)
- Rewrote the documentation (this file and DEU.TXT)
- Author of the DEU tutorial (look in the TUTOR directory).
- Constant promoter of including source code with the editor.
- For a good FTP...
- anonymous @ hope.cit.hope.edu (198.110.98.2)
- (Registered DOOM patches, DEU, and various doom utils for
- Registered DOOMers only.)
-
- * Trevor Phillips (rphillip@cc.curtin.edu.au)
- Textures viewer in 256 colors
- Many, many suggestions and improvements to the DEU code.
-
- * Alistair Brown (A.D.Brown@bradford.ac.uk)
- * Chris Phillips (chrisp@halcyon.com)
- * Colin Reed (colin@argonaut.co.uk)
- * Dylan Cuthbert (dyl@cix.compulink.co.uk)
- Lots of infos about the Nodes objects.
- They fixed the bug(s) in my Nodes builder.
- Looking for cute Doom add-ons? Get BSP and ZAMBONY!
-
- * Dewi Morgan (D.Morgan@bradford.ac.uk)
- Drop-down menus and menu bar.
- Rewrote and reorganized part of this file.
- Numerous improvements and suggestions.
- Now working on a GIF support for DEU.
-
- * Will Ellett (wellett@cs.uah.edu)
- Configuration file (DEU.INI) and better command line parsing.
- Lots of suggestions for DEU.
-
- * Barry Bloom (barry@noc.unt.edu)
- Maintainer of the official DEU distribution site for the USA:
- the best DOOM FTP server: infant2.sphs.indiana.edu
- (DOOM add-ons and utils, collection of WAD files, ...)
- Also sent some useful suggestions and bug reports.
- The first martyr of the DOOM cause: his first ftp site (ocf.unt.edu)
- has been closed by short-minded academic authorities. <sob!>
-
- * Sven Neuhaus (sven@lilly.ping.de)
- * Billy Chow (billy.chow@engineering.oxford.ac.uk)
- The most efficient beta-testers! They keep on finding bugs that
- most other people never see...
-
- * Jeremy Blackman (ranma@eskinews.eskimo.com)
- * Brian Downing (bdowning@ncsa.uiuc.edu)
- * Ted Vessenes (tedv@geom.umn.edu)
- * Ed Boling (edb9140@tamsun.tamu.edu)
- * Greg Grimsby (no more E-mail address <sob!>)
- * Michael Emmons (ie78hc0z@solix.fiu.edu)
- * Ryan Budney (rybu@jazz.math.ualberta.ca)
- * Cameron Newham (cam@iinet.com.au)
- Numerous comments, suggestions for improvements, and bug reports.
- They were amongst the first to have faith in DEU and support it.
-
- * Tom Neff (tneff@panix.com)
- Not only a good beta-tester, but also the author of the WIF Specs,
- a text interchange format for Doom levels, based on the DWD files
- used internally by id Software.
-
- * Dietrich Hempelmann (avatar@uni-paderborn.de)
- Designed the "DEU 5" logo in DEU.TXT. Great ascii-art...
-
- * Jean-Serge Gagnon (jsg8a@acadvm1.uottawa.ca)
- Helped Steve with the docs and improved the DEU tutorial.
- If you want to see a good WAD file, get FOREST.WAD...
-
- * Sean Malloy (malloy@crash.cts.com)
- Updated the docs for the stairs, sent some interesting suggestions
- and bug reports. Improved display of the LineDef flags, etc.
-
- * Christian Johannes Sladetsch (s924706@yallara.cs.rmit.oz.au)
- Better texture display, XMS support (memory swapping).
-
- * Craig Smith (bcs@cs.tamu.edu)
- Ideas for improvements in the memory allocation routines.
-
- * Tim Dedischew (kfdedisc@vela.acs.oakland.edu)
- Working on a realistic 3D previewer for DEU.
-
- * Tobias Ringström (d2rinto@dtek.chalmers.se)
- Added the code to distribute floors and ceiling heights.
-
- * Robert Hodkinson (R.J.Hodkinson@bradford.ac.uk)
- Texture alignment (X offset).
-
- * Per Allanson (c91peral@und.ida.liu.se)
- Ported DEU 5.x to GCC + GO32 (DGJPP). GCC has a far better
- memory management than Borland C. It is also faster.
- The DGJPP package is available on many FTP servers, including
- wuarchive.wustl.edu, nic.funet.fi, and all of their mirrors.
-
- * Per Kofod (per@ollie.dnk.hp.com)
- Added the code to display the pointer coords. Sent some bug reports
- and suggestions for improvements.
-
- * Jim Pitts (pitts@mimosa.astro.indiana.edu)
- Maintainer of the 'infant2' FTP site. Our salvation when the UNT
- authorities closed the 'ocf' DOOM-only FTP site. Thanks, Jim!
-
- * Andy Sherwood (enigma@indirect.com)
- Patch for Cirrus Logic cards: use the hardware cursor for the mouse.
-
- * "Dino" (s.sproston-se2@cs.bham.ac.uk
- Found 35 new LineDef types! New ways to raise or lower floors, etc.
-
- * Hank Leukart (ap641@cleveland.freenet.edu)
- Author of the DOOM FAQ. Publisher of Matt's Unofficial DOOM Specs.
- He was (and still is) one of the best promoters of DOOM on the net.
-
- We certainly forgot one or two heroes of the DEU quest... Apologies if
- your name is not here and you deserve it. Just drop us a note and we will
- change that for the next release.
-
- Have a nice DOOM!
-
-