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- Durandal Object Placement Editor v1.0
- By Eric Bennett (ericb@psu.edu, ericb888@aol.com) (I love parentheses!)
-
- I like to pronounce DOPE as "Dopey" (just so you know :).
-
- ==============================================================================
- What's New in 1.0 (10/22/95)
- ==============================================================================
-
- Everthing and yet nothing--the program is new but I only had to change a
- couple bytes of code from the old OPE and fiddle with my string resources.
-
- Since version 0.0d, I have:
- - disabled the randomizer (before there was just a warning: don't use it!
-
- - verified that the Sets commands work
-
- - adding more objects that v0.0d didn't recognize
-
- - increased the maximum number of items that DOPE recognizes to 45
- (the 45 alien limit is unchanged)
-
- - redone the icons; if you have used DOPE v0.00d on your machine, you may
- not see the new icons unless you rebuild the desktop (probably not
- worth it)
-
-
- I would like feedback on the following:
-
- - what are the proper names for things? The names I chose in the menus are
- my own choice. I have not played through the demo myself so I don't know
- what names, if any, Bungie gave to certain objects or creatures.
-
- - are there items available in the demo that I don't list?
-
- - what do you want to see in future versions? The interface is still
- bad; any suggestions (I have a few ideas but maybe you have better ones)?
-
- - any bugs? Of course there aren't any... ;)
-
- ==============================================================================
- General
- ==============================================================================
-
- This program tries to do for Marathon 2: Durandal what the original OPE did
- for Marathon.
-
- Have you played Marathon 2 over the network enough times that you're sick
- of seeing the same aliens/items repeatedly? This program allows you to
- change:
-
- -how many aliens/objects of each type are initially present on a level
- -how many aliens/objects of each type are present during play
- -whether aliens/objects are placed randomly or in specific locations
- -how often aliens/items are replenished
- [this doesn't seem to work for aliens in the M2 demo; I don't know why]
-
- DOPE includes a randomizer for quickly resetting all of the above parameters
- for any given level (it still needs improvements, but it does work in its
- own crude way).
-
- Although these changes are primarily useful for modifying net play, you can
- also use this program as a cheater in the regular game by adding objects
- or removing aliens.
-
- ==============================================================================
- License and (lack of) Warranty
- ==============================================================================
-
- This program is freeware. You don't owe me anything for DOPE.
-
- The author (Eric Bennett) in no way warrants that the program will perform
- as described in this manual (or any other document). USE THIS SOFTWARE
- AT YOUR OWN RISK!
-
- You may NOT redistribute beta releases of OPE under any circumstances. DOPE
- betas should be available ONLY from DOPE's home pages on the World Wide Web.
-
- You may redistribute full release versions this program provided that you
- include the original, unmodified application and readme files and NOTHING
- ELSE. You may charge duplication fees for distributing this program, but
- your fee may not exceed the basic cost of media duplication (you are not
- allowed to make money by distributing DOPE). You may place this
- program on an online service as long as downloading the file incurs only
- standard connection charges).
-
- DO NOT DISTRIBUTE DOPE TO THE FOLLOWING SITES:
- sumex-aim.stanford.edu
- America Online (Macintosh Games Forum)
- ftp.amug.org (well, I suppose you can, but I will put it on AMUG's web
- server, so why bother?)
-
- I will update these sites myself, so please don't send them extra copies.
-
- The author specifically grants permission to the maintainers of the
- archives at Sumex-Aim.stanford.edu to include this program on the CD-ROM
- distribution of the archive.
-
-
- ==============================================================================
- Special Considerations--READ BEFORE USING!
- ==============================================================================
-
- You should NEVER have to change the amount of memory allocated to DOPE in the
- Finder. If DOPE needs more memory, it will obtain it from the system
- software. In other words, if you open a 3.5 meg map file and DOPE has only its
- standard 390k of memory, your system software will expand to use an additional
- 3.5 megs of RAM. "About this Macintosh..." under the Apple menu in the Finder
- will reflect this increase in memory use. As soon as you close your file in
- DOPE, the memory will be released for use by other applications.
-
- You should be able to use maps from the Marathon 2 Demo. Maps from the full
- commercial version of Marathon 2 may work, but I haven't tested it myself so
- don't be surprised if it doesn't work. Maps from the original Marathon will
- load, but the descriptions of characters and items will be wrong, so you
- should use the original OPE v1.3 or v1.32b since it was designed for the original
- Marathon.
-
- EDIT ONLY A BACKUP COPY OF YOUR MAP FILE. This program is not based on solid
- information from Bungie; it uses information uncovered by Tom Klancer and
- myself.
-
- ==============================================================================
- How to use DOPE--Basic Editing
- ==============================================================================
-
- After loading DOPE, select "Open..." from the file menu and load your map (you
- can also drag-and-drop a map in the Finder). DOPE will scan the file for
- valid levels.
-
- Now select the desired level under the "Levels" menu.
-
- You can select which character/object you wish to edit by selecting it from
- the "Characters" or "Objects" menus. In the main window, there are six
- edit fields:
-
- -Placement method
- If you place a 1 here, objects will be placed randomly on the level.
- Net levels work in this way. Regular game levels have a zero, meaning that
- aliens are placed in specific places on the level. Changing the default
- value on a given level from 0 to 1 should not cause problems, but I don't
- know how Marathon responds when directed to placed objects in specific
- locations when they're usually random.
- If you use a value other than 0 or 1, OPE substitutes a 1 because 1 is
- guaranteed to work.
- -Initial # of object
- The object will be placed this many times on the level before game
- play begins; objects are placed depending on the value of the first field.
- -Minimum #
- Marathon will do its best to keep this amount of the object in play.
- However, if you have nonrandom placement (first field) on and you ask for
- more objects than the map has placement positions, Marathon may not be
- able to replenish fast enough.
- -Max #
- This represents the total number of the alien or object that can be
- present on the level at once. For example, a value of 10 in the record
- for napalm canisters means that at most 10 canisters can be in play (held
- by players or sitting on the floor) at any one time. Or, suppose Min# of
- missiles is 4 and Max# is 8; there will always be 4 missile packs in play,
- and there may be up to 8 (the speed of the increase from 4 to 8
- depends on the replenishment field; see below). Note also that if Min# is
- greater than Max# then Max# is irrelevant.
- [NOTE! for aliends, the M2 demo seems to ignore this field; you will
- always have "Minimum #" aliens present]
- -Extras
- The total number of objects which Marathon will add over the course of the game
- in addition to the minimum number which must always be there. An example explains
- this better: suppose Min# fighters is 2, Max# is 4, Extras is 10. There will
- always be at least 2 fighters; fighters will be added until up till four are present,
- but only ten times--after this only the two required fighters will be present. Or
- you can think of the Min# field as having precedence over the Extras field. 65535
- supposedly represents infinite replenishment (as if anyone would play long enough
- to exhaust 65534 items...).
- -Replenishment freq.
- The higher the number, the more often Marathon will add the object in an attempt
- to reach Max#. Values are from 0-65535.
-
- If you want none of an object, set both min# and max# to zero.
-
- If you enter a value less than 0 or greater than 255 for Initial# or Max# or Min#, OPE
- will substitute ZERO.
-
- To clear all characters or objects from the level, choose "Remove all aliens"
- or "Remove all objects" from the special menu. "Clear All Records" does both.
-
- ==============================================================================
- How to use DOPE--Level Randomizer
- ==============================================================================
-
- Currently disabled. It would probably make you crash since I haven't
- rewritten it for Marathon 2 yet (I need to change a few constants but haven't
- done so yet; the randomizer is really pretty bad anyway so I doubt anybody
- used it in the original OPE anyway).
-
- ==============================================================================
- How to use DOPE--Sets
- ==============================================================================
-
- If you have several map configurations that you like to use, it's probably
- annoying to keep multiple large map files around just to preserve these
- configurations. DOPE can extract the object placement information from
- a map file and save it in a much smaller file, called a "set file." This
- file records the placement information for EVERY LEVEL in the current map
- file, not just the level you're currently editing.
-
- Once you have a map file open in DOPE, choose "New set..." from the
- Special menu. DOPE will ask you where to save the set. The set file that
- results contains all of the information that OPE is capable of changing--the
- contents of the six edit fields in the main window for ALL entries in the
- Characters and Objects menus for ALL levels in the current map file. When
- you want to put this object placement configuration back into your map file,
- simply load the map file, choose "Load set..." from the Special menu, and
- choose the desired set.
-
- DOPE does not currently support drag-and-drop opening of set files.
-
- ==============================================================================
- A KNOWN BUG IN OPE THAT'S IN DOPE TOO
- ==============================================================================
-
- If you create or edit map files with some of the full-fledged map editors,
- OPE will report garbage for the names of the levels you have edited. This is
- a consequence of the way OPE reads level names. I will fix this sometime. (I
- was expecting the name to be in the same place relative to the object
- placement information, an assumption which is invalid.)
-
- DOPE uses the same method, but I don't know that I can fix it in DOPE
- until I receive or uncover more info about the format of the Marathon 2 Map
- file. Of course, since you aren't likely to run into a custom-made M2 map
- for awhile, this shouldn't be a problem... yet...
-
-
- ==============================================================================
- Version History
- ==============================================================================
-
- 10/22/95 v1.00 Several people have downloaded v0.00d and nobody
- found anything wrong, so here goes...
-
- 10/16/95 v0.00d first version I compiled as DOPE. Should be stable since
- it's really just OPE with modified constants.
-
- ==============================================================================
- HOW TO REPORT BUGS
- ==============================================================================
-
- If you find a bug, please figure out how to reproduce it, then send me a bug
- report at any of the following email addresses:
-
- EricB@psu.edu (guaranteed to reach me any time of year)
- emb121@psuvm.psu.edu (the Penn State Mainframe :-0 )
- EricB888@aol.com (last resort; I don't check this regularly)
-
- ==============================================================================
- Special Thanks
- ==============================================================================
-
- Thanks go to:
-
- -Tom Klancer : provided information on the map file format that I used in
- both OPE and DOPE.
- -Bungie Software : created Marathon and Marathon 2 :).
- -Zedcor, Inc. : published my S'pht, FutureBasic 1.0.3.
-
- Less specifically, thanks to everyone on the 'net who sent me suggestions for
- new features and icons etc.
-
- [end of file]
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