home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Mega Doom 1
/
Mega Doom 1.iso
/
editors
/
wade117
/
waded.doc
< prev
next >
Wrap
Text File
|
1994-05-22
|
40KB
|
761 lines
───────────────────────────────
WADED v1.17
DOOM Map WAD Editor
───────────────────────────────
Programmed by Matthew Ayres
┌───┐────────────┐
──│ 0 │ Contents │──────────────────────────────────────────────────────────
└───└────────────┘
[1] Overview [11] SECTORS Definer
[2] Features [12] Author's Notes
[3] Main Functions [13] Registration
[4] Keyboard Equivalents [14] Acknowledgments
[5] About DOOM Map Editing [15] Upcoming Features
[6] Editing THINGS [16] Contacting the author
[7] Editing LINEDEFS [17] Distribution and where
[8] Editing SECTORS to get the latest version
[9] Map Drawing Utilities [18] Disclaimer
[10] Smart Draw
┌───┐────────────┐
──│ 1 │ Overview │──────────────────────────────────────────────────────────
└───└────────────┘
WADED was designed to be an easy and decent DOOM map editor. It is
completely mouse controlled, and run from DOS. The obvious goal was to write
a good editor, so people would be able to create some good new DOOM levels
from scratch that could be distributed in small patch .WAD (PWAD) files.
WADED can be run from any directory on your hard drive. It needs no
data files, nor does it create any configuration files. All WADED's
information is kept within itself. It will attempt to locate your main .WAD
file, but if it can't, you'll be prompted for one.
Please read over the Main Functions before using WADED, you can't just
enter a pitch-black forest without a flashlight. Hopefully it shouldn't be
too hard for you get used to the interface. Once you've fiddled with it for a
while, it's easy to use. All effort has been taken to make WADED easy and
simple to use, but parts might not appear simple at first.
I'd also suggest reading over the Map Editing Utilities part of the
documentation, if you plan on building levels from scratch or adding to other
levels. Please note, that this documentation doesn't yet go over the basic
concepts of a level. In other words, it doesn't explain exactly what
VERTEXES, LINEDEFS, and SECTORS are. If you aren't yet familiar with them,
then I'd suggest reading the "UnOfficial DOOM Specs", or wait for a release of
WADED that does explain them in its documentation.
Tired of having to load Windows to use a map editor? Tired of
programs that are hard to figure out, and offer little ease in designing
levels? Tired of editors that don't use the mouse to it's fullest extent?
Tired of editors incapable of generating the NODES? Tired of reading this?
Then give WADED a try and see whatchya think.
PLEASE!!! REPORT ANY BUGS, MISTAKES, IDEAS, REMARKS, PROBLEMS,
DISLIKES, OPINIONS, COMMENTS, SUGGESTIONS, NOTES..... TO ME IMMEDIATELY! SEE
THE SECTION BELOW ABOUT CONTACTING ME, THANKS!
┌───┐────────────┐
──│ 2 │ Features │──────────────────────────────────────────────────────────
└───└────────────┘
- Run from DOS, and requires only one .EXE, no data
and configuration files
- Very easy to use interface, with complete mouse support
- No EMS or XMS needed, requires only VGA and a mouse
- THINGS icons, 9 zoom levels
- Load/Save PWADs
- Load PWADs with multiple maps
- Map drawing utilities
- Start levels from scratch
- Draw lines and have WADED
handle the complicated stuff
- Move/Add/Delete VERTEXES
- Move/Delete/Flip LINEDEFS
- Ability to define SECTORS
(2 ways of doing it now)
- Move/Add/Delete THINGS
- THINGS divided into categories
- Change thing attributes/direction
- Change wall textures/attributes
- Change LINEDEF/SECTORS triggers/types
- Change SECTORS ceiling/floor altitudes
- Change SECTORS attributes/brightness
- SECTORS mover/deleter
- Ability to change multiple LINEDEFS at once
- View wall textures and ceiling/floor tiles
- Properly save a PWAD file that DOOM
can use, i.e. build the NODES, etc.
- Support BBS
- Much more...
One of the main powers of WADED lies within the Map Drawing Utilities
("Draw Map" selection), the subselection "Smart Draw". You'll probably
discover this to be very helpful when building levels from scratch. With it
you can literally draw a level out, and WADED will handle creating the
VERTEXES, LINEDEFS, SIDEDEFS, and SECTORS for you. Using some algorithms,
WADED does a pretty good job of guessing what needs to be created, how and
where. In the occasions that WADED can't figure out what you're doing (or
guesses wrong), there is a SECTOR Definer to define LINEDEFS to the proper
SECTOR. So read over the part of the documentation concerning these
utilities.
┌───┐──────────────────┐
──│ 3 │ Main Functions │────────────────────────────────────────────────────
└───└──────────────────┘
WADED requires a mouse, VGA video card, and at least 550k of
conventional memory free. Unless you're interested in watching WADED beep and
then crash your computer, I'd suggest making sure you have that much memory.
And if you don't, try to free up some things you have loaded in memory. For
those of you who don't know, conventional memory is that 640k barrier people
are always talking about. That extra 4 or 8 megs of extended or expanded
memory you have is useless in this case.
Throughout the editor, there are many buttons (like "+" and "-" or
arrow buttons/selections). There is an important mouse feature to remember.
That is, if you click the left mouse button on one of these screen
buttons/selections, it will do nothing more than that operation once. Holding
down the right mouse button will perform that operation until you let go.
This is handy to scroll quickly through a set of numbers or a list of wall
textures, etc. (There is one exception in Sector editing...)
Another note about the mouse, sometimes a middle mouse button is
mentioned. If you only have a two button mouse (like I), you can emulate the
middle mouse button by hitting both the left and right mouse buttons at the
same time.
Yet another IMPORTANT NOTE about the mouse... If you're just coming
out of Windows, the mouse cursor movement rate is set to like intervals of 8.
Some other programs do this too. They for some reason don't reset the mouse
upon exiting. WADED doesn't reset the mouse, and if it in that mode, the
mouse will bounce around insanely when you try to move it. To counter this,
exit by hitting "Q", then run the DOS program "EDIT" and exit that. That
program will reset the mouse. Sorry for the inconvenience that WADED doesn't
(YET) properly reset the mouse.
Once WADED is run, on the right edge of the screen, there are many
selections. The top four are: THINGS, LINEDEFS, SECTORS, and Draw Map.
Editing features and commands for each are listed further on in this document.
WADED starts out on the THINGS editing selection.
Below these four selections are arrows that allow you to scroll the
map view around. Also note that using the arrow keys on the keyboard will do
this. Under the arrows are plus and minus buttons that will adjust the zoom
level of the map view. The plus and minus keys on your keyboard will also do
this.
Next the current X and Y coordinates are displayed. They represent
exactly where the mouse is currently pointing to on the map, while the mouse
is in map view area. Under this is the "Grid" selection button. By clicking
this you can toggle the grid on and off. Grid lines are every 128 units.
Then come four more selections: Load Map, Load PWAD, Save PWAD, and
Quit. The "Load Map" selection will load a map from the main DOOM WAD file.
Once you select this, a selection box will appear asking what map to load.
Use "Load PWAD" to load map WAD files created by WADED or any other map
editor. "Save PWAD" obviously saves your map to a WAD file, and "Quit" exits
WADED.
The selection windows in the lower part of the screen, usually have
four buttons, and a list of items, wall textures, etc. The top and bottom
buttons will scroll the list one page up and down at a time. The middle two
buttons will scroll the bar up and down one at a time. Also note you can
select any item in the selection window by clicking on it.
┌───┐────────────────────────┐
──│ 4 │ Keyboard Equivalents │──────────────────────────────────────────────
└───└────────────────────────┘
For those of you who aren't mouse dependent (like me), here are the
keyboard equivalents of most features:
F1 » Edit THINGS
F2 » Edit LINEDEFS
F3 » Edit SECTORS
F4 » Map Drawing Utilities ("Draw Map" selection)
F5 » Smart Draw mode
F6 » Norm Draw mode
F7 » SECTORS Definer Method 1
F8 » SECTORS Definer Method 2
F9 » VERTEXES move/create/delete mode
F10 » LINEDEFS move/create/delete mode
F11 » SECTORS move/delete mode
DEL » Delete currently highlighted LINEDEF
B » Build NODES, SEGS, and SSECTORS
C » Clean up extra VERTEXES
F » Flip currently highlighted LINEDEF
G » Grid toggle on/off
I » Info window on statistics of current map
L » Load PWAD created by WADED or other map editor
M » Load Map from main DOOM WAD file
Q » Quit WADED
S » Save PWAD (and builds everything needed, NODES, etc.)
T » LINEDEF two-sided toggle
V » View currently select wall texture or floor/ceiling tile
] » Go to next selection in lower right selection window
[ » Go to previous selection in lower right selection window
} » Go to next page in lower right selection window
{ » Go to previous page in lower right selection window
+ » Zoom in map
- » Zoom out map
ARROWs » Scroll map around
┌───┐──────────────────────────┐
──│ 5 │ About DOOM Map Editing │────────────────────────────────────────────
└───└──────────────────────────┘
Drawing and editing level maps for DOOM isn't as easy as one might
think. A good sized, decent level can take 50 or more hours to complete. If
you're already familiar with the basics of how DOOM maps work, you can skip
this section.
WADED has been designed so you don't have to worry about every aspect
of a DOOM map, yet, there are still some things that you must understand. In
brief, they are: THINGS, LINEDEFS, and SECTORS.
I'd highly suggest reading over the "Unofficial DOOM specs" if you
don't completely understand THINGS, LINEDEFS, and SECTORS. The latest version
of the specs is 1.3, and is usually distributed in a file called DMSPEC13.ZIP.
You should be able to find it wherever you found WADED.
To use a map you've created with WADED or any other fine DOOM map
editor, simply have the .WAD file that the editor creates in your DOOM
directory. Then type "DOOM -file filename.WAD" (without quotes of course) on
the DOS command line. So, if you saved a level called "TEST", you'd run it by
typing "DOOM -file TEST.WAD"
┌───┐──────────────────┐
──│ 6 │ Editing THINGS │────────────────────────────────────────────────────
└───└──────────────────┘
While the THINGS selection is highlighted, you can add, delete, and
move THINGS. You can also change their attributes. Using the left mouse
button to click on a Thing on the map view will bring up information about it
in the lower left window.
Clicking the left mouse button on a Thing, and then dragging the mouse
around, will move the Thing around on the map accordingly. Clicking the right
mouse button on a Thing will delete it off the map. Click the right mouse
button while NOT on a Thing will add a Thing to the map.
While adding THINGS, you can easily choose which Thing you want to add
with the two bottom right windows. The right-most window let's you select the
category of THINGS. The window to the left of it, let's you select the actual
Thing to be added.
A THINGS attributes can be changed in the lower left window by
clicking on the appropriate buttons. There are 8 buttons in a circle that you
can click on to choose the direction a THING faces (only effects THINGS that
are enemies or player start positions). You can also toggle which difficulty
levels the Thing will appear on, if it appears in deathmatches or not, and if
the Thing is an enemy, you can pick if it's deaf or not.
┌───┐────────────────────┐
──│ 7 │ Editing LINEDEFS │──────────────────────────────────────────────────
└───└────────────────────┘
In WADED, while the LINEDEFS option is highlighted, the map view shows
only lines, and THINGS are no longer shown. You can pick any line by moving
the mouse to it and click the left mouse button to highlight it. You'll
notice that the highlighted line has a little "stick" coming out of it,
perpendicularly. LINEDEFS within DOOM can (but not always) have 2 sides to
them. Each side can have a different texture.
The side the "stick" comes out of let's you know which side is the
front side of the line (also known as the "right" side). The side the "stick"
doesn't come out of, is the back side of the line (also known as the "left"
side). In DOOM, if any LINEDEF only has one side, it will always be the front
side. If a LINEDEF in DOOM has two sides, then the other side must be
somewhere the player can walk, and therefor another SECTOR a player can walk
into (see SECTORS Editing below).
Notice, on the right hand side of the lower left window, are six
boxes. The left three describe what texture will be shown on the "left" side
of a line (if there even is one for that line). The right three boxes, of
course, describe what's on the "right" side. The middle boxes describe what
will be on the main part of the wall for each side.
Clicking the left mouse button on one of these boxes will put whatever
wall texture is currently highlighted in the lower right window into it. The
right mouse button will select the texture "-", which means that wall will be
transparent.
The top boxes describe what will be on upper part of a wall (the
section of the wall starting from the ceiling of the adjacent sector upward).
The bottom boxes describe what will be on the lower part of a wall (the
section of the wall starting from the floor of the adjacent sector downward).
Take note, the bottom and top parts of a wall only need to be defined if the
wall has two sides (has a sector on either side of it). Depending on the
floor and ceiling heights of the adjacent SECTORS of the line you're defining,
some top and bottom parts need not be defined (since they can't be seen).
WADED calculates the parts that can be seen, and highlights the appropriate
boxes in red. You'll find this feature is very helpful.
Even though WADED highlights in red what parts of walls should to be
defined, there still might be more you need to fill in. For instance, if you
have an elevator, crushing ceiling, or any other type of sector movement,
sometimes the top or bottom part of the wall be become exposed. WADED doesn't
figure this, and these need to be defined unless you want to see "wacko" walls
while playing DOOM.
LINEDEFS can be assigned to perform a special operation when they are
crossed, shot, or spacebar is hit, while playing DOOM. There are quite a few
of these special operations, and you can pick which special operation number
you want in the left part of the lower left window. To bring up a list of
these special operations (unless of course you've memorized them!) click on
the "LIST" button. The map view is cleared, and a list of the special
operations is shown. You can scroll through the list with the arrow buttons
in the lower right part of the window. Simply click anywhere on a description
to pick that one.
Each special operation description has a (C) or (S) or (G) preceding
it. A (C) means that this line has to be crossed (walked over) while playing
DOOM, to trigger it. A (S) means that you must hit the spacebar to trigger
this line. A (G) means that this line must be shot to be triggered.
Most special operations effect one or more SECTORS. To pick which
SECTORS are effected by that LINEDEF, (while that LINEDEF is highlighted),
simply click the right mouse button within the sector on the map view. It
will turn green. Clicking the right mouse button on it again will toggle it
back again. Take note that most door operations don't need a Sector to be
specified, DOOM automatically picks the Sector on the other side of the wall
that you triggered.
In the middle of the LINEDEFS attributes window, are 8 toggles for
that LINEDEF. The small description near each will have to suffice for now,
this documentation hasn't been completed.
Here comes another very useful command... Below these attribute
toggles are two buttons marked "MUTLI" and "APPLY". These have to be one of
the most useful aspects of WADED. It will let you define information for
multiple walls at once. First, you click on the "MULTI" button. All the
attributes will then show up as "X"'s, meaning, "no change". Simply select
all the LINEDEFS you want effected, using the left mouse button. You can
toggle them off again by clicking on them again. Now you can alter the
attributes or textures as you would with any other wall. Change only the
THINGS you want edited for all the highlighted LINEDEFS, you can change
anything, including the textures used. If you want something to go back to
being a "X" (to tell WADED to perform no change on it), click the middle mouse
button (or both the left and right at the same time). Once you're satisfied
with your changes, and you've selected all the LINEDEFS you want effected,
click on "APPLY" and all the LINEDEFS you selected will be changed
accordingly. You'll also be taken out of "MULTI" mode. Also, to abort
"MULTI" mode at any time, click on the "MUTLI" button again.
┌───┐───────────────────┐
──│ 8 │ Editing SECTORS │───────────────────────────────────────────────────
└───└───────────────────┘
SECTORS break a map down into small areas. They're useful in the
sense that a single SECTOR defines the floor and ceiling texture and altitude
for that SECTOR. They're made up of the lines of the map. LINEDEFS with only
one side, will only be adjacent to one SECTOR. LINEDEFS with two sides will
be adjacent to two SECTORS.
SECTORS can easily be selected by clicking anywhere within one on the
map. Information on that Sector will be shown in the lower left window and
it's attributes can be changed there.
Using the "+" and "-" toggles within the bottom window of the screen,
you can select the floor altitude, ceiling altitude, and brightness of
SECTORS. The special selection for a SECTOR can be set to accomplish a few
things, click on the "LIST" option to bring up a list of special selections
for SECTORS.
To select a new ceiling or floor tile, simply click the left mouse
button on the ceiling or floor box (to the right of the altitude gauges), and
whatever tile is selected in the bottom-right window will be selected. If you
click the right mouse button on a ceiling or floor box, the tile will become
"F_SKY1" which is clear, so you can see out to the background.
The "Make DOOR" option will turn a SECTOR into a door. Be careful
only to use this in such a place that'd it make sense to use it. In other
words, some of the LINEDEFS of that highlighted SECTOR should be two-sided,
and some should be one-sided. WADED will do the rest for you in creating this
door.
┌───┐─────────────────────────┐
──│ 9 │ Map Drawing Utilities │─────────────────────────────────────────────
└───└─────────────────────────┘
To enter the Map Drawing Utilities, simply select the "Draw Map"
selection from the top right of the screen. Once selected, the lower left
window of the screen will appear with several more options. Each is described
below. 5 of the options in this window define what you're currently editing
within the map view. They are: VERTEXES, Lines, Draw, and Sec Definer. The
other options are either one-time operations or selections.
"Scratch" will allow you to start a level from scratch. Thus erasing
all information about a level. It's THINGS, VERTEXES, LINEDEFS, SIDEDEFS, and
SECTORS are all cleared. From here you can build your own level from the
ground up. Which, isn't always a piece of cake.
"Clean" will effectively remove all extra VERTEXES in a level. Extra
VERTEXES are those that aren't part of a LINEDEF, left out in the middle of
the open. They're formed from a user deleting a line or placing an unused
Vertex. Also, some extra VERTEXES are formed after the NODES are built (and
are necessary for DOOM to run properly). If you're going to be saving, and
aren't going to be rebuilding the NODES, DO NOT clean out the extra VERTEXES
created by a previous generation of the NODES, either from WADED, another
editor, or an original level.
"Check" is going to be the consistency checker. It is fairly simply
right now though. After you click on it, WADED will search for a LINEDEF that
hasn't yet been defined to a SECTOR. If there is none, nothing will happen.
If there is one, then you'll be brought to it right away. This feature is
planned to be expanded in the future.
The selection, "Grid", can be adjusted from 1 to 512. This option
takes effect any time a VERTEX is being moved or placed. An example is the
easiest way to explain this option. If it's set at, say 16, then when moving
or placing a VERTEX, they can only be set at intervals of 16 units on the map.
A setting of 1 would be how most other editors work, and how one would
logically perceive the editor to work. But other setting could be useful when
trying to line VERTEXES up. The default is 16, since I've found it to work
out the best. However 8 and 32 are also useful. Realize this setting effects
placement and movement of LINEDEFS also (since a LINEDEF is connected from one
VERTEX to another).
If "VERTEXES" is selected at the bottom of the screen , then the
VERTEXES in the map view will be shown as red boxes. Clicking the left mouse
button on a VERTEX and dragging it around will permanently move it to where
you leave it. Clicking the right mouse button on an existing VERTEX will
delete it. And clicking the right mouse button away from existing VERTEXES
will create a new one there.
If "LINEDEFS" is selected at the bottom of the screen, then you can
click the left mouse button on a line and highlight it. Once highlighted,
some information about it will appear in the bottom left of the screen. If
you continue to hold the left mouse button down, and drag the mouse, you'll
move the line around on the map accordingly. The right mouse button is used
to delete LINEDEFS.
Below the information in the bottom left of the screen, are a "Two
Sided" toggle, and a "Flip" option. The "Two Sided" box will be lit (red) if
the currently highlighted LINEDEF is two sided, and blue if it isn't.
Clicking on this will toggle the LINEDEF from being two sided or not. The
"Flip" option will flip the line around, thus "flipping" the little pointy
thing sticking out of the LINEDEF perpendicular to the other side. Why flip a
LINEDEF? Well doors can only be activated from the right side of a LINEDEF.
(So put the "right" side of a LINEDEF facing outward from a door). Other uses
of flipping a LINEDEF? I don't know of any, but I haven't looked into it too
deeply.
If "SECTORS" is highlighted at the bottom of the screen, then you can
use the left mouse button to select any SECTOR. Use the left mouse button,
and drag the mouse, to move a compelete SECTOR around at once. Click the
right mouse button within a SECTOR to delete a complete SECTOR, you'll be
prompted if you're sure you want to do that.
The "Smart Draw" command instructions are listed below. The "Norm
Draw" command works in almost the say way as the "Smart Draw" command expect
that it will not do any automatic sector defining for you, or create two-sided
walls, etc. when needed. The "Sec Definer" command also has it's own section
below on how to utilize it.
┌────┐──────────────┐
──│ 10 │ Smart Draw │───────────────────────────────────────────────────────
└────└──────────────┘
If "Smart Draw" is selected, then you can define VERTEXES, LINEDEFS,
and SECTORS all at once. On the map, you can click the left mouse button to
begin a LINEDEF (this also places a VERTEX here). Let go of the mouse button,
and drag the mouse to the point on the map where you want the LINEDEF to end
(and thus place another VERTEX). The length of the line will be shown at the
bottom left of the screen as you drag the mouse around.
Once you've decided where the end of the LINEDEF will be, click the
left mouse button again. If you click somewhere where there wasn't already a
VERTEX, you'll begin the process again. In other words, you'll be starting
another LINEDEF from the place you ended the previous one. To cancel placing
an ending to a LINEDEF (and thus never creating that LINEDEF altogether), hit
SPACEBAR.
With this feature, you can build a room, or whatever, creating new
LINEDEFS, end on end. TAKE NOTE: the little pointy thing sticking out of the
LINEDEF perpendicularly, SHOULD ALWAYS FACE INWARD when building new rooms.
This process of creating new LINEDEFS, end on end, will continue until
you either hit SPACEBAR, or end on another existing VERTEX. Ending on an
existing VERTEX is recommending, because from there WADED will try to place
SECTORS for you. For example, if you build a room off of an already existing
room, the LINEDEF combining the two rooms will automatically become Two Sided,
transparent, and SECTORS will be assigned accordingly. Also, WADED will
detect you building within another Sector, and automatically make all the
lines Two Sided, transparent, and assign the SECTORS accordingly.
To further aid (complicate?) the map drawing process, at any time,
clicking the right mouse button on a LINEDEF (other than the one you're
currently creating, if you are) will highlight it. Click the right mouse
button on it again to un-highlight it. When a LINEDEF is highlighted, the
next end of a LINEDEF you make, where a VERTEX is placed, that VERTEX will
split the highlighted LINEDEF into two pieces. This effectively lets you
create rooms out of the sides of other rooms, without using pre-existing
VERTEX edges (eh? make sense?). The highlighted LINEDEF is then
un-highlighted, since you probably won't want to split that LINEDEF again.
WADED does most of what you need here, but not everything (at least
not yet). What it can't do, you can check up on it using the "Sec Def"
command described below.
┌────┐───────────────────┐
──│ 11 │ SECTORS Definer │──────────────────────────────────────────────────
└────└───────────────────┘
The command option "Sec Definer" stands for SECTORS Definer. This is
probably one of the hardest parts to understand and actually do when creating
a map. WADED now has two ways to define SECTORS. Hopefully with those two
ways, and with the first one improved, SECTORS defining shouldn't be as hard
as it used to be. However, keep in mind that almost all of this SECTOR
defining can be avoided be using the "Smart Draw" feature (meaning the main
purpose of the SECTORS definer should be to fix or define something the "Smart
Draw" feature couldn't handle).
You can choose to define SECTORS using "Method 1" or "Method 2".
Method 2 can't be used alone, but is helpful at times to get things set
properly. Mainly you should use Method 1.
Once in "Method 1" mode, you can click anywhere on the map, with the
right mouse button, to pick what Sector to edit. Or you can click on the "+"
and "-" buttons on either side of the indicator that tells what Sector you're
currently editing.
The SECTOR you're currently defining will be highlighted. To add a
LINEDEF to this current SECTOR, click on it with the left mouse button. If
the LINEDEF has never been defined to a SECTOR, then the front side of it will
automatically be chosen. Otherwise you'll be prompted as to which side of the
LINEDEF you want to become part of the currently highlighted SECTOR.
In the "Method 2" mode, you can click on any LINEDEF with the left
mouse button. The SECTOR that the front side of the LINEDEF is attached to
will be shown in red, the back side (if there is one) in blue. In the lower
left hand part of the screen you can change what SECTOR is assigned to each
the front and back sides of the LINEDEF. The back side selection may have a
"-1", meaning that LINEDEF has no back side.
┌────┐───────────────────┐
──│ 12 │ Authors's Notes │──────────────────────────────────────────────────
└────└───────────────────┘
Well, another new version is here again! Once again, I'm sorry it's
taking so long to progress on WADED. However, I don't always have all that
much time on my hands to work on WADED. That, and sometimes I'm just not in
the mood for programming!
I'm doing my best to work on it though. With ideas from other people,
and a ton more I have in mind, you should be seeing plenty more versions of
WADED. There just seems to be an endless river of things to add to it, but
someday they'll all be added. And some (later?) day all the bugs will be
gone. But now I'm starting to dream on...
WADED was completely programmed by me (Matthew Ayres). The only
information I have used in creating WADED is from the "Unofficial DOOM WAD
Specs" released by Hank Luekart and written by Matt Fell (very helpful!). And
also I'd like to mention, I've obtained some information from Alistair Brown
regarding NODES, SEGS, and SSECTORS. Of course I've gotten a few ideas from
other DOOM editors, and I'd like to thank those authors for writing such
excellent programs. Also thanks everyone else that has pestered me to
continue writing this.
I'd like to mention that Kirk Yokomizo helped me out with the
documentation, and helped contribute to the special LINEDEFS types. He was
also the person that did the most pestering. =)
Uhhh, I would like to note, that the NODES generation algorithm was a
MAJOR pain to write. It took me 5 straight days to get it working like it
does now. Yet, it does work, with one minor glitch, that occurs rarely. At
certain places within the game, you might not be able to walk through empty
space. To avoid/correct this problem for now, just move, a little bit, any
LINEDEFS that fall along the same vertical or horizontal line that you can't
walk through (these impassable walls in the middle of no where always occur
along the edges of a nodebox which are always vertical or horizontal).
Meanwhile, I'll try to weed out this annoyance.
Oh yeah, for those of you who are interested in knowing, I'm 18 years
old. Why am I telling you this? I don't know, it just seems every time I
read the documentation to someone else's program, I would just like to know
how old the person is. Strange isn't it? Maybe not... or maybe...
┌────┐────────────────┐
──│ 13 │ Registration │─────────────────────────────────────────────────────
└────└────────────────┘
Please register WADED! I've tried to be nice about unregistered
copies of WADED, and haven't crippled the software in any way. I didn't want
to be mean about it, so I put in a simple delay, along with a message to con
you into registering, when you run WADED. Otherwise, WADED has NOT been
hindered in any other way because of it being unregistered. Mainly so you can
get a good taste of the editor. (However, pre-fab map drawing utilities,
which haven't yet been implemented, will only work in the registered version).
I can't demand that you pay, I can only hope you're willing to help
out. Registering is what keeps up my will to program this, it isn't always a
bundle of joy. As you could have probably guessed, this program has taken
quite a bit of my time, and I think that I only rightfully deserve some
compensation.
Registration is only $10. It entitles you to a personal copy of
WADED, without the beginning delay. Your name will be placed on the opening
screen in a graphical font. You only have to register WADED once.
Thereafter, you can obtain the latest registered version from my BBS.
Registered copies of the latest version will be released a few days before the
unregistered release. Above all, I'll be much happier in that another decent
person out there has helped me out by registering WADED. There might also be
other future benefits of registering WADED early.
If you'd like WADED sent to you via mail, please add an extra $5
(making the total $15). Every major release of WADED will be sent to you in
the mail on a 3.5" diskette, maximum 3 times (if there are that many more
major released after 3 times, you'll have to send another $5 to cover the
costs of the disks again).
Send, in an envelope, your full name and voice phone number (it's
important that you do so), along with cash or check to the address listed
below. Be sure to tell me if you want WADED sent to you via mail, or if you
plan on downloading the latest releases from my BBS. The address listed below
is similar to a P.O. Box, but from a private company (Mail Boxes Etc.).
Please be sure that you get all the information on the envelope correctly.
──────────────────────────────────────────────
Matthew Ayres
977 E. Stanley Blvd., Unit 349
Livermore, CA 94550
──────────────────────────────────────────────
Thanks to all those who register and I hope you enjoy WADED.
┌────┐───────────────────┐
──│ 14 │ Acknowledgments │──────────────────────────────────────────────────
└────└───────────────────┘
Kirk Yokomizo (internet: kirk@wc.cdrom.com)
Handles distributing WADED on the internet, and should be able to
answer most general questions about WADED. He's also very good at
pestering me to work on it.
Alistair Brown (internet: a.d.brown@bradford.ac.uk)
Great deal of help with the NODES. My node generating algorithm is
almost completely based on information from him. Also came up with
some very good ideas to add.
"Unofficial DOOM Specs"
Written by: Matt Fell (internet: matt.burnett@acebbs.com)
Released by: Hank Leukart (internet: ap641@cleveland.freenet.edu)
Nothing was possible without these specs that explain the structure of
the WAD file that DOOM uses.
iD Software
A group of Gods that somehow managed to get something that looks
impossible, to work, and smoothly, on an IBM compatible.
"Quantum Leap" TV program on TBS
I did most of the work on WADED at midnight, while watching this on
the tube. Basically, I had to have something else to occupy my brain
at the same time, or I'd most likely fall into a trance working on
WADED and never come out until it was totally complete...
Thanks to all the original beta testers of the early, buggy,
prerelease's of WADED, and to all of those who have tested the public
beta and reported back to me.
┌────┐─────────────────────┐
──│ 15 │ Upcoming Features │────────────────────────────────────────────────
└────└─────────────────────┘
- Write maps to PWADs that already contain one or more maps
- UNDO feature!
- Complete on-line help and support
- MULTI feature for moving VERTEXES, LINEDEFS, and SECTORS
- MULTI feature for SECTOR Editing
- A lot of new map editing utilities, including
really easy and quick ways to add: doors, elevators,
stairs, square rooms, circle rooms, semi-circle
rooms, x-sided rooms, and more.
- Enhanced Texture and Ceiling/Floor viewer
- Ability to import GIFs into existing textures/tiles
and add more textures/tiles
- Of course more features to make the editor
easier to use and understand
- Anything else I think of, or anyone else
thinks of, that is a good idea
- More... more... more... more?
┌────┐─────────────────────────┐
──│ 16 │ Contacting the author │────────────────────────────────────────────
└────└─────────────────────────┘
I can be contacted through my BBS, or through the Internet:
BBS: Lithium BBS (510)455-0425
2 nodes, call hunting
28.8k V.FAST support
Internet: matthew.ayres@intellisoft.com
┌────┐────────────────────────────────────────────────────┐
──│ 17 │ Distribution and where to get the latest version │──────────────────
└────└────────────────────────────────────────────────────┘
The latest version of WADED can always be found on my BBS, the name
and number for it are listed above. Hopefully it will get spread around on
other fine boards. It can also be found on the Internet at:
Address: wuarchive.wustl.edu
Directory: /pub/MSDOS_UPLOADS/games/doomstuff
Address: ocf.unt.edu
Directories: /pub/incoming/editors
/pub/doom/wad_edit
Address: ftp.uwp.edu
Directories: /pub/games/incoming/id
/pub/games/id/home-brew
WADED will be always be distributed in a ZIP file, and it's filename
will always be the format of: WADEDxxx.ZIP of course the "xxx" standing for
the version number (i.e. 099 means version 0.99, duh). The files within the
WADED archive will be: WADED.EXE, WADED.DOC, WADED.REF, WADED.REV, README.1ST,
and FILE_ID.DIZ. If you're going to distribute WADED, please leave it in its
original format. Do not add nor delete any files from the archive. Do not
tamper with or otherwise modify any of the files. Thanks.
┌────┐──────────────┐
──│ 18 │ Disclaimer │───────────────────────────────────────────────────────
└────└──────────────┘
Usage of WADED is at your own risk. Running it is at your own will,
and therefore you are completely responsible for anything that happens after
you run WADED. Anything you do or create with WADED is your responsibility,
and not the author's. Any damage caused to any person, computer, software,
hardware, company, or business by running WADED is your responsibility, and
not author's liability, since you have chosen to run it.
If you don't understand these terms, or are not sure of something, or
are afraid something bad might come of using WADED, don't use it. You are
here forewarned.
DOOM is a registered trademark of iD Software
WADED is (c)1994 by Matthew Ayres