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_HLP <<------ this line must be here --
*
* This is the Online Documentation for DeeP.
**
** >>> --------- Use DeeP to view and print it. ---------- <<<
**
** Use DeeP to print this to a File to process in a word processor.
** See Readme.1st and Readme.DOC for instructions.
*
** To receive the Registered version of DeeP:
**
** 1. Register Online with CompuServe :
**
** DeeP (GO SWREG ID = 5392 )
**
** 2. See ORDER.FRM for Mailing Instructions.
**
** 3. Register voice with MC, Visa or COD.: (206) 827-8794 voice
**
** 4. Fax order (fill out order) : (206) 487-1001 fax
**
** Call Today and start your new adventure as
** a DOOM , HERETIC, HEXEN, STRIFE or Duke Nukem 3D author.
**
**************************************************************************
**
** Sensor Based Systems, Inc.
** 17010 NE 190th ST
** Woodinville, WA 98072-8237 (206) 827-8794
**
** CompuServe : 75454.773@COMPUSERVE.COM
**
**-------------------------------------------------------------------------
**
** Please do not distribute your modified copy.
**
** These are the current rules for this file.
**
** There are fourteen colors available:
** a=darkgray A=lightgray
** b=blue B=lightblue
** c=cyan C=lightcyan
** g=green G=lightgreen
** p=magenta P=lightmagenta
** r=red R=lightred
** w=white
** x=black
**
** The first position controls the background color for any ` colors.
** ` is the start of the text color followed by the color.
** ` terminates the current color and reverts back to black.
** 53 max
** Do not put comment lines between sections for now.
** Don't go all the way across, cause it won't show!
**----------------------------------------------------------------
||Introduction Introduction and Registered Benefits
**----------------------------------------------------------------
r `y┌──────────────────────────────────────────┐ `
r `y│ tm │ `
r `y│ ██████████ ┌────────────┐ ██████████ │ `
r `y│ ██ █ │ DPMI v8.65 │ ██ █ │ `
r `y│ ██ █ └────────────┘ ██ █ │ `
r `y│ ██ █ ██████ ██████ ██ █ │ `
r `y│ ██ █ █ █ █ █ █████████ │ `
r `y│ ██ █ ██████ ██████ ██ │ `
r `y│ ██ █ █ █ ██ │ `
r `y│ ██████████ ██████ ██████ ██ │ `
r `y│ (c) 1995-1996 │ `
r `y└──────────────────────────────────────────┘ `
x `B +Duke Nukem 3D+ `
x `B DOOM+HEXEN+HERETIC+STRIFE `
x `r DoomEnhancedEditorProgram `
x `y `
x `G If you Registered, Thank You! `
x `y See ORDER.FRM for Order Information `
x `y `
x `y Register Online with CompuServe for `
x `G DeeP (GO SWREG ID = 5392 ) `
x `y `
x `y Browse the Latest & Greatest Version at `
x `y `
x `B http://www.wolfenet.com/~sbs `
x `y `
x `y ``rSensor Based Systems, Inc. ``x `
x `y ``r17010 N.E. 190th St ``x `
x `y ``rWoodinville, WA 98072-8237 ``x `
x `B (206) 827-8794 `
x `y 75454.773@COMPUSERVE.COM `
x `y `
`rDOOM ` levels are named E#M# (#=number)
`rHERETIC` levels are named E#M#
`rDOOM II` levels are named MAP##
`rHEXEN ` levels are named MAP##
`rSTRIFE ` levels are named MAP##
r `y Please DO NOT distribute `
r `b the REGISTERED or LITE Version of DeeP `
r `x Report software piracy to the SPA 1-800-388-PIR8 `
r `y Thank you for your support. `
r `x See -Next Page- for all the `
r `y Additional Features in Registered Versions `
DOOM and DOOM II are trademarks of id.
HERETIC and HEXEN are trademarks of Raven Software.
Duke Nukem 3D is a trademark of 3D Realms.
p `yDeeP` is a trademark of Sensor Based Systems
a ` `
a `w All the Help is available at this Level `
a `w `
a `w F1 is Help in EDIT mode `
a `w H (at command) is Help on loading options `
a ` `
b `y `
b `y Please read the Note/Definitions `
b `y for general guidelines. `
b `y Review Testing Notes under File. `
b `y `
p `y `
p `y Additional Features in Registered Version `
p `y `
y1. `bNo forced ``rabout screen `so you start faster.
y2. `bTEST DOOM, HERETIC or HEXEN` levels directly
without exiting.
y3. `bNO LIMIT on File Sizes`. The Shareware and LITE
versions are limited to around 800 LineDefs and
1200 Sidedefs for levels. Clipboard files are
limited to around 100 LineDefs.
y4. `bConvert Textures DOOM->HERETIC->HEXEN->STRIFE`
y5. `bExport All Textures/Sprites/Flats/ for drawing`
y6. `bCut, Paste and Merge` different textures and
Flats using the ClipBoard, the Shareware version
clears the Clipboard each time.
y7. `bCut, Paste and Merge` different PWADS using the
level ClipBoard, the Shareware version clears the
Clipboard each time.
y8. `bPRINT Maps ``bfor any size level.
y9. `bEdit and Save ` `rup to 80 levels ` at the
same time. The Shareware and LITE version process
only 5.
y10.`bGroup and Replace ``rup to 80 levels ` at the
same time. The Shareware and LITE version do none.
y11.`bAdd/Replace textures/sounds/graphics and save
them automatically.
The Shareware and LITE version displays external
textures but will not save files with additional
items.
y12.`bBuild a New IWAD with ``rup to 80 levels `.
The Shareware and LITE version do none.
y13.`bThing percentage replace`. This is useful to
add new weapons to old DOOM levels by converting
just some to new weapons and monsters.
y14.`bThe latest online help and docs.`
y15.`bDiscounted Upgrades (see ORDER.FRM)!`
p`y `
p`y This document's goal is how to use DeeP for `
p`y editing PWADS. It is a reference guide with some `
p`y suggestions for making levels. `
p`y `
p`y It is organized for use in F1 Help. `
p`y You can read this file but it does not flow from `
p`y one section to to next. We recommend that you `
p`y browse the file for command information and tips, `
p`y realizing it doesn't read like a novel <g>. `
p`y `
p`y `
p`yBe sure to test your system for basic compatibility.`
p`yPlease review all the README files for suggestions. `
p`y `
p`yWe try to catch all the typos, but there may be some`
p`y areas we didn't catch! So be sure to test! `
p`y `
b `y `
B `y Note/Definitions `
b `y `
x`ydirname / lump`
The names in the WAD file are in a "directory". Each
level is assigned a name, for example, E1M1 is the
first level in DOOM or HERETIC and MAP01 is the
first level in DOOM II or HEXEN.
Pictures, sound, and level entries are more examples
of directory entry names.
`bLumps` is another name for PWAD directory names.
p `y `
p `y WAD file description `
p `y `
DOOM store its information about each of the levels
yin `rWAD` files. DeeP edits these files.
There are two types of WAD files.
x `yIWAD File`
The main file, DOOMx.WAD, contains all the infor-
mation about the graphics, sound, level maps, etc.
for the game. This file is an `bIWAD` file. There
is one IWAD file. Each game has its own file. The
names HERETIC.WAD, HEXEN.WAD and STRIFE.WAD
reflect the names for those games. (The shareware
versions have a number added).
It is in the current directory when DOOM is run.
x `yPWAD File`
DOOM supports additional files that `bpatch` the
IWAD file, hence PWAD. It contains updates for the
IWAD file.
PWAD files created by DeeP contain an updated map of
a game level. PWAD files can be called anything, but
it's nice to call them `bsomelvl.WAD` where somelvl
is any name you like.
DOOM must be told to load a PWAD file. The -FILE
parameter does this. It is added after you type
`bDOOM`.
Example : `bDOOM -file myown.wad -warp level#`
(level# represents a number)
p `y What makes up a Level `
The best way to learn the details that follow is to
play a level, see what happens and then examine the
level with DeeP. Start with the first level and
work your way up.
There's a lot of information, but each step is
pretty simple. Learn from other levels the "tricks"
used to get those spectacular scenes.
Print the file TUTORIAL.DOC and depending on your
game, load file DOOM1TUT.WAD, DOOM2TUT.WAD or
HEXENTUT.WAD to learn the basics of WAD files and
how to make them using DeeP. The HEXEN version
has a simple script (see HEXENTUT.ACS).
SCRIPTS.WAD contains an introduction to HEXEN
scripts (see SCRIPTS.ACS).
DEEPEXAM.WAD is a simple level that is readily made
using the predefined Objects and easy LineDrawing in
DeeP.
p`yIf you want to make a quick level just to see what`
p`y this is all about, select Help from the top menu `
p`y bar and select Quick Start Tutorial. `
It helps to use the Grid when designing a level. The
Grid makes it easy to align everything and maintains
the sizes that work best for wall and ceiling
textures (explained later). A grid size of 8 is
recommended for most work. Use a larger grid when
making large starting areas.
A level is created from smaller components, much
like a house is built from 2x4's, nails and siding.
Here's the names of the parts you will be using.
The five components are Vertices, LineDefs,
SideDefs (a part of LineDefs), Sectors and Things.
This drawing illustrates each of the parts:
1. V : Vertexes (the x's )
2. L : LineDefs (the lines between them)
3. S : Sector (all 4 lines belong to a Sector)
4. X : Things (any creature, decoration)
x──────────┬──────────x
│ │
│ │
├─ X ─┤ L
│ │
│ S (this whole area) │
│ │
x──────────┴──────────x
The ─┴─ in the lines show the direction of the
first side of a LineDef (called SideDef1), which
will be explained later.
x `yVertices`
Vertices are x,y coordinates on a map. DOOM maps are
2 dimensional. The height comes from Sectors, as you
will soon see.
Vertices are used as the starting and ending points
of LineDefs (next). These are the `bdots` on the map
in Vertex mode. Vertexes are usually NOT created by
themselves (as in DEU), but rather are created
automatically when you draw lines.
`bDoom Units`
A `bDoom Unit` is the name we give the coordinates
numbers and the distance between two vertices. Just
a made up name, but everyone asks "what do those
numbers mean?"
x `yLineDefs`
LineDefs "glue" two vertexes together.
LineDefs are the lines in the map. These lines
define the borders of a Sector or the location of a
trigger that you walk across.
Bear with me a bit on Sectors. For now think of a
Sector as the room or area where you are fighting
for your life. A more precise definition about
Sectors is later, so keep on going and come back
and review this area again. I think it will be
clearer the 2nd time (if you didn't get stuffed
by the monsters).
Each LineDef has a starting vertex and ending
vertex. This is similar to putting two dots on a
piece of paper and connecting them to draw a line.
These lines end up being walls you see in the game.
The walls have at least one side and to be seen,
require a texture graphic.
Transparent LineDefs do not need any texture, since
they are invisible. A common use is for a `btrigger`
activated when you walk across the LineDef. When you
walk across the LineDef, it behaves like a tripwire.
A transparent LineDef has a texture of `b-`, which
is none.
A `btrigger` causes the Sector assigned to it to move
up or down according to the type of LineDef. These
cause the special effects as you blunder into
things. (See Sector and LineDef tags below.)
Another common use of transparent LineDefs is to
highlight an area or simulate lighting. You can draw
letters in the "sand" or anything else you dream of.
There are no walls, so all you can see is the floor
and ceiling. If the floor and ceiling are different
from the surroundings, they "stand out" (these are
the Sectors that you see "stand out", coming up
soon).
It may help to stop here and edit a level, mess
around with the different modes and see all the
possibilities. The first level is suggested, since
it doesn't have as many things going on and is easy
to test since it's the first level.
If the wall can be viewed from both sides we need to
describe the second side also (for example, a room
within another room that you can walk around and
enter through a door).
These sides are called `rSideDefs.` The first side
is called SideDef1 and the second SideDef2 (isn't
this amazing).
The SideDef1 side of the LineDef is the side with
the line sticking out of it in Vertex and LineDef
edit modes.
b `y All LineDefs go the same Direction `
b `y (Most of the time) `
The line sticking out from the side, should be the
same for all 1-sided LineDefs. Normally the arrows
point in the clockwise direction for rooms and the
opposite for an object in a room (see stair help).
LineDefs with two sides may go in either direction
and be mixed in direction. If you have textures
that like to "follow" you, try flipping the LineDef
(do not flip the SideDefs yet!).
x `ySideDefs`
SideDefs "glue" LineDefs to Sectors. They represent
each `bside` of a LineDef.
A LineDef must have at least one SideDef. The
SideDefs supply 2 more parts to finish the 3D
definition:
1. The wall textures (the way the wall looks)
2. A Sector reference number. The Sector referenced
gives us floor/ceiling textures and heights
When ALL the SideDefs (of LineDefs) form an enclosed
area and share the `bSAME` Sector reference number, we
see a Sector. If other areas use the same Sector
number reference (which is perfectly fine), they all
light up in Sector Edit mode too.
SideDefs also "glue" to all the textures.
There are three possible texture locations for a
SideDef: `bupper, normal and lower`, representing
what you see above, straight ahead and below your
field of view.
The upper and lower textures are used when the floor
and ceiling of adjacent sectors vary in height.
a`yUpper Texture` : Texture you can see above the
ceiling of a Sector.
a`yNormal Texture`: Texture you see between the ceiling
and floor of a Sector.
a`yLower Texture` : Texture you can see below the floor
of a Sector.
If everything was the same height, you would only
need normal. (A boring level, yes? But you'll have
to make a few of these first to get the hang of it
all<g>)
x `ySectors`
Sectors "glue" Ceiling and Floor Textures together
and define a Bottom (floor) and Top (ceiling).
A Sector appears visually on the map when 3 or more
LineDefs connect together to form an enclosed area.
A Sector appears similar to a room or an area within
a room but is by itself not the area.
Sectors determine the ceiling and floor height and
the ceiling and floor textures (the last part to get
the 3D look of a level).
A Sector adds the depth to the LineDef/SideDef
connections. A Sector can be shared by many LineDefs
that form independent areas, lending the same
floor/ceiling heights and textures to those areas.
So don't think of a Sector as being the actual room
(sorry about their choice of words) since it can
describe many rooms and areas.
When you see more than one area "light" up in Sector
edit mode, it signifies the same sector is used to
describe the highlighted LineDefs.
Special Sector information (damage/secret?) is also
available.
Sectors are the only structure that move UP/DOWN in
DOOM. Lifts, Staircases, Doors, are all specially
defined Sectors. If you recall, the SideDefs connect
all the LineDefs together to the same sector. So the
area described by the LineDefs/SideDefs is the area
that will move.
The LineDef+SideDefs look at the Sector types you
used and acquire the property you assigned. So if
it's Damage, all the LineDefs with that Sector
assigned have health damage. If it says to move up,
they all move up, even areas that are not where you
are!! (If they have the same Sector.)
Sector give the room the final touch by varying the
light intensity (or flicker) you can dramaticly
change the ambience of an otherwise bland room!
In HERETIC there are even more things you can do.
The floor can scroll, you can have a nice breeze
blowing (throws off the aim of shots) and to top
it off, you can make it slippery too!
A short note:
There is one thing not obvious right now, (if this
is your first trip in editing), but when you make
floors and ceilings that move, you have to imagine
the movement and supply textures for those areas
that will become "visible" when the Sector moves
up or down. If a floor moves up, you need a Lower
Texture to pop up as it rises and if the ceiling
Lowers, an Upper Texture has to slide down with
it.
DeeP automatically checks for this if the same
Sector does not move both up AND down. Stairs are
also ignored. HEXEN can have scripts which can
do `banything`, so of course that makes it
impossible for DeeP to tell if textures are
required for HEXEN if the action is script driven.
p`yPlease See Sector Not Closed in Check for more `
p`y information. `
x `yThings`
Things are the objects that lend the final touch to
a level.
Weapons, enemies, ammo, keys and decorations are
visible Things. The places where players start the
game and Teleport landings are also called things.
If you place too many Things in a level, you may not
be able to save games. A very large level with too
many monster Things will crash DOOM. 700+ is a
caution point.
You can display a picture of the ALL the things on
the Map by pressing T again after you are in Thing
edit mode (you get there by pressing T or selecting
from a menu).
The display can be interrupted at any time by pres-
sing any key. After the first display all the
images are cached for improved performance.
p `y HOM errors `
Hall of Mirror errors are what you get when some-
thing is messed up in your level. It looks like
you're replicated a zillion times and the world
won't stop turning.
We didn't invent this cute name. Matt Fell, the
author of the unofficial DOOM specs mentions it.
(Review his document for technical information.)
Here are some common causes for HOM and others:
(Some of the terms are discussed in other areas, so
please review the rest of help.)
1. You forgot a texture (easy to fix)
2. Transparent Wall, 2-sided wall using a texture
with more than 1 patch. Also called 'Medusa
Effect' - Looks like snakes and turns you to
stone (can also produce 'Tutti Frutti').
3. 'Tutti Frutti', an attempt to display part of
a Texture not covered by a texture Patch. Weird
sparkles (typically pinks and greens, thus
'Tutti Frutti'). Typically caused by new
textures.
The largebar grate textures cause this if
displayed on too short a wall. Textures can also
"project" in a false dimension, which can
be fixed by unpegging them.
4. A LineDef is shared by 2 sectors, but the
2-sided flag is not set (F10 menu will fix).
5. A LineDef/Sector is sticking its nose across
another LineDef/Sector (move it back).
6. Too many 2-sided LineDefs are visible from any
point (limit increased in 1.666 and later to
128) or too many 1-sided LineDefs (256).
7. The Sector heights are messed up.
8. A node building error. Rearrange the area,
change the node depth, force a node line or use
a different nodebuilder (see Node Depth).
9. You have textures where they are not required.
10. If you see a "flash" you may have too many
different upper textures visible in the line of
sight. For example, creating stairs with over
16 steps with different ceiling heights may
produce this symptom.
Areas with large numbers of directly visible
walls are the most prone to this error. This
also gives visi-plane overflows!
Reduce the numbers of LineDefs visible by
combining two or more LineDefs into 1 (delete
the vertices splitting them) or block the area
from sight.
11. DOOM has an error (especially DOOM, see stairs).
p `y Sector and LineDef tags `
A `bTag` number is a number that is used to connect
LineDefs and Sectors. The connection is required so
that the LineDef knows what Sector you're talking
about.
Question: If you have a switch that you want to
use to operate a door, how will Doom know what door
to operate?
Answer: You give the LineDef with the switch a
number and give the door Sector the SAME number.
These numbers are called `bTags`. Tag numbers have
nothing to do with anything else.
The tag in a LineDef is called a Sector Tag. It
refers to a tag number in a Sector. The tag number
in the LineDef and the Sector are the same.
The tag in Sector is called a LineDef tag. It refers
to the tag number in a LineDef. The tag number in
the Sector and the LineDef are the same.
Each Tag number is unique, that is, it is not used
by any existing LineDef/Sector.
1. You can have one LineDef tag point to multiple
Sectors. Then all the Sectors move as specified
by the LineDef type.
2. Two or more LineDefs can point to the same Sector.
A typical use has one LineDef lower the floor and
another LineDef to raise the floor. Typically you
see these as switches.
For now we are assuming you are starting from
scratch. So the first available number (on a new
level) is 1, the next 2,3, and so on. You can skip
around if you like.
The menus automatically show you a free number in
one of two ways:
1. With the (##). In other words, the number '##'
within the () is not used anywhere.
2. As f##,u## The 'f##'is not used anywhere and the
'u##' is the last number you used. This also
applies for HEXEN PolyIds and Thing Tids.
HEXEN mode automatically assign Tags, PolyIds and
Tids as appropriate. Door Tags for types 12 and 13
are not assigned, since they are optional if the
linedef is directly connected to the door sector.
Once you give the LineDef this tag number (Sector
Tag), go to the Sector with the Door (or anything
that works with "tags", and give it the same Tag
number (LineDef Tag). This connects the LineDef to
the Sector.
Use the Search for LineDef/Sector tag to locate a
tag number if you forgot where you used it.
In LineDef mode, a LineDef with a tag shows the tag
number and the Sector number it is connected to in-
between the (). The Sector also lights up in Red.
In Sector mode, a Sector with a tag shows the tag
number and the LineDef number it is connected to
inbetween the (). The LineDef also lights up in Red.
p `y HEXEN LineDefs `
In HEXEN, the LineDefs can be programmed to vary the
height, speed, delay, etc. This is noted in the
description as +tag-speed-height..etc. DeeP has
some default values, but you have to suppy the tag
if required and adjust the parameters for your
level. Tags, PolyIds and Tids are automatically
assigned the next free number, with Doors excepted
as noted above. Use the Edit LineDef Special option
to override any of the 5 parameters.
If a LineDef already has upper bit values to set
repeatable, etc, DeeP does not override the
settings. In addition, if you select a LineDef
type but do not change it, that is you pressed
enter (repeating the current LineDef type
definition) none of the LineDef settings are
changed. This is a safety to prevent DeeP from
overriding any special flags you may have set.
LineDefs with Scripts, display as Light BLUE (you
can change the color).
Please refer to HEXSPECS.DOC for more detailed
information.
p `y MAP Object Colors `
When an object is selected (by Left clicking) it
will change color and the object select count
(upper right top line) is increased by one. Refer
to this to keep track of your work.
Things with the same color are all the same type.
LineDefs of different colors signify tags or
possible texture problems. Look at the information
displayed on the bottom texture boxes to tell.
Press F1 help in the Mouse/Line Color option menu
for detailed color information.
All the same Sectors will turn Yellow, so you can
readily spot where they are used. Red indicates an
Tagged Sector/LineDef relation or an error in the
SideDef where it appears.
See Color Options (press F1 in that menu ) for a
definition of all the colors on the map.
p `y `
p `y Design and Shaping of Areas `
p `y `
Note: This is an overview of design and shaping.
Review each command for specific instructions.
You should have a `bPLAN` before you start drawing.
This will minimize the amount of work you have to
do. Even for first time users, decide what area you
are going to modify and what your goal is.
We suggest modest goals and don't try to immediately
make doors and teleports. Instead, make a room
larger and extend the walls some. Learn about the
difference between walls with only 1 side and those
with 2 side. For example, on 1-sided walls you can
use any of the textures, but on 2-sided walls use
only the textures that say "TRANSPARENT".
Note: There are always exceptions. They only work
using special construction tricks. For now, keep it
simple. If discover a level that violates the rules,
first make sure that it really works, then try it
yourself. If it fails, the other guy was lucky or
you forgot to do it EXACTLY the same.
You can change your mind, but it's like building
a house. If after you build a house and you decide
the bathroom doesn't belong there, you have to tear
it all down along with some adjoining structures, so
you can see the mess you might get into!
Any intricate design is made in LineDrawing mode.
LineDrawing mode can be entered at any time by
by pressing Ctrl+D or quick Double right mouse click
and select Drawing mode. In Vertex mode a quick
double left Mouse click also works.
Draw clockwise for rooms and counter-clockwise to
make objects in rooms.
Intelligent Inference Drawing (IID) examines the
context of the area you draw in. When it does this,
most of the details, such as Sectors and SideDefs
are made for you as you progress.
In the next stage you start tuning your level by
changing the heights of floors and ceilings. At this
step, you have to add textures for the walls that
are exposed from differences in heights. DeeP can
automatically supply missing textures, but this is
only for beginners. It has no idea what the scene
should look like, so use the check instead and make
it as you intended.
You can also create predefined shapes such as
rectangles, polygons, stairs and teleports using
the F9 (Object) menu. This is called `bTOOL` mode.
There are also Pools, Pedestals/Boxes, Windows and
Teleport pads available.
`bTOOL` mode is productive for both the beginner and
the expert. It gets rid of the busy work and gets
you to the creative part of your design quicker!
In `bTOOL` mode, the objects can be drawn to size
and dragged placed anywhere by using a combination
of mouse buttons and keys. The interactive feature
of all the Tools makes it easy to create the object
where and how you want it.
Press F1 help when using the Tool for more details.
Objects made using the Object menu are meant to be
SEEN and have most of the required textures when
created. You may have to supply additional textures
depending on the final heights of everything. The
check menu can do this automatically.
Rectangles and polygons made from the Mode menu (or
from quick double Right clicking mouse menu), are
meant to supply floor and ceiling textures for
Room effects. They are created as 2-sided with no
textures when made inside an exisiting Sector.
These can be made into objects if you change the
floor and ceiling heights and add the required
textures.
Design and shape areas after they are made by drag-
ging the vertex points (using the right mouse
button) to any location. This is the most flexible.
Areas are shaped in LineDef and Sector mode (coming
up soon). In LineDef mode lines are dragged and in
Sector mode areas are dragged and shaped.
p `y `
p `y Texture GuideLines `
p `y `
Please select Texture Defaults (F5 choose textures)
and press F1.
x `y End of Section `
**---------------------------------------------------
||Calculator Calculator for +, -, *, and /
**---------------------------------------------------
b `y `
b `y DeeP Calculator `
b `y `
Press `bA` to access the popup calculator from the
main edit screen.
You can also press `bA` inside any number prompt.
DeePs calculator is simple and straight forward.
Numbers and operators are entered one after the
other. Precedence of processing is first come,
first serve. The default operator is +.
The last operator is repeated if no operator is
given. For example, 3 6, means add 3 to 6, since
+ is the default. 3 * 6 means multiply 3 by 6
since * (multiply) is the last one.
Enter the numbers and operators one after the
other.
The operators are: + = add
- = subtract
* = multiply
/ = divide
More examples:
1024 - 256 Subtract 256 from 1024.
256 * 2 Multiplies 2 times 256.
12 /2 + 40 -12 12 divided by 2, then add
40 and then subtract 12.
-512 64 Subtract 64 from 512 since
- is last operator (-576).
-512 +64 Add 64 to -512 (-448).
x `y End of Section `
**---------------------------------------------------
||F1edit Overview of Commands and Edit Screen
**---------------------------------------------------
b `y `
b `y DeeP Editing Help `
b `y `
x `y DeeP assumes you have DOOMx version 1.9 `
DeeP edits DOOM, DOOM II, HERETIC, HEXEN and STRIFE
It can convert the maps from one to any of the
others!
STRIFE support is preliminary. The game appears to
be "hard" coded in places, so for example, the same
Thing acts differently on different maps. You need
to make an IWAD to test the shareware version of
STRIFE.
a `w Attention PENTIUM Users `
Use the `bmouse` to pan the Map. Use the [ and ]
keys to set the pan delay and keep the map from
moving too fast!
You can also reduce the map movement increment.
This makes the map move in smaller steps and is
very smooth on fast systems.
Press F5 and select MAP options. Set the scroll
amount. The default is 20, try 10 for starters.
There are THREE ways to use the mouse to scroll the
map:
1. The default scrolls the map when the pointer
reaches the edges of the screen.
2. If you set ButtonEdge ON in the alt+F5 option
menu, you have to push a mouse button to scroll
the map. When the cursor changes to a split
circle, press a mouse button. Release the
button to stop scrolling. Many users prefer this
on fast systems.
3. You can also use Scroll Lock to keep the map
from moving and then use the Ctrl+Right mouse
button to Pan (or press both buttons)!
The PageUp/Down OR the `bcursor keys (option set in
`balt+F5 screen)` also move the Map.
p `yIf you want to make a quick level just to see what`
p `y this is all about, select Help from the top menu `
p `y bar and select Quick Start Tutorial. `
p `y Print this help to a File to process with any `
p `y word processor as a text file. `
a `w `
a `w NOTE: For HEXEN, you may have to replace `
a `w some scripts to play DEATHMATCH, etc. The `
a `w scripts are coded for specific polyobjects`
a `w and you will get polyobject errors!! `
a `w `
a `w If HEXEN crashed your PC clock will no `
a `w longer time correctly!! The screen saver `
a `w may run way to fast and mouse timing may `
a `w be incorrect. `
a `w `
a `w HEXEN must have a BEHAVIOR resource. `
a `w Please review HEXSPECS.DOC to see how `
a `w to program the different LineDefs and `
a `w Things. It is quite different! `
a `w `
a `w Converting a level from DOOM to HEXEN `
You convert a level from one game to the other, by
placing DeeP in the appropriate Game first. For
example, lets start in HEXEN mode by opening the
Project HEXEN.PRJ. Now we read in any old DOOM
level (or HERETIC).
The next step is to fix all the textures. You can
manually Search/Replace each one or you can use the
automatic fix textures feature using the F10 menu.
Next fix all your things!! In HEXEN mode, all your
LineDef and Sector types are reset. In the other
modes they are left as is, but you do have to make
changes from DOOM->HERETIC. So please run the error
checker, it will tell you what to change.
a `y Map Scroll Limits `
The maximum scroll in any direction is slightly
less than the "edge" of the map in that direction.
This "brick" wall prevents the map from flying off
your screen.
If you are making a very large area, reduce the
zoom or extend the area after you make it as large
as you can. The new area automatically extends the
scroll limits, so you can make it bigger again.
The maximum safe `bDoom Unit` X / Y size is about
8000 x 8000. This is pretty large! This includes
a large amount of detail inside this boundary.
Simple maps can be larger. The product of the
length of X times Y can't exceed approximately
536 million.
32k x 32k never works. 16k x16k works for simple
maps.
If you scroll to the edge and magnify with Auto
Center turned off, you may loose sight of the map!
Press alt+Z or alt+X to get your bearings again.
a `y Map Centering `
The center of the map should be at approximately
0,0. If you let the center drift off center and
you have a very large map, the magnification limit
at the edges is less than at the center! Lines may
draw incorrectly. Just reduce the Zoom. This
usually is only a problem at a Zoom greater than
4000 and is directly related to map size and
coordinate location.
a `y `
a `y Hot Area Editing `
a `y `
Rather than add a zillion more "hot" keys, DeeP's
HOT area editing allows direct interactive editing
of all those flags and more!
You activate the area by placing the mouse cursor
in the area and pressing the left mouse button.
The "flag" hot spots eliminate having to learn a
zillion key combo's, just point and click!
Press the shift key (or turn auto-follow off) to
keep DeeP focused on the object currently displayed
in the bottom information boxes.
Here's a list of how and what the available HOT
areas do:
1. Enter full screen browsing mode:
In the graphical display of Textures, Flats,
Maps, and Sprites, place the cursor in the
graphic displayed. These displays also have a
message informing you that "F1=browse". Full
screen browsing mode is entered when you left
click inside the graphic.
2. Interactive flag editing:
In LineDef and Thing mode, the flags displayed
on the bottom are easily edited. Click on the
flag boxes as desired. They change color as
applicable. If multiple objects are selected,
they all get changed. Is that easy or what?
3. Direct access to specific menus:
The other areas in the bottom information boxes
are also HOT. They "shortcut" to the menu
applicable for your choice. For the textures
shown, they directly access the texture for that
SideDef. Click on the Type and the type menu
comes up. Experiment to see what suits you.
Same goes for those extra HEXEN arguments. Mouse
click in the screen argument area and they pop
right up.
If multiple objects are selected, they all get
changed.
y `b `
y `b Function Key Commands `
y `b `
a`yF1` Display Help on current topic.
There are three levels of Help available.
Use the PageUp/PageDown, Up/Down arrow keys or
the mouse scroll bar to page the help.
a `w1. Main Help screen (this one)`
a `w2. Top Menu Bar Help `
Context sensitive Help for all items on the top
menu bar. Select the menu item and press F1 to
see detailed help for each selection.
a `w3. Object / Command Help `
Context sensitive Help for the first sub-menu
that comes up when Enter is pressed in any of
the edit modes. Press Enter (or press mouse
button 2 once) to edit the object and then
press F1.
Press F1 within many commands.
Each item is explained in more detail in the
context sensitive help section.
You can view ALL the help at once by selecting
Help on the top menu bar and then select
`bAll Help`.
a`yF1` Enter browser mode as noted. You can also
left click with the mouse in a picture area.
a`yF2` Save level in a PWAD file.
a`yF3` Save As... Reassign level of a map.
a`yF4` Search/Change for Object.
a`yF5` DeeP options menu
a`yF6` Hexen Development menu
a`yF7` spare
a`yF8` Miscellaneous Operations.
a`yF9` Insert standard shapes.
a`yF10` Check Level for errors.
a`yAlt+F1` Screen Saver, key press stops
a`yAlt+F2` Save Level and always build Nodes
a`yAlt+F3` DOS Shell Exit
a`yAlt+F4` Exit (same as Esc)
a`yAlt+F5` Set Main Options (sound, grid, etc.)
a`yAlt+F6` Spare
a`yAlt+F7` Spare
a`yAlt+F8` Save with Reject Mask
a`yShift+F1` Test Level (one file only)
a`yShift+F2` Edit a different Level
a`yShift+F3` Create a new level from scratch
a`yShift+F4` Reset all PWAD files read
a`yShift+F5` Read a new PWAD file
a`yShift+F6` Reset 1 PWAD file read
a`yShift+F10` Toggle map scrolling method
x `y `
x `y Special Key Commands `
x `y `
a`yEsc`
1. Exit without saving changes if you are not in
any submenu. You are only warned if changes
were not saved. Cancel if you want to save your
changes.
2. Exit any submenu. If any item was selected, it
is saved. You can also click the right mouse
button to exit.
3. Cancel any current active drag object.
The objects are returned to the starting
locations.
All the objects selected are still active. You
can restart dragging by clicking the Right
mouse button again. Press `bC` to clear the
object selection.
4. Cancel any current active Scale/Rotate object.
The objects are returned to the starting
locations.
5. Cancel any current active Tool object;
Rectangle, Polygon and Stairs.
a 6. `wIns` when any LineDrawing mode is active:
The last LineDef is NOT drawn to close the
polygon (if it is missing).
Line Drawing mode is reset to the next area to
draw. Press Esc again to exit LineDrawing mode.
a`yIns`
a `wThing mode` : Insert a new Thing at the current
cursor position. Copies the last selected object
or insert a default object (see Edit F1 help).
a `wVertex mode`: Starts Line drawing mode for
creating Vertices, LineDefs and Sectors.
In Vertex mode a quick Double left Mouse Click
also enters LineDrawing mode.
You can always start drawing from any mode by
pressing Ctrl+D or quick Double right mouse click
and select Drawing mode.
The map display from other modes changes to show
you the Vertex locations. If you scroll or size
the map, the map displays as it does in Vertex
mode.
When you exit LineDrawing mode, the display
automatically returns to the original mode.
Tool LineDrawing mode is the work horse for
drawing areas!
Press the Left mouse button to start creating
Vertexes and LineDefs. You can start on top of an
existing Vertex. That's the way you connect
Sectors. (Also see Mouse buttons.)
You can also trace on top of other LineDefs to
make them 2-sided if they go in opposite
directions.
If the level is already correct, that is, if you
run the F10 check level, there are no errors,
DeeP will correctly identify your existing areas
and adjust the details of sector and sidedef
assignments automatically.
When the level has incorrect references (which
result in miscalculations) or if DeeP miscal-
culates the correct SideDef/Sector references, it
is easy to fix them in LineDef edit mode.
Placing a Vertex right on top of an existing
LineDef splits the LineDef at the location of the
new Vertex. This is how you can quickly make
Door sides (see Misc Help).
It is not possible to create only 1 Vertex.
(What are you going to do with 1 vertex?)
If you select 2 vertexes and then press Ins, a
LineDef is created connecting the 2 vertices.
No Sidedefs or Sector is made. You are then
asked if you want to Split the Sector or make
a 2-sided LineDef.
p `ySplit Sector / 2-sided LineDef`
After you create a single LineDef (from only 2
vertexes) a prompt automatically comes up asking
if you want to split the sector or make the Line-
Def 2-sided. Choose exit to do nothing, but be
sure to come back and fix it!
`bSplitting` a Sector takes the area on one side of
the line just created and assigns all LineDefs
a new Sector number (this is automatically
created and is a copy of the original one).
In this manner you can quickly change an area and
make the new (or old) sector have a new behavior
without changing the rest of the area.
The "split" LineDef has to be drawn following the
conventions for Sectors. So follow the flow of the
existing area. A message will come up if it fails
for any reason.
`b2-sided Linedef`s are commonly used for "triggers"
to activate a Sector somewhere else when you walk
across them.
Do NOT split a sector if you don't know what that
means right now. It will get very confusing!
p `yFinish/End`
There are 4 ways to finish a Line/Side/Def/Sector:
1. Press the Right button to close the last
LineDef (if you haven't made a complete loop).
A new SideDef1 is created for each line drawn
and they all share a new Sector .
You connect two sectors by sharing a LineDef
(you trace over an existing LineDef), the
shared LineDef is automatically made 2-sided.
Tracing over an existing LineDef is automatic
if you think ahead a bit and end up where the
last LineDef made automatically will "cross"
over the existing LineDef.
2. Press Shift+Right button to close the last
LineDef (if you haven't made a complete loop)
and EXTEND an area if Sector Join is OFF.
A new SideDef1 is created for each line drawn
and they all share the SAME Sector as the one
used by the LineDef shared.
The opposite is true, if Sector Join is ON.
(Draw over only 1 LineDef).
3. Press the `bIns` key to do everything you did
in 1 above. The difference is, any LineDef you
traced over is NOT made 2-sided. You do this if
the LineDef is being traced over because you
are making a Door.
Door sides (the thin part) are normally 1-
sided, so you don't want the process to make it
2-sided. If you forget, you have to eliminate
the SideDef2 created. You delete SideDef2 by
changing the reference number to -1 (that's
deleting it).
4. Press the `bEsc` key to do everything you did
in 1 except the LineDef is not automatically
closed.
a `wLineDef mode`: All the LineDefs you selected that
are 1-sided, will be made 2-sided with a new
sector assigned. Do not select any LineDefs that
are already 2-sided.
If you want to define an existing area that has
mostly 1-sided LineDefs, but one of them is
2-sided, remove the 2nd SideDef from the offender
(set the reference to -1), then select all (now)
1-sided LineDefs, press `bIns` and a new area is
created with its own new Sector.
a `wSector mode`: Creates a new sector. Look at F10
number of sectors (minus 1) to get the new sector
number. Use this to create a new sector for an
area ahead of time.
It is safer (since you can't accidently delete) to
change the sector reference in SideDefs to this
new Sector. The old sector is purged when you do
the final Check on the Level (always do the
complete Check). You won't need to do this very
often (rarely as you get better).
a`yShift`
Prevent auto-object selection temporarily
(see `rShift+A` for permanent setting)
a`yShift+Tab`
Switch to the previous editing mode.
a`yShift+PageUp`
Immediately Increase Sector ceiling height
(Sector Edit mode only)
Immediately Increase Thing height
(HEXEN Thing mode only)
a`yShift+PageDown`
Immediately Decrease Sector ceiling height
(Sector Edit mode only)
Immediately Decrease Thing height.
(HEXEN Thing mode only)
a`yShift+Home`
Immediately Increase Sector floor height
(Sector Edit mode only)
a`yShift+End`
Immediately Decrease Sector floor height
(Sector Edit mode only)
a`yDel`
Delete the current object(s).
(See next for Vertex mode variation).
a`yshift+Del`
For Vertex mode only, deletes the opposite
of Del (see VertexDel Join option, alt+F5)
a`yshift+Enter`
Edit the current object directly. Bypasses
intermediate menus so you can edit the
object directly.
a`yCtrl+Enter`
LineDef mode, Edit the current object flags
directly. Bypasses intermediate menus so you can
edit the object flags directly.
a`yEnter`
Edit the current object. Same as Right mouse
button.
a`yTab`
Switch to the next editing mode. If objects are
marked, they remain marked with both forms of
tabbing.
a`ySpace`
In Map display mode, toggles the move/scroll speed
from slow to fast. Set the Map scroll speed in F5
Map options.
In Tool Mode (Rectangle, Polygon, Stairs, Rotate)
toggles the scale increment size between 1 and .01
and the angle increment from 4 to .04.
a`yArrows`
Normal Edit mode:
Move the cursor position (and Map if on an edge).
If the Cursor Key move Map option is chosen, these
keys move the Map instead (see alt+F5 menu).
Up/Down select entry in Menus.
In Tool modes changes values as appropriate.
(Press F1 in the Tool for help).
a`yHome`
In Edit moves the Map Right (no Cursor key option).
In Menus, moves to the first item.
In Help, moves to the top.
In File name entry moves to the beginning of text.
In Tool modes changes values as appropriate.
a`yEnd`
In Edit moves the Map Left (no Cursor key option).
In Menus, moves to the last item.
In Help, moves to the bottom.
In File name entry moves to the end of text.
In Tool modes changes values as appropriate.
a`yPageUp`
Move the Map Down (no Cursor key option).
In menus, moves down.
In help, moves up a page.
In Tool modes changes values as appropriate.
a`yPageDown`
Move the Map Up (no Cursor key option).
In Menus, moves up.
In Help, moves down a page.
In Tool modes changes values as appropriate.
a`yScroll Lock`
Turn on/off the auto scroll feature (the map moves
when you touch the edges of the screen).
If Scroll Lock is on, it keeps the screen from
moving when you accidently touch the edges. Use
the Ctrl+Right mouse button to Pan.
x `y `
x `y Character Key Commands `
x `y `
a`~` 3D Preview
Display a 3D view of the map. See 3DView for more
help. (Unshifted ~ also works, just can't show
in this help.)
a`y+-` Zoom in or out (change the map scale)
Zoom levels range from 50 to 16000 scale. Use the
`bZ` command for instant zooming (see below).
If you hold and press the + or - keys, inter-
mediate zoom levels are skipped and the final
zoom level is shown. For example, if you press and
hold the + key, the map zoom to the maximum level.
Experiment with this to find the optimum "hold"
time for your system.
a`y[ ]` Change the map scroll speed delay
Delay ranges from 0 to 500 in 10 ms increments.
Value is displayed on the bottom line.
a`y< >` Enter Scale/Rotate mode (except for Things)
All objects selected can be rotated by pressing
the `b<` and `b>` keys and scaled by pressing the `b+` and
`b-` keys. To move the map, use the cursor keys.
Press the space bar to toggle between an increment
of 1 and 4.
This rearranges objects by spinning them around
(rotation angle) or moving them closer/ further
apart (scale).
Press C or Esc to cancel the changes.
Press and hold the Right Mouse button to move the
Map.
You can also rotate by using the mouse.
Left click or press Enter to accept the changes.
The Angle/Scale Value is displayed on the top.
TIP: After you create an object it is automatic-
ally selected. For example, after you create a
stair all the LineDefs are selected. You can
scale/rotate all of them or drag them right away!
a`y< >` Change Thing direction
Interactively change the direction of Things.
a`y/` Toggle Snap-To-Grid
Automatically snaps objects to the active grid.
Also set by the top menu button (s). See Grid
command for a discussion.
a`y\` Toggle AutoCenter
Automatically centers the map either on the
current object or on the current cursor location
when zooming using the +/- keys.
The bottom line displays a cursor symbol when
cursor AutoCenter is active and a cross hair when
object AutoCenter.
a`yshift+A` Toggle default auto-object selection
Enables individual object selection. (This was `rA`
but many accidently pressed it and had no idea how
to fix it.)
Auto object selection selects an object as soon
as the cursor moves close to it. The bottom line
displays a symbol when Auto Object is active.
You may wish to turn this off if when you want to
edit objects by clicking the picture(s) displayed
on the bottom of the display.
Pressing the Shift key temporarily disables auto-
object selection!
a`yA` Bring up calculator
You can also press A in any box that requests
number for input. Press F1 in the calculator for
more information.
a`yB` HEXEN only, Jump to a Tid or LineID
a`yC` Clear all selections and redraw map
Cancel any current active drag, rotate or
Tool command.
The objects are returned to the starting
locations.
Holding the Left mouse button for over 2/10* of
a second and then releasing it also clears.
*Change the delay in Zoom/Mouse/Map options under
Edit.
All the objects selected are cleared.
This also cancels Vertex insert mode. NO SideDefs
or sectors are created!
a`yShift+C` Set ceiling height in Sector mode
a`yF` Repeat last Find or Change
a`yShift+F` Set floor height in Sector mode
a`yG` Change the grid scale +
a`yShift+G` Change the grid scale -
A grid is a series of squares on the screen. They
are visible if the grid is not hidden. Use H to
view/hide.
A grid size that result in a screen size of less
than 2 pixels is never shown. When the 2 pixel
limit is reached, the visible grid fluctuates in
size and changes to dark-gray.
If Snap-to-Grid is active (see /) and the grid
size is not 0, each vertex coordinate is rounded
to a multiple of the grid. For example, if a
vertex has coordinates of x=121, y=22 and the grid
size is 8, the final coordinates are : x=128, y=24.
That example was for Vertex mode.
Tool mode also snaps to the grid. So you will see
the objects "jumping" on the screen as you move.
In the Line and Sector editing modes, coordinates
are only shifted in increments of the grid. To
force them into alignment would cause a lot of
grief (Vertices could be overlaid)!
Grid is use recommended when linedrawing. It auto-
matically aligns objects the grid (if Snap-to-Grid
is active). When using the Tools you may wish to
turn it off ( / key command) to make the object
more controllable. Also when performing some
detail work, such as placing vertices on top of an
existing line, it is easier if Snap-to-Grid is OFF.
If the original LineDef or Sector was not aligned,
switch to Vertex mode to align each Vertex.
TIP: If you have a Sector object and you want to
force it into the grid coordinates (meaning the
vertices will "snap" to points) do the following:
1. Select the Sector by left clicking (in Sector
Editing mode of course).
2. Switch to LineDef mode (L), now all the
LineDefs are selected.
3. Switch to Vertex mode (V), now all the Vertexes
are selected ready for your commands!
Note: you have to `bmove` past 1/2 the grid size
to make it snap, so move "too far" and move back.
A grid size of 8 is recommended for most work. Use
a larger grid when making beginning large areas or
when making Teleports (for floor texture align-
ment).
a`yCtrl+G`
Set grid scale to 0.
a`yShift+Ctrl+G`
Enter any Grid Scale. This is for advanced
users who also supply custom textures.
This feature lets you copy architectural
drawing easily by setting the same scale.
We don't recommend using this if you are not
familiar with texture alignment problems you
can encounter with your own grid size.
a`yH` Toggle display grid (hides the grid)
a`yShift+H` Set ceiling/floor height Sector mode
a`yI` Toggle display object information
Show the information bottom bar while editing.
Show texture pictures while editing.
Speeds up display and shows more of the Map.
a`yshift+I` Toggles bottom display from all to none.
a`yJ` Jump to a specific object #.
a`yK` Bring up thing masK menu. Select the items
you want to display by clicking on the boxes.
a`yL` Switch to the LineDefs/SideDefs editor.
a`yM` Mark/unmark current object (select)
If you don't have a mouse, select an object by
pressing `bM`. Move the cursor over the object
until it lights up then press `bM`.
To unselect it, press `bM` again.
a`yN` Jump to the next object.
a`yO` Copy group of objects selected.
After all the objects have been selected, position
the cursor to the target location and then press
`bO` to make a copy. After the copy completes you
can `bdrag` the copy some more using the Right
mouse button.
In LineDef and Sector modes, `bshift+Left button`,
`bO` and `bCtrl+C` are all the same.
a`yP` Jump to the previous object.
a`yR` Toggle display ruler
a`yshift+R` Refreshes screen display only
a`yS` Switch to the Sectors editor.
a`yT` Switch to the Things editor.
If you press T when you are already in THING mode,
the display switches to display the actual Sprite!
Press T again to switch back to plain circles.
Any key press interrupts the display so you don't
have to wait for a complete screen to fill up.
If you accidently stopped the display, press
C(lear) to redisplay.
a`yV` Switch to the Vertexes (vertices) editor.
a`yshift+Z` Rezoom back to area prior to Zoom-to-
Window (see Left mouse button select +Z).
a`yZ` Zoom IN/OUT instantly.
Zooms according to the limits set in speed options
under Edit/Options. Instantly centers the object
selected at the zoom value you selected.
a`yX` X align both sidedefs, texture check
a`yShift+X` X align both sidedefs, no texture chk
a`yShift+Y` Y Align both sidedefs
Note: If the 2nd sidedef of all the LineDefs
selected does not exist, the 2nd align stops with
an error message.
a`y1...0` Set Edit ZOOM level from 1 to 10 directly
(100 to 1000)
a`y 0` In menus with numbers, exit the menu.
a`yalt+1` LineDef mode, edit sidedef1
Creates the sidedef is none is preset.
a`yalt+2` LineDef mode, edit sidedef2
Creates the sidedef is none is preset.
a`yalt+X` Center the Map at current size.
a`yalt+Z` Zoom to Extents.
Make the map fit the screen.
x`yNOTE : Detailed explanations of the Cut, Copy, `
x`y Paste are available in the Edit submenu. `
a`yCtrl+B` View the contents of Clipboard.
Things are shown as X's only.
a`yCtrl+C` Copy objects.
Copy the selected objects to the `bClipBoard`. For
the Registered version, you can use this to Merge
different levels together.
You should always try to get complete objects, that
is, they should form a closed loop.
a`yCtrl+D` Enter Line Drawing mode.
In any mode, you can draw/create new lines.
a`yCtrl+M` Mirror the object(s) selected
Mirrors the selected object(s) to the current
cursor location. A copy of the original object is
also placed in the `bClipBoard`.
You should always try to get complete objects, that
is, they should form a closed loop.
a`yCtrl+N` Normalize LineDef or Sector.
If in LineDef mode sets the LineDef type to Normal
and the tag to 0.
If in Sector mode sets the Sector type to Normal
and the tag to 0.
a`yCtrl+T` Automatic Taggging.
Automatically assigns tags.
In LineDef edit mode, you select the LineDef(s)
to connect to a Sector. In Sector Mode, you
select the Sector(s) to connect to a LineDef.
1. Select the LineDef(s) or Sector(s) to tag.
2. Press `bCtrl+T`
3. The Edit mode switches as appropriate.
4. Move the cursor to the LineDef or Sector
to have the same tag.
5. Press the `bleft` mouse button. The same
tag number now connects both!
a`yCtrl+V` Paste objects.
Copy the objects in the `bClipBoard` buffer to the
current cursor location.
Please see the discussion in the Edit submenu for
guidelines when Pasting or Mirroring objects.
a`yCtrl+X` Cut objects (same as Del).
Deletes all the selected objects. The type of
objects deleted vary by Edit mode. A copy of the
object is placed in the `bClipBoard`.
a`yCtrl+Z` Undo, restore level to prior state.
There is only one level of Undo. If you repeat
the command, it flips between the new and prior
states.
x `y `
x `y Top Menu Buttons `
x `y `
The five buttons on the top bar represent:
a`y+` Same as + command (zoom)
a`y-` Same as - command (zoom)
a`yc` Same as C command (clear)
a`y#` Same as G command (grid)
a`yh` Same as H command (hide grid)
a`ys` Same as / command (Snap-to-Grid)
x `y `
x `y Bottom Menu Symbols `
x `y `
On the bottom left there is a box with up to
3 symbols and the word `bDelay`.
1. The first symbol has indicates if the
level has had any changes.
a. Blank = none
b. T+X = Texture/Thing changed.
c. Triangle = Geometry changed.
2. The second symbol shows the status of the
AutoCenter option.
a. Blank = not active
b. Square with cross = object center active
b. Cursor symbol = curser center active
3. The third symbol shows the status of the
Auto Select option.
a. Blank = not active
b. Rectangle/ = active
4. The value after Delay indicates the time
in milliseconds to delay refreshing the
screen with a new map when scrolling (see
`b[]` command).
x `y `
x `y Mouse buttons in MAP editing `
x `y `
a `w Left Button has multiple uses `
a`yLeft` button
1. Mark/unmark the current object (select/unselect)
Quickly press the Left button to mark or unmark
object(s).
Marked objects (speaker clicks and the object
changes color) are all changed as a group when
you make changes.
The right side of the top menu bar shows the
total number of objects currently selected.
2. Create selection box.
If the Left button pressed and held down for over
2/10* of a second, Select box mode is entered.
*Change the delay in Zoom/Mouse/Map options under
Edit.
Move the mouse to change the size of the outline
you see to encompass all the objects you want
selected/marked.
All the currently selected objects are cleared
when you enter Select mode and the new objects
in the Selection box are now active.
All these objects can now be edited at once or
moved/copied.
If you do NOT have additive select active (see
shift+F5 options), then pressing the Left mouse
button for a long duration and then releasing
it, is a quick way to clear current selections!
3. Zoom-to-Window
If the Left button pressed and held down for over
2/10* of a second, Select box mode is entered.
*Change the delay in Zoom/Mouse/Map options under
Edit.
Move the mouse to change the size of the outline
you see to encompass all the objects you want
to Zoom in on.
While pressing the Left button, press Z.
To return back to the windows state prior to this
command, press shift+Z.
4. Add an object (same as Ins key).
For Vertex and Things only, Quickly press the
left mouse button twice in a row.
For Things : Add a Thing of the current type.
For Vertex : Start Line Drawing Tool.
5. Enter Browser mode as noted with F1=Browse.
Left click on the graphic shown.
a `y What does Selecting an Object do `
Each time you click an object it is added
to a list of selected objects. When you edit
any of the objects in the list, all the objects
selected receive the edit changes. Similarly, if
you drag or copy when the cursor is over one of
the objects in the list, all the objects are
dragged or copied.
You do `bnot` have to click to edit only one
object. Move the cursor over the object to edit.
When you see that it is selected, press Enter
(or press the Right button quickly), select the
options in the sub-menu and press Escape (or
click the Right button) when you are done to exit.
Similarly for copying or dragging only one object,
make sure the object is automatically selected and
press `bO` for copying it or press the Right
button and hold down to drag.
To unselect an object, click on it again or press
`bC` to clear all.
If you have turned Auto Select off by using the
`bshift+A` command, no objects are automatically
selected as you roam the map. Turn it back on if
you want to edit as described above.
a`yLeft` button Direct Picture Editing
Left clicking the Sector, LineDef or Thing picture
displayed on the bottom, pops up the corresponding
object images/texture selection menu.
This is a fast method of adjusting the final look
of a level!
Only the object displayed is changed. Additional
objects you may have selected are ignored.
You may wish to temporarily turn Auto Select of to
keep the same object displayed on the bottom.
a`yLeft` button Insert Vertices
If you quickly* click the Left mouse button twice,
`bIns` mode as described next is automatically
entered. You may prefer this to pressing the Ins
key.
Press the Left button after you press `bIns` in
Vertex mode to create Vertices for LineDefs.
*Change the delay in Zoom/Mouse/Map options under
Edit.
a`yshift+Left` button (LineDef and Sector see `wCtrl+C`)
Copies the current selected object(s) to the
current cursor location.
In LineDef and Sector mode, `bshift+Left button`,
`bO` and `bCtrl+C` are all the same.
a`yshift+Left` button (Vertex Mode Only)
Splits the LineDef near the cursor location in
half.
a`yctl+Left` button (see `wCtrl+M`)
Mirrors the current selected object(s) to the
current cursor location.
A mirrored object is created as if a mirror
was placed at the current cursor location.
`bCtrl+Left Mouse button` and `bCtrl+M` are the
same.
a `y Right Button has multiple uses `
a`yRight` button
1. Edit the current/selected object(s).
Quickly press the Right button to edit the
current object(s).
2. Drag the current/selected object(s).
If the Right button is pressed and held for over
2/10* of a second, drag mode is entered.
*Change the delay in Zoom/Mouse/Map options under
Edit.
All the selected object(s) are dragged.
Drag the object(s) selected by pressing the Right
mouse button (and holding it down) and at the
same time moving the mouse to the desired loca-
tion. Release the Right mouse button to place it.
If you have a group of objects selected (either
by individually selecting them with the Left
mouse button or using the Left Mouse drag
selection box), they are all dragged at the same
time.
If you press and hold the Right mouse button when
you are over a `rNew object` (it "lights" up) and
it is not in the current select list), the new
object is dragged and all the prior ones are
dropped.
3. Drag tool object.
When creating a Rectangle, Polygon or Stair from
the Tool menu (not from Objects), pressing the
Right mouse button drags the object over the map.
In rotate mode, the Right mouse button drags the
whole map .
4. Change Edit mode.
Quickly* clicking the Right mouse button brings
up a sub-menu that allows you to change Edit
modes.
Select a new mode or Right click to exit.
*Change the delay in Zoom/Mouse/Map options under
Edit.
a`yRight` button Insert Vertices/LineDefs
Press the Right button to stop inserting vertices
and drawing LineDefs in Vertex mode (see above).
The LineDefs are automatically closed. Press `bEnd`
if you do not want to close the LineDefs.
In this mode only, `rShift+Right` button connects
the area drawn to the Sector whose LineDef you
have shared. Use this to extend areas using the
same Sector. (The opposite is true if Sector Join
is ON.)
(Draw over only 1 LineDef).
a`yShift+Right` button (see `wDel`)
Delete the selected object(s).
For Vertex mode only, the Vertex and all connected
LineDefs are Joined OR if the VertexDel Join
option is turned OFF, the Vertex and all connected
LineDefs are deleted (see VertexDel).
a`yCtrl+Right` button
Start Map panning using the mouse. You can release
the Ctrl key after you start. Release the mouse
button to stop.
a`yLeft+Right` button
Alternatively, you can press the left mouse
button and then quickly press the right mouse
button to start panning.
Release the buttons to stop. (Use C to
clear any object selected).
a `yRealtime Map Panning and Zoom Notes`
After panning is starting, realtime Zoom is
active. Click the Left button to increase,
Right button to decrease. Press both buttons
down to stop zoom.
x `y `
x `y Mouse buttons in Menus `
x `y `
a`yLeft` button
Select the current name or number when
the mouse is in the objects window.
a`yRight` button
Cancels the currently selected menu when
clicked outside the area.
x `y `
x `y Menu Selections `
x `y `
Items from a menu can be selected three different
ways:
y`b1.` Use the arrow keys to select the option and press
Enter.
y`b2.` `ba.` For menus without numbers in front, press the
highlighted character (and nothing else).
y `bb.` For menus with numbers in front, press the
number (and nothing else).
y`b3.` Use the mouse to select the item. Move the mouse
cursur to the line and click the left button.
To cancel the selection, press Esc or click the
right mouse button.
a `y `
a `y Automatic Selection `
a `y Difficulties `
a `y `
The first thing to do is increase the Magnification
using the +/- keys, Z or the numbers. This makes it
easier to see, the mouse movement is easier to
control and DeeP automatically narrows the "search"
for something.
If you have automatic object selection turned on
(`bshift+A`), objects automatically get selected
when you get close to them. Some Sectors may be
difficult to select if they have irregular shapes.
Switch to LineDef mode, select a LineDef and switch
back to Sector mode. You can also Jump to a Sector
(or any object) with the `bJ` command.
If you have extra Sectors in one location, you will
also have trouble, but in that case you have to
delete the extra Sector. Run F10 Check to get rid
of the extras automatically.
x `yPlease review the F1 help for each subject.`
x `y End of Section `
**---------------------------------------------------
||EXE Help Options when loading DeeP
**---------------------------------------------------
b `y `
b `y Help Options when loading DeeP `
b `y `
x`yDeeP` [-n]
[-m <MainWadFile> ]
[-prj <ProjectFile> ]
[-f <PwadFiles>...]
[-p <dospath>]
[-v <mode>]
[-d new ]
yThe `b-` commands are used for overrides when you
ystart `bDeeP`. The name surrounded by the parenthesis
y`b(..)` followed by `b=` is the long form of the name.
If no () are shown, it's the same name.
yAll the overrides are `bPERMANENT` and do not need to
be entered again each time (except for -n).
All of these options can be set with altF5, this is
for those that like to do it this way also and also
to support different environments via custom batch
files.
Example :
y`b-MAIN c:\Doom2\DOOM2.wad` defines the main IWAD.
y`b-n` (noload)
Temporarily suppresses automatic DeeP restart.
This clears all prior PWAD file names and all
file additions. Used to start over again!
Use this in the Shareware and LITE versions to
CLEAR all the current levels you have read so you
can start over again if you've exceeded the file
limit of 5!
The `bReset All Files` option under File in Edit mode
also resets all file additions to none.
(See automatic restart options under Edit.)
y`b-m` (main) C:\DOOM2\DOOM2.WAD
Name/location of the main IWAD file. This file
determines DOOM/DOOM II, HERETIC or HEXEN
support. .
This path also determines the location of
DOOM, DOOM2, HERETIC, HEXEN or STRIFE .exe when
testing a level (registered only).
If you play DOOM, DOOM II, HERETIC, HEXEN and
STRIFE, you may wish to create a batch file for
each version using the -PRJ option to point to
different main IWAD files.
You must have created the projects ahead of time
(of course). This lets you quickly start DEEP in
the right mode. You can always switch modes
within the editor of course, but this makes it
quicker on startup.
Modify and make a copy of the batch file used
to execute DEEP (DEEP.BAT) if you desire pre-
defined automatic starts in the right game.
In one batch file you might enter:
y `bDeeP -prj DOOM1.PRJ %1... `
(for DOOM)
and in the second batch file enter:
y `bDeeP -prj DOOM2.PRJ %1... `
(for DOOM II)
y `bDeeP -prj HERETIC.PRJ %1...`
(for HERETIC)
y `bDeeP -prj HEXEN.PRJ %1... `
(for HEXEN)
y `bDeeP -prj STRIFE.PRJ %1... `
(for STRIFE)
Each time you change the name of the IWAD file,
it is saved in xxxxx.PRJ. Thus if you start DeeP
and do not override with a -m doom.wad command,
the last name you used is automatically read.
y`b-f` (file) file1.wad file2.wad ...
Add patch wad files to load. If no path is
specified, a path is added (see PATCH).
The `b.wad` extension is automatically added
if no `b.` is used. (This also erases all prior
saved PWAD information, i.e, it does a -n.)
y`b-p` (path) C:\DOOM2\WADS
Set the default path for reading and saving files
and for DIR (registered).
y`b-prj` C:\...\yourprj.PRJ
Set the default project to use on startup. The
default is the last one used.
y`b-v` # (video)
Set the default video mode number (resolution).
This is also set in the alt+F5 menu.
Experiment with this to see if your monitor is
readable at higher resolutions ( 800x600 looks
nice on many 15" monitors ).
Values for #:
1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
If the video driver detects an error, the
resolution is reset to 640x480.
y`b-d` new (driver)
Change the video driver. Use this if the VESA
driver does not work. Select the driver that
describes your video card. If the video card is
not listed, try to determine the chipset of the
video card.
Also use UNIVBE to try to emulate VESA! Find the
latest version (5.1) if 5.0 does not work.
Note: This also makes DeeP automatically
recalibrate the mouse timer value (F5 option).
x `y End of Section `
**---------------------------------------------------
||File Save File, Build Nodes, Test...
**---------------------------------------------------
b `y `
b `y File [Alt+F] `
b `y `
p `y DeeP / DPMI `
Be sure to test before saving from DeeP! Please read
README.DOC and README.1ST.
Normally if DeePBSP fails, DeeP will ask if you want
to restore your prior file. Reply Y to restore your
prior file.
If a failure is not detected or you do not restore
the level, you will get the message on returning
that the file you saved is not a WAD file. The file
is probably -0- in length. Copy the ~DeeP.wad or
~HeeP.wad back to the name you wanted so you now
again have a copy of the last level you changed.
(This is what the automatic restore does.)
DeePBSP will fail if you have overlapping vertices-
LineDefs, so be sure to run the check for this in
DeeP.
x `y Node Building Design considerations `
If the manner in which you build 2-sided objects is
not correct, you may get "floating" floors and
barriers. These types of errors are not caught by
the error checker, since 2-sided LineDefs have too
many valid combinations.
Basically, when you build an object, you should try
to have all the LineDef sidedefs (side1 or side2)
all facing the same direction, either all in or all
out. Failure to follow this guideline, may introduce
node conflicts. So if you have this type of problem,
examine the structure(s) surrounding the problem!
Use the final build mode (nodes are + numbers,
usually 4 to 8) for HEXEN.
Use TURBO mode (- numbers, usually -4 to -8) for
quick developement on slower machines or for
experimenting with nodes for HEXEN.
You can also vary how the first node line is
selected. Press F5, select Node options and press
F1 for more details.
Note : Sometimes LineDefs are drawn and configured
"incorrectly" on done on purpose to achieve a
special effect. Play the level to see if there it
was done on purpose? No too unusual anymore.
The following information is to see if you may have
an incorrect option in your system that is slowing
down DeePBSP.
Most of your PWADs should build in less than 30
seconds. For reference, MAP14 (DOOM2) or E1M5
(HERETIC) should take no longer than 5 seconds on
a DX486/33 in TURBO mode and 14 seconds in FINAL
mode.
No, final is not 3 times slower, it just depends
on the level. An average difference is about 2,
but it's so fast it hardly makes any difference.
We use TURBO for lighting fast test turnaround and
FINAL for the final stages. FINAL does a better
job of balancing the node tree. This is important
on large levels or slower machines.
For faster processors, the time taken is propor-
tional to the increase in speed. A DX2/66 is about
2.5 seconds and a DX4/100 is about 2.0 seconds
(depends on wait states).
A SX486/33 (no coprocessor) is about 80 seconds.
As you can see, a mathco really helps!
If your system is not within 5 seconds of this
value, you probably did not shadow and cache your
system BIOS. This is a big hit on all your work!
One system took over 1 minute, due to just this one
error!!
a `y File Name Length `
The largest path name for any file is 42 characters!
This includes the drive specification "C:\".
For example: C:\DOOM2\DeeP is 13 characters long.
The default path is always added to any file you
read or write, so don't forget to count it.
y`bNew Level`
Erases all information so you can create a level
from scratch.
It is suggested to increase the screen refresh delay
to at least 50ms (see [] commands) to keep the map
from flying all over the place. You may also want to
set this for small levels or if you are running a
very fast system. Or you may find the "EdgeMap"
scrolling option easier (see alt+F5 options).
y`bOpen PWAD`
Read a new wad patch file. The default directory is
set by the "patch" option. If not set, the default
follows DOS rules (usually where you started DeeP).
The level edited is automatically set to the first
one found.
y The characters `b.WAD` are automatically appended
y if no `b.` is found.
p`yRegistered only`
A file may contain only sound, sprite or texture
texture modications. These can be saved with any
level with the `bG`roup command.
Up to 56 files may contain levels and 10 more for
additional sound/texture/sprite modifications. If
you do not use the 56 levels for Maps,then the rest
can be used for more sound/textures/etc.
y`bEdit Level`
Select a different existing level to edit.
y`bSave`
Save the level as a PWAD file. Enter the name of the
file, including the complete path. If no path is
given, the file is stored in your current directory.
Press Esc or Cancel to not do anything.
If a file has been Read in with the same save name
it is renamed with the .BAK extension.
If you save to an existing name, but that file has
never been read, the file is overwritten.
DeePBSP should be run if you have changed any of the
map's geometry. You can ignore this if you do not
intend to play right now, but want to go to bed
(it is late).
p`yThe Shareware` version saves up to 5 files with
different names. The .BAK name counts as a name.
If you read in 5 levels and save using a different
name, the maximum is exceeded.
p`yThe Registered` version saves up to 56 files and
directly saves a grouped PWAD.
p`yClear the REJECTS`
This prompt does not appear on a save if the
CLearReject option is set (see alt+F5). It always
appears if you force a node build.
If you do not clear, the existing REJECT information
is copied. This is OK for slight tinkering with
existing DOOM levels, but not recommended for big
changes.
The REJECTS are not always cleared to give you
freedom to experiment easier. (DeePBSP only copies
REJECT data to make this easy.)
If you have a level that crashes, yet you can't find
anything wrong, try using the forced BUILD nodes
command and clear the REJECT to `bFF`. If your level
no longer crashes, you need to run a REJECT program
or reduce the number of enemies.
p`yDeePBSP` will work on any PWAD file, just remember
that it `bdoes not` clear the REJECT. DeePBSP will
fix many levels built by other node builders that
have `bHOM` errors.
It is almost 100 percent reliable. It works with all
the original levels. Be sure you run the complete
check on a level before you build nodes! See the
Node Depth/Node Line options for varying the BSP
output.
Some errors we've had in the past, turned out to be
DOOM coding errors (such as exceeding the number of
visible SideDefs). Even DOOM II will get the message
"exceeded number of visible planes" (or something
like that) for some monster levels we've built or if
we create too many steps in a spiral staircase.
The limit is 128 for 2-sided LineDefs (they can have
a different floor and ceiling "inside"). It was less
on earlier versions of DOOM.
If you get visi-plane overflows, build a "floor to
ceiling wall" to restrict your line of sight in the
area that caused the problem. You can also reduce
the number of LineDefs. The most common mistake made
is to build too good a "circle" with the polygon
tool. Make it less perfect and it will work!
If you run into `bHOM` errors, reduce the number of
LineDefs and simplify the area. Play the level and
see where you can reduce the number of visible level
differences without making a big impact.
Use the Grid feature when possible to minimize
problems.
y`bSave As new level`
Save the level with a different level number.
Select the level and the rest is the same as above.
y`bSave with RejectMask`
You are given the following options:
a`wReject Mask`
a`wSkip every` How many to fill with Pattern.
a`wPattern ` Pattern to fill the rest with.
255 selects all (0xFF).
Clear to 255 (`bFF) or any pattern you like for
TESTING or to have random fun.
Once you change either value from the default value
of 0, this prompt appears each time you build nodes.
To get rid of the prompt change it back to 0/0.
A skip value of 0, writes all the pattern.
A skip value of 1, writes one "00" then your
pattern, "00", pattern, etc. This is 50% pattern
coverage.
A skip value of 2, writes two "00" then your
pattern, etc, this is 33% coverage.
The Pattern also controls which sectors get
activated. For example 15 (`b0F`) with a skip of 0
is also 50% coverage in a different way.
This is useful to debug your level. With FF, you
can wander around the level with all the monsters
and yet you do not have to fight them off all the
time (most of the time).
In addition, this is a check to see if the enemies
are causing problems in your level.
y`bSave/Compile Hexen Menu F6`
This is a submenu with all the HEXEN specific level
building options. You can press F6 to immediately
open this HEXEN development menu.
Press F1 in the submenu for more information.
y`bReset All Files`
Erases all PWAD information and resets ALL levels
to the main IWAD.
y`bReset 1 File`
Erases the PWAD information for this file and
resets all levels that used this file to the main
IWAD.
y`bRead Project`
Switches to the game and files defined by the
project. This is how you go from editing DOOM to
editing HERETIC or HEXEN. It loads all files and
options active the last time the project was open.
For HEXEN, this is a powerful way to keep track of
Scripts and MAPINFO details automatically.
y`bRead Texture Group`
Reads in a set of predefined texture defaults.
y`bBuildNode`
Save the level and always rebuild nodes.
If you changed the Reject, the SaveRejectMask
prompt will also appear.
y`bBuildNodeAs`
Save the level with a different level number and
always rebuild nodes.
If you changed the Reject, the SaveRejectMask
prompt will also appear.
y`bSave Lump in a file `
Saves any PWAD (IWAD) entry to a file. All control
information is removed. For example, you could use
this to save MAPINFO (as above) and the result is
the same as the Save MAPINFO command. SNDINFO is
also another text file.
y`bSave Lump in a PWAD `
Saves any PWAD (IWAD) entry to a PWAD file. All
control information is kept.
Copies the data in the object lump and makes
it into a PWAD file named `byourname.WAD` con-
taining the object's name and data.
WadFile now contains the object in the format for
use by DOOM/HERTIC/HEXEN or DeeP. You can then read
this file in as a replacement for the Directory
Entry or Lump.
The existing `bName` (or lump) represents an
existing directory entry in any of the WAD files
you have read.
`byourname.WAD` is any valid file name and will be
overwritten if it exists.
You cannot use the same name as any PWAD you have
read already.
`bnewName` is the name to give the directory entry.
This is a quick way to export data from one WAD to
another.
You can "borrow" textures between different versions
by renaming the texture patchname (lump name) from a
name that doesn't exist in one to a name that does
exist in the other. For example, if you save the
HEXEN lump name W_354 and rename the lump DOOR15_1,
you can read that file into DOOM II and then the
DOOM II door is replaced by the HEXEN door (of
course you should use the Texture Color conversion
command for this to get the colors changed).
You use this as follows:
a. In the File Menu Reset all the Files/Levels.
b. Read in some PWAD you want to use replacement
textures in.
c. You read in all the textures you borrowed
using the PWAD file names you gave them (as
described above).
If you have lots of texture files, you will exceed
the file limit of 56. The solution is to read in 56
textures at a time and then group them into a new
file.
Then you use only 1 file for all 56. You can repeat
this process again and now have 112 textures in a
file, etc.
You can add exactly as many entries as there are
entries to start with. In other words, you can
double the size.
You can do as many replacements as there are entries
(of course).
DOOM, HEXEN, HERETIC and STRIFE each have
different color palettes, so the color of a DOOM
texture will not display correctly in one of the
other games (and visa versa), although you can
swap textures as described. Use the texture
conversion option to convert colors!
y`bSave Lump as a PCX file `
Saves any graphic entry as a PCX file. If the entry
does not display as a graphic, you cannot save it.
y`bSave and Group Files `
p`yRegistered only`
Group (or combine) all PWAD files together in one
file. When you `BRead` in more than one PWAD file,
you can combine them into one big PWAD. After you
have grouped a bunch of files into one file, read
the grouped file back in for a new working copy.
The new grouped file replaces all the prior files
you loaded automatically.
What might not be obvious is that this command
replaces `bANY` entry. Common examples are Sound,
Sprite and Texture lumps. The general rule is
simple, `BALL` PWADs you read in are combined into
one PWAD. These entries can replace any lump name
from sounds to demos.
The most common use is for combining many levels
into one PWAD. This makes it easy to play all your
favorite levels at once without ending the game.
Of course, each PWAD has to have a unique level
number.
Example : You have created 3 levels called
SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
time in the past (ok, you spent the last 4 week-
ends making them). Read all 3 of them using the
Read command under File.
1. SLIDE11.WAD
2. STORM12.WAD
3. GLORY13.WAD
Select Group Comand to combine them all.
To replace levels in a `Bgrouped` PWAD with
different (new) levels:
1. Read the grouped PWAD (the levels it contains
are shown).
2. Read in another PWAD with the level you want
to replace. (If the PWAD does not have the
correct level number yet, read it in first
and then SaveAs choosing the level you want.)
3. Group the PWAD again choosing a different name
than what you started with (otherwise you
would destroy the very file you are copying
from).
To edit levels in a `Bgrouped` PWAD :
1. Edit the level you want to change.
2. Save using the same name as before and copy
ALL the data when prompted.
You can also edit and save each one as
individual files (the way you created them to
start with). The same original name can be used.
This also lets you reassign the level identi-
fication, for example, from MAP03 to MAP11.
Example : Assume you read MIXEDBAG.WAD and
change SLIDE11.MAP (level = MAP11).
1. `BEdit MAP11` make the changes desired.
2. Save the level as SLIDE11.WAD (any name you
like of course).
3. `BGroup as MIXEDBAG.WAD` and now you're done!
Group reads the information in the files, not
what's in memory. That's why you have to save
them again (not a bad idea if you changed the
levels to keep from getting confused, we do).
All levels that do not belong to the Master WAD
file are written to the `bwadfile` selected.
y For the best backup `bSave` modified level(s)
with their own names before you group all the
levels!.
y`bTest Level`
p`yRegistered only`
Load DOOM(II) or HERETIC and play a level you
have saved (also `bShiftF1`). This tests only the
level defined by the current file active.
y`bTest all leVels`
p`yRegistered only`
Load DOOM(II) or HERETIC and play a level you
have saved (also `bCtrl+F1`). This tests the level
of the current file active AND loads all PWAD files
you have loaded. This can be any type of PWAD.
If you must have the older version of DOOM 1, turn
the Response File option off (1.9 is ok).
a ` `
a `w DOOM/HERETIC/HEXEN can thrash your memory,`
a `w either due to DOOM errors or mistakes in `
a `w your Level or Hardware problems! `
a `w `
a `w HEXEN messes with the timer tick and your `
a `w PC clock will no longer time correctly `
a `w if HEXEN crashes!! In DeeP the mouse will `
a `w not click correctly and the screen savers `
a `w will run way too fast. `
a `w `
a `w If you are using 0 Dram wait states, you `
a `w may have problems! `
a `w `
a `w We therefore recommend to cold-boot (push `
a `w the reset switch every once in a while to `
a `w minimize unexpected failures in DOOM, `
a `w HERETIC, HEXEN or DeeP! `
a `w `
The parameters -file yourfile.wad -warp xx
are automatically created. You may enter up to 80
additional characters.
Enter or change the testing options to what you
normally use. These are saved for the next time.
If you experience testing problems, make sure you
have a least 1 wait state in your Dram.
Type any external PWADs you want added FIRST,
followed by your normal test options. The
additional PWADS add extra graphics and sounds
to your level (do not enter your test level).
For example: (all on one line, can't do here)
a`w CHOOKV23.WAD CHKSTUFF.WAD `
a`w -skill 3 -nomonsters `
DeeP can also automatically load all the PWADs you
have read in when testing (Ctrl+F1 shortcut).
If you have DOOM and it's 1.666 or later, turn on
the Response File option. This allows you to bypass
the limitation of how much information you can pass
to DOOM from DeeP (DOOM II, HERETIC and HEXEN are
automatic).
Upon exit, you return to DeeP and everything is
restarted if you set the option to reload (see Edit
help).
a `wCheat Codes`
Search for Cheat or in normal Edit mode, select the
CheatCodes index.
y`bPrint`
p`yRegistered has no limit on print file size.`
Print the level to printer or a file (see below).
A file is saved in the current DeeP directory
or default path.
You can type in any legitimate path name, for
example, C:\mymaps\map01.hgl
Press F1 help in the print menu for more info.
y`bNodeVieweR`
This was made for our internal use and left in so
you can see all those pretty nodes<g>.
For HEXEN, viewing the nodes is a must to be sure
the node segments do not split an area for polygon
objects (swinging doors, etc.). You should always
try to keep lines aligned in the same plane to
keep the number of nodes down. If you have a
problem you can slide the area around or draw some
"extra" stuff to force the nodes to take a
different path. MAP01 in HEXEN is a good example
next to the sliding doors.
Press F1 for the options available.
y`bDOS Shell`
Shells to DOS temporarily. Type "exit" to return to
DeeP. Be careful not to start DeeP twice nor start
any of the games!!
For this command to work properly, you require
either a PATH= to your COMMAND.COM or a SHELL=
in CONFIG.SYS.
For example:
PATH=C:\DOS
- or -
shell=c:\dos\command.com c:\dos\ /e:1024 /p
y`beXit`
Exit the editor. Warns you if changes have been
made and you have not saved the file.
x `y End of Section `
**---------------------------------------------------
||CheatCodes Cheat codes for all
**---------------------------------------------------
p `y `
p `y DOOM cheat codes `
p `y `
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
I = DOOM only
II= DOOM II only
y`bidbehold` Displays a menu on the top line,
enter: S = strength
V = Invulnerability
I = Partial Invisibility
A = Full AutoMap
R = Anti-radiation suit
L = Light amplification visors
y`bidchoppers` Chainsaw
y`bidclev##` Warp (episode/mission)
y`bidclip` IIWalk through walls
y`bidspispopd` IWalk through walls
y`biddqd` God Mode
y`biddt` Toggles Automap (in automap)
y`bidfa` Full Ammo
y`bidkfa` Full Ammo, weapons, keys, armor
y`bidmus##` IIChange music (episode/mission)
p `y `
p `y HERETIC cheat codes `
p `y `
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
y`bkitty` Walk through walls
y`bravmap` Shows entire map (map mode)
y`bmassacre` Kill all monsters on level
y`bskel` All keys
y`brambo` All weapons, ammo, armor
y`bquicken` GOD mode
y`bponce` Full health
y`bshazam` Weapon Power Up
y`bengage##` Warp (episode/mission)
y`bgimme` Menu, select item and quantity
a = Ring of Invincibility
b = Shadowsphere
c = Quartz Flask
d = ?
e = Tome of Power
f = Torch
g = Time Bomb Ancients
h = Morph Ovum
i = Wings of Wrath
p `y `
p `y HEXEN cheat codes `
p `y (Registered Only) `
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
y`bcasper` Walk through walls
y`bmapsco` Shows entire map (map mode)
y`bwhere` Coordinate display
y`bbutcher` Kill all monsters on level
y`bnra` All weapons +full health/armor
y`bconan` No weapons
y`bsatan` GOD mode
y`bclubmed` Restore Health to 100
y`blocksmith` All keys
y`bsherlock` All puzzle pieces
y`bindiana` 25 of each artifact
y`bdeliverance` Pig mode
y`bpuke##` Script (01-99), runs script
y`bvisit##` Warp (01-41)
y`bshadowcaster#` Change character classs (0,1,2)
y`bticker` Frame rate counter
y`bmartek` Type in 3 times to die!
y`bnoise` Sound debug
y`binit` Restart level
p `y `
p `y STRIFE cheat codes `
p `y (Registered Only) `
p `y `
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
y`bomnipotent` GOD mode
y`bboomstix` All weapons
y`bjimmy` Most keys
y`bpumpup` Gives powers
y`bgripper` No sliding
y`belvis` Walk through walls
y`bstonecold` Kill all enemies
y`bdonnytrump` Get 300 gold
y`blego` Get another Sigil piece
y`brift##` Warp to level ##
y`bgrp` Show map position
y`bspin##` Switch music track## [-1-10]
p `y `
p `y STRIFE cheat codes `
p `y (Shareware Only) `
p `y `
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
y`bibgod` GOD mode
y`bstuff` GOD mode, guns, open, 100% health;
repeatable; +10% health
y`bkillem` Kill all enemies on level
y`bguns` All weapons +full ammo, 200% armor
y`bopen` All keys (repeatable); 3 modes:
none-> regular keys->special keys
y`bmoney` All cash and artifacts; max 100
artifacts.
y`bstic` Stealth boots (side effect: tic)
y`blistit$` Toggle/get power up
$= B Berserk
I Invisibility
M Mask
H Health 50/50/20
P Backpack
S Up Stats
T Targeter
y`bspirit` Walk through walls
y`bgoto#` Warp to level
y`bmoveme#` Teleport to map spot
y`ibrain` Toggle AI
y`bilive` Toggle auto use health (F5)
y`btic` Display fps dots (fps =70/(dots+1)
y`bidmypos` Display coordinates/angel hex
y`bidmus##` Switch music track## [-1-10]
x `y End of Section `
**---------------------------------------------------
||HexenMenu HEXEN scripts/compile development
**---------------------------------------------------
b `y `
b `y Hexen Development `
b `y `
Set the name and location of the text editor using
alt+F5 options.
y`bCompile Script `
Compiles the named script using the dynamically
loaded DEEPACC compiler. The object name is the
source name with a trailing ".O" added.
This always replaces the current BEHAVIOR object
name with the same name as your script file, but
the ending 2 characters are ".O".
Use the "Save with new Behavior" in the File menu
to save the new object with your PWAD.
y`bEdit Script `
Edits the named script file using the DOS or similar
editor.
y`bEdit&Compile Script `
Edit and Compile a script as above.
y`bDeCompile Script `
DeCompiles the named MAP using the dynamically
loaded DEEPACC decompiler.
y`bEdit MAPINFO `
Edits the named text file using the DOS or similar
editor.
Use the "Save with new MAPINFO" to save the new
object with your PWAD.
y`bSave MAPINFO in file `
Extracts the current MAPINFO and writes it to a
file. This is a text file you can edit as noted
above.
y`bEdit SNDINFO `
Edits the named text file using the DOS or similar
editor.
Use the "Save with new SNDINFO" to save the new
object with your PWAD.
y`bSave SNDINFO in file `
Extracts the current SNDINFO and writes it to a
file. This is a text file you can edit as noted
above.
y`bSave with new beHavior `
Save the level with a new HEXEN ACS script file
compiled using dynamic DEEPACC script compiler.
The script object file read replaces the current
BEHAVIOR resource for the level you are editing.
Press F1 help in the command for more information.
y`bSave with new Mapinfo `
Save the level with a new HEXEN MAPINFO text file
you have created. The text file read replaces the
current MAPINFO resource.
Press F1 help in the command for more information.
y`bSave with new Sndinfo `
Save the level with a new HEXEN SNDINFO text file
you have created. The text file read replaces the
current SNDINFO resource.
Press F1 help in the command for more information.
x `y End of Section `
**---------------------------------------------------
||PrintMap Printing Maps
**---------------------------------------------------
b `y `
b `y Printing Maps `
b `y `
p`yThe Registered version prints any size map.`
The map printed is exactly the same as currently
displayed on the screen for any resolution (please
refer to portait printing note).
You can zoom and get the zoomed MAP print. Use the
Zoom-to-Window to get the exact section printed!
(Hold the left button down and start drawing the
selection box around the area. Then while still
pressing the left mouse button, press Z.)
All maps print the level as shown on the screen with
three variations. Each type is automatically
selected by the edit mode (Things, LineDefs,
Sectors).
y`bThing mode `
Things are shown with an X on the map. If you
enabled Thing numbers or descriptions, these
will print too.
y`bLineDef mode`
Two-sided LineDefs are printed darker.
y`bSector mode`
Prints just the map.
y`bGrid Lines`
If the grid is turned on, it is superimposed over
the map at the grid size active.
There is a minimum grid size determined by the
current scale. This is to prevent printer memory
problems and to keep the map readable. If your
printer gets a memory full error, please increase
the grid size. Printing to a file and then letting
another program print it can solve some memory
problems. Be aware, however, that these programs
do not always accurately interpret HPGL commands
and print lines at the wrong thickness, especially
the grid (looks real ugly!).
There are three additional options when printing:
y`bLandScape`
This is the default. Clicking it OFF prints in
portrait mode.
In portrait mode the map is slightly elongated,
but makes a long map print with more printing space
for descriptions.
Slide the map over to the left of the screen to
get the map to print correctly on the paper.
y`bNumberThings`
Places the thing number next to each thing.
y`bThing Desc`
Places a maximum 10 character description next to
each thing.
y`bText 2X`
When you print a full size map, the printing might
be unreadable. Normally select 2X to make it twice
as large. Experiment to suit your printer and
taste.
y`bLD Line Specials`
Print any non-zero linedef special on the map. This
does NOT print if Things are also printed. (It
won't be readable!)
x `yPrint Operation`
If you have an HP printer that supports the HPGL
language, you can print directly to the printer.
If the printer prints characters and numbers
(e.g.,PD12,55), the printer does NOT support HPGL.
If your printer doesn't work directly, chose a file
for output. Then import it into Word for Windows as
an HPGL (.HGL) graphics file.
Set the page to Landscape and maximize the margins.
Use Insert Picture to put the map in a word
document, importing as HPGL of course.
You can then print the file from Word, using
Windows' print drivers for your printer.
You need Word's graphic import filter for .HGL
installed (one of the options on Word setup 6.0a
graphic filters). Download an upgrade for FREE from
Microsoft if you have 6.0. (See Word's About Screen
for the version number).
NOTE: If the map is very large, Word's import filter
does not scale correctly. Left click to select the
Map, then drag the right edge to the right margin.
This has been tested with Word 6.0a and Paint Shop
Pro and Corel PhotoPaint. Corel is pretty lousy.
If you know of others, let us know and we'll include
it here.
On some computers, you may get an error after
printing for a while. The message is out of our
control, just reply Y to retry. If you are out of
paper, put some more paper in!
We can't control this right now, it's a dumb
compiler problem, it won't tell us there is problem
with printing!
x `y End of Section `
**---------------------------------------------------
||Edit Edit Clipboard, Copy, Paste...
**---------------------------------------------------
b `y `
b `y Edit [Alt+E] `
b `y `
x `y ClipBoard Buffer `
x `y Undo Buffer `
There are two buffers available:
1. The `bClipBoard` buffer contains a copy of
the last object Copied, Mirrored, Deleted
or a copy of your last PWAD read in using
the "Open Clipboard PWAD" command.
2. The `bUndo` buffer contains a copy of the
level prior to performing any command that
changes the level.
Note: The following Ctrl+ commands are the same
as used in MS Word and other programs. This
makes it easy to remember for those familiar
with those programs, however, if you have never
used them, it may appear "strange". The keys are
grouped next to the Ctrl key and are easy to
combine for most of us <g>.
a`yCtrl+Z` Undo, restore level to prior state.
There is only one level of Undo. If you repeat
the command, it flips between the new and prior
states.
Most commands that change the map geometry make
a copy of the level before the change is made.
a`yCtrl+X` Cut objects (same as Del).
Deletes all the selected objects. The type of
objects deleted vary by Edit mode.
A copy of the object is placed in the `bClipBoard`.
Vertex mode: Depending on the VertexJoin Del option,
either deletes the vertex and joins the connected
LineDefs or deletes the vertex and all LineDefs
using the vertex (set in alt+F5 option).
LineDef mode:
Delete the linedef and all vertexes if the
vertexes are not in use by any other Linedef.
Sector mode :
Delete a Sector, all the linedefs and vertices
(as above) that reference the sector(s).
Things are also deleted if the Move Things option
(alt+F5) is turned on.
Teleport Things are always deleted when in Sector
mode.
All the deleted items are put in the `bClipBoard`
buffer. If you immediately change your mind, use
Ctrl+Z to undo the delete. If you have done other
changes, but have not reused the paste buffer, you
can use Ctrl+V to paste the object back, although
you may have to "connect" some part manually.
a`yCtrl+C` Copy objects (same as O)
Copy the selected objects to the `bClipBoard`.
You should always try to get complete objects, that
is, they should form a closed loop (see Paste
below).
Teleport Things are always copied when in Sector
mode.
If you move (by dragging) a Teleport landing Sector
(destination), you need to be sure that the
Teleport thing stays with the Sector. For HEXEN
this is not important, assuming you like the spot
already chosen.
If you are not in Sector mode or if the drag Things
option is not enabled, Teleport things are NOT
moved. The F10 check will catch this as a missing
Teleport thing.
In LineDef and Sector mode, `bshift+Left button`,
`bO` and `bCtrl+C` are all the same.
In Sector mode, Things are also copied if the
Move Things option (alt+F5) is turned on.
a`yCtrl+V` Paste objects
Copy the objects in the `bClipBoard` buffer to the
current cursor location. The current cursor
location is snapped to your current Grid size if
snap-to-grid is turned on.
Use `bCtrl+B` to view the contents of the ClipBoard
buffer.
Place the mouse where you want the pasted object(s)
to appear, then press Ctrl+V.
The objects can be pasted inside an existing sector
or placed in a new area. The resulting object Line-
Defs are adjusted according to the destination
sector. Briefly, DeeP automatically corrects or
deletes the appropriate information to make your
pasted object legitimate, yet still provide for
easy modification. Normally Sector mode is desired
to make "whole" areas. Sector mode always grabs all
the required "parts". LineDef mode is OK to use,
just be sure to finish off any partial areas.
1. Placing objects in an existing sector.
Be careful that the COMPLETE object(s) is
enclosed by the destination sector (actually the
LineDefs surrounding the object(s). If some
parts stick out, the resulting object may have
incorrect LineDefs (Sector references in
SideDefs)!
The exterior LineDefs of the object(s) are
adjusted to point to the destination sector.
If no exterior SideDefs exist, none are
added. To add them later, select them and press
Ins. A new Sector is created for the SideDefs
added. DeeP does not match the area you are in,
since it's much less work to match the sectors
than it is to add new sector references. While
the LineDefs are still selected, Right mouse
click (or press enter) in LineDef mode select
the sidedef and then enter the correct Sector
reference number. All are instantly fixed.
If you were planning to make a new area, the
Sector is there, ready to use!
You can also use Add 2nd SideDef, but this
tries to match sector numbers on both sides.
2. Placing objects in a new area (no sector is
there).
The exterior LineDefs of the object(s) have the
SideDefs deleted as required, since no exterior
sector is present anymore. This one can present
the most amount of "fixing" required if the
source object is in pieces.
NOTE : If you somehow fool DeeP into thinking that
you are in a Sector and you are not, move to an
area to outside the boundaries of the Map. Paste or
Mirror there and then drag the objects back. This
can happen if you have partial construction else-
where in the level. (Can also work in reverse, it
detects no Sector and you think there is!)
If you Paste/Mirror where DeeP thinks there is a
Sector, but you meant for it to be a new area, the
Exterior LineDefs are not correct. Same thing for
the opposite case.
If you surround them by a new area, then you are OK.
All you have to do is change the outside LineDefs
(sidedef) sector references to your new sector. But
if that's true, you should have made the target
area first and then Pasted into the area!
a`yCtrl+M` Mirror the object(s) selected
Mirrors the current selected object(s) to the
current cursor location (also see Paste).
A mirrored object is created as if a mirror
was placed at the current cursor location.
There are 8 possible mirror forms of an object.
An imaginary box is drawn around the object(s)
to mirror. The boundaries of the box decide what
form the mirrored object is to take.
Suggestion: Before you mirror an object, check
the level otherwise you will copy the object,
defects and all.
In Sector mode, all the LineDefs with the same
sector are mirrored.
In LineDef mode, only the LineDefs marked are
mirrored. Sectors are created as required. It
is possible that the area is "not closed" since
you can select incomplete areas.
`bCtrl+Left Mouse button` and `bctl+M` are all
the same.
a `y `
a `y Paste / Mirror Notes `
a `y `
For some situations manual correction is necessary.
The most common one occurs if 2-LineDefs point to
each other, for example:
│ sd2a sd2b │
─┤ ├─
│ (sector 3 ) │
Assume the sd2a is some sidedef2 that points to
sector 3 and sd2b is another sidedef2 also
pointing to sector 3. If you copy the LineDefs that
contain those those sidedefs, DeeP may think that
sd2a and sd2b are OK since they both point to the
same sector.
This is not always correct on outside boundaries.
If they came from a section that looked like this:
┌─────────────────┬──────────────────┐
│ Some Sector /LineDef area │
│ │
│ ┌──────┴──────┐ │
├─ │ sd2c │ ─┤
│ │ │ │
│ ─┤sd2a sd2b├─ │
│ │ │ │
└────┴─────┘ (sector 3 ) └─────┴─────┘
In the above example, sd2a, sd2b, sd2c were
originally a separate area all sharing the same
sector 3. DeeP will fix sd2c, since no sector
3 is found looking "South", but sd2a and sd2b look
OK (as mentioned earlier).
If the source object (in the Clipboard or from the
selected objects for Mirror) is not complete, that
is, some parts (LineDefs) are missing, DeeP
attempts to determine what to do.
If the object(s) selected have an open area between
their own LineDefs (such as a spiral stair), they
will appear as a "good" sector to DeeP, as noted
above, but that sector was originally the sector
that the object(s) came from.
So adjust as required, by deleting those areas that
DeeP could not determine as valid or ADD the
missing sector by completing the pasted object(s)
and correcting the LineDefs and Sector references.
y`bAdd Object` (Same as `bIns` key)
If you insert multiple Sectors at the same location
they are deleted when you run the Xref check (if
you never use them.
New Sectors use the default values you set in
Texture defaults.
Also refer to the documentation of the `bIns` key
for some more information.
x `y Ins Vertex mode `
x `y Line Drawing Tool `
This creates the LineDefs/SideDefs/Sectors for a
level.
You can start Line Drawing Mode three ways:
1. From Vertex mode, quickly double click the left
mouse.
2. Pressing Ctrl+D from any mode.
3. Quick double right click and select LineDraw.
Insert Mode continues until you stop it with the
Right Mouse button (the normal method), press the
`bEsc` or `bIns`key. If have made some lines already,
press either of these again to exit.
LineDefs, SideDefs and Sectors are automatically
created.
There are two variations in Vertex mode:
`b1`. If 1 or no vertex is selected, press the Left
mouse button to create Vertices/LineDefs.
if 1 vertex is selected, the next vertex is auto-
matically connected to the one selected. Use this
method to connect multiple areas.
Draw over an existing LineDef of the old area to
automatically make the old LineDef 2-sided and
make the new sector share the same character-
istics as the one you are connecting to.
Each time the Left button is pressed a Vertex and
a LineDef is created (if you have 2 or more
vertices).
a `y Joining Areas `
If you are joining areas, move the cursor over an
existing vertex in the area to join. Make it
select (bottom box shows it and the vertex lights
up/sound) and then press the left button. The
existing vertex is now selected and joined to the
priorvertex.
Go over the existing LineDef to make it 2-sided
somewhere in your creation path.
If you miss, manually move the vertex by dragging
it on top of the other one (stop insert mode
first by pressing the Right Mouse button).
The current grid is used to align vertices
(Snap-to-Grid active).
A grid of 8 is recommended. Move an existing
vertex to make it line up if you can't match
because the grid misaligns it.
a `y Splitting Lines `
If you place a vertex directly on top of an
existing line, the line is automatically split.
The line turns color (default RED) and shows the
line as split. If the line did not turn color and
the "arrows" did not appear at the when the
vertex was created, you "missed" the LineDef.
Increase the Zoom, adjust the grid or snap-to-
grid as appropriate. If the LineDef is on the
grid, snap-to-grid should be on. If the LineDef
is off the grid, turn snap-to-grid off. You
should also set the grid size to match the area.
`b2`. If exactly 2 vertexes are selected, a new
LineDef connecting the two is created. Insert
mode automatically ends.
This is mostly used for odd situations where
you are connecting two separate areas or you
are fixing a mistake.
Press the Right button to stop inserting. The last
two open vertices are connected, creating the last
LineDef to close. The SideDefs and Sector is
automatically created (unless you turned Auto Insert
Sector OFF).
If you do not want the LineDefs closed, press the
`bEsc` key.
A check is made to see if any obvious overlaps exist.
The check can be turned off in Edit Options for
faster operation.
If you press `bC`, the command is immediately
stopped and no SideDefs and Sector are created.
When creating an area, you should end up with all
the LineDefs forming a complete loop. All the arrows
should point the same way.
x `y Rooms and Objects `
Rooms:
Draw Rooms clockwise. An inner New sector is created.
All the LineDefs are 1-sided.
Objects:
Draw Objects inside a room counter-clockwise. The
room Sector is assigned to the LineDefs made.
If you do this outside a room, a brand new Sector is
assigned. If SmartDraw is enabled, the LineDefs are
automatically flipped to clockwise, since normally
that's how they should be for a Room. DeeP assumes
you made a mistake and fixed it for you. If you
don't want it to do this, turn SmartDraw off and
DeeP will assume you know what you are doing!
You will fix this of course. This results in a
Sector not closed message if you forget.
Flip the LineDef (F8 Misc menu) to correct any
errors.
LineDefs that do not loop result in Sector not
closed messages. Also LineDefs that butt heads
(they do not all go the same direction) also cause
Sector not closed errors (if not 2-sided).
If the ends do not touch, use method 2 above to
connect the opening or select one of the vertices
and drag it on top of the other one. Reply yes to
merge them together (works only if you haven't
turned the check off).
If you want to Insert Sector for the inner portion,
complete the unfinished area by selecting all the
LineDefs (or outline a complete `bclosed area`).
Then switch to LineDef mode (press `bL`) and press
`bIns` again to create SideDefs and a Sector for the
inner area. Now all the LineDefs are 2-sided.
x `yIns LineDef mode`
In LineDef mode when a group of LineDefs are
selected and you press `bIns` a new Sector is
created and one SideDef in each LineDef is bound to
this Sector. The edit mode will switch to editing
Sectors.
Normally, SideDef1 already exists, so it adds
SideDef2 to all the sides and makes the LineDefs
2-sided with no textures.
If SideDef1 did not exist, it adds SideDef1 and
nothing else.
x `yIns Sector mode`
Use this to create a new Sector that you are going
to manually reference with a SideDef or to replace
a Sector that was manually deleted in the SideDefs
and now you want it to have a different sector.
This is normally done, when you can't change the
existing Sector, since it is shared by other
enclosed areas (you would change all of them),
so a new one is created.
The LineDef/ SideDefs involved are manually changed
to point to the new Sector.
Select and modify LineDefs by using the Del key to
get rid of Sectors/SideDefs you don't want and add
new ones back in by pressing Ins. You may also want
to change the references to SideDefs or Sectors to
-1, the same as deleting them, with the advantage
that you can tailor each individually without any
danger of loosing it all!
x `yIns Thing mode`
A new Thing matching the current object selected is
created.
y`bDelete Object`
Same as `bDel` key. Press the Del key again to
confirm the deletion.
For Vertex mode only, the Vertex and all connected
LineDefs are Joined OR if the VertexDel Join option
is turned OFF, the Vertex and all connected
LineDefs are deleted (see VertexDel).
y`bClear Selection`
Same as pressing C to clear or hold the Left mouse
button down for about 1/2 a second.
y`bThing Filter Mask K`
Clear/Mark the boxes to display or not display the
items shown.
The mask also controls the Things selected by a
selection box drawn around the Things.
Press F1 help in the command for more help.
a `wAll the options below are saved in the file `
a `wDeeP.CHK and appropriate Project and Texture `
a `wconfiguraton files. These files are automat- `
a `wically created the first time you start DeeP.`
a `wDelete this file if it gets damaged somehow. `
y`bOpen ClipBoard PWAD `
Places the contents of the PWAD read into the
clipboard (including Things). This data can be
copied with the Paste (Ctrl+V) command.
y`bview ClipBoard Ctrl+B`
Displays an image of the current object(s) in the
clipboard (including Things). This is the data
copied with the Paste (Ctrl+V) command.
y`bView/PCX Export Sprites `
Display any Sprite in the IWAD file.
Use the +/- keys to Zoom.
Any sprite can be exported as a PCX file. Press
the Export button.
y`bView/PCX Export All Graphics `
Display any Graphic in the IWAD file.
Use the +/- keys to Zoom.
Any graphic can be exported as a PCX file. Press
the Export button.
y`bview PCX Images Ctrl+F7`
Displays screen shots made while playing the game.
The PCX viewer is made for 256 color PCX files only.
Press F1 for more information in the command.
y`bview Active Files `
Display all files read in.
y`bview Lump Contents `
Displays the contents in HEX and character for any
IWAD/PWAD entry. You can print just the current page
displayed or the complete file.
y`bSave and make an IWAD `
p`yRegistered only`
Build a new main WAD file (all umpteen megabytes)
y replacing levels with any PWAD you have `bRead`.
y`bConvert File into PWAD `
Copies the data in a File and makes it into
a PWAD file containing the directory entry name
(lump name) selected and File data.
y`bFile` is any existing file with data in a
format usable by DOOM/HERETIC/HEXEN.
The resulting name cannot be the same name as any
PWAD you have read already.
y`bLumpName` represents a directory entry name. If
you intend to replace a directory entry with this
file, choose an existing directory name.
This is useful only if File is in the correct
format for use by DOOM. You can then read this
file in as a replacement for DirEntry.
y`b Texture Composite Viewer `
Use this feature to select the actual Lump name when
you replace textures or want to draw on a texture.
Briefly, the textures in the games consist of one or
more "patches" or pieces. DOOM and DOOM II had many
composite textures. This was cut down quite a bit
in HERETIC and HEXEN. The original purpose was
probably to save disk space.
Press F1 for more information after selecting this
option.
y`bConvert Textures`
Registered only
Converts all textures read from PWADs to the
palette required by the current game. This means
you can lift textures from DOOM/II and give
HERETIC and HEXEN a lift (you can go the other
way too).
Press F1 for more information after selecting this
option or see ConvertTextures.
Note : Please see `bColorMatching` for controlling
the palette matching process.
y`bExport all Textures `
Saves all the textures into one separate file
(advanced). Optionally this includes the TEXTURE1,
TEXTURE2 and PNAME entries. Leaving the latter out
makes it less confusing when you read (open) the
file later for conversion.
The TEXTUREx and PNAME lumps control the names of
textures and what lumps belong to what texture
names. If the TEXTUREx and PNAME entries are
included and you read this file in, they override
your current game TEXTURE and PNAME entries. The
message about incorrect texture defaults appears.
Ignore this message in this condition.
You don't have to make this file if you just want
to customize a few texture patches.
If you just want to change a few patches, use the
save Lump to a PWAD command, selecting only the
patches you wish to change. Then either group these
patches (after you modify them) with your level or
all them in the -FILE command when you play you
level.
For example, DOOM -FILE MYLEVEL.WAD -MYTEXTUR.WAD
This command can be used to create:
1. A file containing all the textures you want
to convert from one game to another.
2. A file containing all the texture you want
to modify using the ADD drawing mode.
For example, if you are in DOOM mode, entering
`this command creates a file containing all the
DOOM textures. You then put DEEP into HERETIC
mode (by reading a HERETIC project), read in
this file and then choose texture convert from
the file menu to convert these textures to HERETIC
colors.
If you want to draw on the textures, open the
file just created and then select Draw on Any
Graphic.
y`bExport all Flats `
Saves all the floor and ceiling graphics into one
separate file (advanced). Use this to create a
file with all these graphics so you can modify them
using "Draw on Any Flat" command or any other
program.
All the Flat lumps have to be together for DOOM to
recognize your changes in an external PWAD. The
special entries F_START and F_END are automatically
copied.
y`bDraw on Any Graphic `
You can draw on any wall texture, sprite or other
graphic following the "texture" storage format.
This includes many other graphic symbols, such as
the fonts, logos and special screen display
symbols.
y`bDraw on Any Flat `
You can draw on any floor or ceiling texture. They
have a special storage format.
y`bSave Palette to a File `
Save the current PLAYPAL entry to a text format file
compatible with the PaintShopPro (or any JASC
enabled) graphics drawing program. Makes it a snap
to instantly match the palette exactly.
y`bLoad Options/Etc Alt+F5 `
Changes the default values for the video resolution,
files, and various startup options. Press F1 in this
selection to see more help.
y`bSet DeeP Options F5 `
Select from the options show below.
Press F1 in this selection to see more help.
x `y End of Section `
**---------------------------------------------------
||GraphicViewExport Save graphics as a PCX file
**---------------------------------------------------
b `y `
b `y PCX file creation `
b `y `
You can create PCX files at various locations in
DeeP.
1. Save Lump as a PCX file in the File menu. This
selects any texture or flat graphic and lets you
create a PCX file.
2. View/PCX Export Sprites in the Edit menu. This
selects only Sprites.
3. View/PCX Export All in the Edit menu. This
selects only "texture/sprite" type graphics.
Flats are ignored.
4. In the Duke Nukem 3D menu, you can export the
graphics from the .GRP or TILESxxx.ART files.
x `y End of Section `
**---------------------------------------------------
||Options Set DeeP Options
**---------------------------------------------------
b `y `
b `y DeeP Option Menu `
b `y `
a`yTexture Defaults `
Changes the default values for wall, floor, ceiling
textures for the different type of objects and floor
and ceiling heights. (Press F1 within the selection
for more information).
a`yNode Building Defaults `
Changes the default values for DeePBSP, the nodes
builder. Press F1 in this option for details.
a`yProject Options Alt+F5 `
Select your main editing files projects and
settings. Press F1 in the option for more
information.
a`yHighest Drive to use `
Limits drive selection. Press F1 in the option
for more information.
a`yMouse Options `
Sets the mouse sensitivity, timing and button
delay values.
a`yZoom Options `
Changes the default values for Zoom. A Zoom
increment/decrement value of 0 uses the same
scaling as prior versions of DeeP.
a`yMap Options `
Sets the speed of the map scroll, sensitivity
range for selecting objects and gap to allow
before vertices are close enough to "merge".
a`yMenu Color Settings `
This sets the colors for the menu displays, the
mouse and dialog boxes. Press F1 in the Color Option
menu for more information.
a`yMap Color Settings `
This sets the colors for map display. Press F1 in
the Color Option menu for more information.
a`y Main Palette Colors `
Select and set the color value for the primary color
selections. This changes the values available in
Mouse/Line Colors above.
Press F1 help in Palette menu for more information.
a`y Color Matching `
Color matching is used to control the algorithm for
matching the colors from one palette to another.
When you read a PCX file or translate the textures
from one game to another, you are converting colors.
This option lets you vary the results.
Press F1 help in the Color Matching menu for more
information.
x `y End of Section `
**---------------------------------------------------
||TextureP Texture Defaults
**---------------------------------------------------
b `y `
b `y Texture Defaults `
b `y `
Changes the default values for wall, floor, ceiling
textures for the different type of objects and floor
and ceiling heights. For HEXEN, the door and lift
speeds and delays are also here, although these
values are automatically updated as you change them
in making a level.
Save these defaults to a different name by selecting
the alt+F5 menu, selecting Set Texture Group and
entering a new name.
The value for the Floor/Ceiling increment is used
when the PageUp/PageDown keys are used in the number
boxes for ceiling and floor heights. The values are
increased/decreased by this amount.
Edit these to suit your taste. When you follow a
theme, you may want to make the defaults follow your
main idea. For example choose stone defaults for a
castle theme.
The textures values for DOOM are for DOOM II. Adjust
the values for DOOM.
Any textures can be used for walls with only 1-side.
For walls with 2-sides, you have to be careful if
you use textures on BOTH sides.
Textures come in 2 flavors, single patch and multi-
patch. All textures start out (of course) as a
graphic. If a texture is made from only 1 graphic,
it is suitable for use anywhere.
A texture made from a composite of other textures is
called multi-patch. That means that a combination of
graphics combine to make the texture you see. If you
use the Picture command (end DeeP graphic mode and
enter the character mode prompt) you see ALL the
raw graphic elements of DOOM/HERETIC.
Some of the textures look just like the walls
textures, but the name is not the same. If the
graphic is exactly the same, then that graphic is
a single-patch for that texture.
If you examine the others, you'll see that by
combining them, you have the other textures. These
composites are multi-patch textures.
The texture selection box displays the number of
patches for a textures to help you decide if the
texture is suitable.
The default textures are all 1-sided to keep
beginners out of trouble with textures. Bad textures
cause weird colors and a "freezing" of action. If
you run the Check option, it will tell you where you
have problems automatically.
You can choose textures made up from a combination
of other textures (patches), but you have to be
careful not to use them where you have textures on
both sides of a wall.
a `y Ceiling `
The ceilings for objects are only used if you are
making a Room. This is an object that is not inside
an existing area. If an object is made inside an
existing area, the current ceiling is used.
a `y F_SKY1 `
F_SKY1/F_SKY is a special texture name results in the
SKYx textures used for upper Textures and Ceilings.
When you create predefined Teleports objects, DeeP
looks for this name. If F_SKY1 is used, the Teleport
ceiling is also set to F_SKY1, not the default value.
a `y Texture Sizes `
The floor and ceiling textures align on a 64x64
grid. Most of the time you don't care. When you make
small areas, the way the texture appears is decided
by how it aligns on the grid.
So for teleports, they look best if they align
perfectly on a 64x64 grid.
Walls have similar guidelines. Use the X-axis
(left to right) texture alignment to minimize the
number of "lines" in a wall. For short walls it can
make a big difference how good the walls look.
Stairs are a good example.
This is a judgement call and takes some experience
to decide. This is normally done when you are
finishing a level. One of the detailing steps!
Top to bottom (Y-axis) alignment is trickier, but
made a lot easier with interactive texture align-
ment. You can see the textures drawn with the offset
directly on the screen!
The simplest is to try and Unpeg the upper or lower
texture (see the Unpegged discussion in LineDefs).
For 1-sided LineDefs:
1. Normal textures are always drawn from the top down.
2. Unpegged textures are drawn from the bottom up.
For 2-sided LineDefs:
1. Unpegging the Upper texture draw the texture from
the top down. Normally they are drawn from the
bottom up.
2. Unpegging the lower texture draws the Lower
texture from the bottom up. Normally they are
drawn from the top down. In some situations, the
DOOM engine adds its own "height" offset before
drawing the texture. We are almost done making
all this automatic too.
x `y End of Section `
**---------------------------------------------------
||UserTools Set User Tool Names
**---------------------------------------------------
b `y `
b `y User Tool Menu `
b `y `
You can define up to 4 tools for your use. The first
two tools are shared by ALL projects. Tools 3 and 4
are specific for the project active.
The name of the tool can be any legitimate name.
Typical names are EDIT.COM, MYBATCH.BAT, SOME.EXE
and so forth.
Successful execution of the tool depends on
available memory and compatibility with DeeP's
DPMI mode. Test out your tools right away to see
if they are compatible.
x `y End of Section `
**---------------------------------------------------
||ChkOptions Map Checking Options
**---------------------------------------------------
b `y `
b `y Map Checking Options `
b `y `
a`y Upper Textures `
Check to see if any Upper textures are missing.
a`y NormalTextures `
Check to see if any Normal textures are missing.
a`y Lower Textures `
Check to see if any Lower textures are missing.
a`y X offsets `
Check to see if X offset exceed texture limits.
a`y Y offsets `
Check to see if Y offset exceed texture limits.
a`y Multi-Patch `
Check to see if texture has more than 1 patch.
a`y Sector Closed 1`
Check to see if all linedefs match.
a`y Sector Closed 2`
Check to see if all SideDef references match.
a`y Thing in Sector `
Check to see if all Things are in sectors.
a`y Things on Top `
Check to see if all Things are on top of each
other.
a`y Check Tags `
Check to see if that LineDefs have tags where
required and that a matching Sector is found.
x `y End of Section `
**---------------------------------------------------
||SetupOptions Setup & Edit control options
**---------------------------------------------------
b `y `
b `y Setup & Edit control Options altF5 `
b `y `
The following options are toggled as shown:
In the display boxes, Red = ON, White = OFF.
x`y Options `
a`ySound Selection`
Sound when object is selected.
a`ySound Errors `
Sound when an error occurs.
a`yLineDef Split `
Perform a check to see if any vertices are on top
of a LineDef every time Vertices move. Disabling
this speeds up editing large levels at the risk of
missing mistakes you might make.
An overlap check for Vertices is always done.
a`ySelect Object0 `
Select object 0 the first time.
a`yAdditive Select`
Add currently selected objects to all in the
current select box.
a`yAuto Start `
Automatically restart DeeP in Edit mode,
Use -n when loading to temporarily suppress.
a`yAuto Load `
Automatically reloads the last PWADs you were
editing.
Use -n when loading to temporarily suppress.
a`yGrid Dashed `
Set grid lines to be dashed or solid lines.
a`ySelect Dashed `
Set select box lines to be solid or dashed.
a`yCache Textures `
Activate this to speed up the display of textures.
You should have at least 5MB free when you start
up. Turn this OFF if you run out of memory.
The first time the textures are displayed there is
some delay, subsequent displays use the resident
copy.
If you use up the memory for textures, the Thing
display will not have any left. So if you display
things in picture mode on the map, you may not want
to cache textures if you have limited memory.
Any texture over 32,768 is not cached. There are
a few of those. This compromise lets more "small"
textures be resident, rather than a few "big"
ones.
a`yThick Lines `
Increase the line thickness to 3. Useful when you
use large monitors at high resolutions or use a
white background.
a`yResponse File `
When testing, create a response file. This is
always done for DOOM II and HERETIC. DOOM 1.666 and
later also supports this. The default is a response
file, since the older versions have more problems,
so most are newer?
(See Testing help under File help).
a`yVertex Arrows`
Places direction arrows in Vertex Mode.
a`ySnap Cursor`
Cursor automatically follows menus.
a`yExpert Mode`
Turn this ON to not have confirmations for deleting
anything nor a warning when you flip SideDefs. Be
careful to catch loose fingers <g>.
Sector create and merge error messages also do not
appear! So be sure you check your work.
a`yThing Picture `
Display a picture of all Things in any edit mode.
The type of Thing (circle or picture) is set by the
last setting in `bT` display. See what you like!
The default is a cross.
a`yMenu Nesting`
Keeps menus displayed until you quit by pressing
Esc or clicking the Right mouse button.
If you turn this OFF, all of the menus, except for
Things, exit after you select one item. This
behavior is similar to DEU. You may wish to switch
this back and forth, especially if you are
"touching" up a level.
a`yShowDrawLength`
Displays the length of each line in LineDrawing
mode next to the cursor.
OFF displays no line length. The length is also
displayed in the upper left corner.
a`yTexture Display`
Wall textures are displayed on the right side if
this is turned off. Experiment to see which way
you prefer to see the textures.
a`yCeiling Display`
Ceiling textures are displayed on the right side if
this is turned off. Experiment to see which way
you prefer to see the textures.
a`yButtonEdge move Map`
Turn to ON if you want to press a mouse button to
move the MAP when the cursor is at the edge of the
screen.
The default is OFF and the screen moves when you
reach the edges.
You can also switch between either mode by
pressing `bShift+F10`. This toggles from one mode
to the other.
Note: If the ScrollLock key is turned on, the
mouse cursor never scrolls the map.
B `y VideoMode `
a`y 1 640x480 `
a`y 2 800x600 `
a`y 3 1024x768 `
a`y 4 1280x1024`
Sets the video resolution desired.
If your video board does not support the resolution
and the video driver is able to detect this, the
resolution is reset to 1 (640x480).
The video driver is changed by loading Deep -D new.
B `y File Locations `
You can use the cursor, Home, Delete and End keys
to edit the name.
a`y 5 Set Project Name `
This selects the type of game you want to edit.
Be sure to use the correct Project for the type
of game you are editing.
There are 5 predefined project names:
DOOM1.PRJ = DOOM (original or Ultimate)
DOOM2.PRJ = DOOM2
HERETIC.PRJ = HERETIC
HEXEN.PRJ = HEXEN
STRIFE.PRJ = STRIFE
Press F1 help when selected for more information.
a`y 6 MainWAD File `
Enter the location and name of the IWAD file.
For example: `bC:\DOOM2\DOOM2.WAD` for DOOM2.
The maximum length is 43 characters!
Press F1 help when selected for more information.
a`y 7 Save Path `
The default Drive and Directory path choosen
when you read or save files.
a`y 8 Paste Path `
The default Drive and Directory path choosen
when you read into the paste buffer using the
Open Clipboard PWAD command.
You can manually type over the drive:\directory
when you read or save, this is the default if no
entry is made.
The maximum File path length is 26 characters!
Press F1 help when selected for more information.
a`y 9 Set Texture Group `
This step creates a Texture Group file for all the
current texture defaults.
Press F1 help when selected for more information.
a`y A Script Editor `
This sets the path and name of the HEXEN text
editor for scripts, MAPINFO or SNDINFO.
a`y B Duke Nukem 3D `
This sets the path and name of the Duke Nukem 3D
DUKE3D.GRP file. The Duke Nukem 3D menu requires
this file.
a`ySector Join`
This is for Vertex LineDef drawing mode only.
If this option is ON, when you draw over an
existing LineDef the Sector used by that LineDef
is extended to the new area drawn.
Press shift+Right Mouse button to override the
setting.
When this option is OFF, the opposite is true.
Even if you draw over an existing LineDef, new
Sectors are always created.
To override this setting, press shift+Right Mouse
button to join to the existing Sector.
(Draw over only 1 LineDef).
a`yVertexDel Join`
This is for Vertex mode only.
If this option is ON, the Del key deletes a vertex
and joins the two LineDefs (on each side of the
vertex) into one.
If no LineDef is connected to the vertex, the
vertex is always deleted.
If this option is OFF, the Del key deletes all
LineDefs connected to the vertex.
Press shift+Del to perform the opposite of this
setting. For example, if Join is set, press
shift+Del to delete the Vertex and the LineDefs,
rather than joining them.
a`yEnable Undo`
Normally you would not change this. This sets
support for the Ctrl+Z Undo command.
If you have a HUGE level, only 4MB of RAM and who
knows what else, you may have to turn the Undo OFF
so you have enough memory for other stuff.
a`yMove Things`
Turn this ON if you want Sector copies and deletes
to also copy and delete the Things in the Sector(s).
This takes a bit longer, depending on the machine
and level size.
a`yDrag Things`
Turn this ON if you want Sector Dragging or
rotating to also move the Things in the
Sector(s). This takes a bit longer, depending
on the machine and level size.
Only Things in the same sector(s) you are
dragging or rotating are selected. If you have
sectors within sectors, select them ALL to drag
all Things!!
Sector that are indirectly connected do not have
the Things moved. Those are the LineDefs that
"slant" with the Sector when you move.
Things are also moved if you rotate Sectors (using
the < > keys).
NOTE : If LineDefs are incorrectly drawn with
incorrect SideDef references (also called "sector"
not closed"), Things may not be selected. There
are also some cases that may "miss" a thing due
to integer rounding errors.
a`ySmartDraw `
Turn this OFF if you are drawing areas where the
Intelligent Inference Drawing (IID) code is
flipping your LineDefs and you want them as drawn.
This occurs when DeeP determines that all SideDef1s
do not point to a matching sector and thus
concludes that you must have drawn it backwards.
This is normally a correct assumption, but being
smart can also make it stupid, so this option is
here just in case!
In addition, Smartdraw checks for correct SideDef
Sector references and attempts to automatically
correct them. If you are trying for special
effects, you may wish to turn this off, although
it's probably easier to just manually force
"tricks" when desired.
a`yClearReject`
Turn this OFF if you want to always answer the
Clear Reject prompt. You may want to do reply No
to the prompt if you have a level that has a good
REJECT (which took some time) and the changes you
made will not change anything.
You can always temporarily override by using the
Build Nodes option when you save. The prompt always
appears when forcing a node build.
a`yGroupSave `
Turn this ON to always save grouped PWADS.
No prompt will appear.
a`yTool Continue`
Turn this OFF to end Tool mode after one object
object (Rectangle/Polygon/etc.) is created.
ON keeps the Tool active so you can make more
objects of the same type.
a`yShowDragLength`
Displays the length of up to 30 LineDefs when
dragging in LineDef or Vertex mode. This provides
instant feedback on the length of the line(s)
dragged, making is very easy to set the length
precisely.
Use the F5 MAP option to change the maximum number
of lines displayed. The default is 3.
Turn this OFF if you do not want to see lengths
displayed.
a`yCursorKeys move Map`
Turn to ON if you want the cursor keys to move
the MAP instead of the Home/End/Page keys.
The default is OFF and these keys move the mouse
cursor.
a`y3D Buttons`
Turn this OFF if the 3D buttons don't look good on
your monitor.
x `y End of Section `
**---------------------------------------------------
||HighestDrive Highest Drive to automatically check
**---------------------------------------------------
b `y `
b `y Highest Drive Setting `
b `y `
This setting is used in systems with network drives,
"changer" CDROMs or with BIOS additions for E-IDE
support.
The DeeP default automatically checks for all drives
in the open dialog boxes. If you are connected to a
network or have one of the CDROM changes, it can
take a long time to select all the drives. Any
number greater than 3, restricts the selection to
the number of drives entered.
The number corresponds to the alphabetical drive
letter as follows: 3=C, 4=D, 5=E, 6=F, 7=G and so
on. The minimum number of drives always includes
A, B and C (3).
You can still manually select any drive (even past
the limit) by entering the fully qualified name in
the filename selection box.
For example, N:\CDROM1\PLAY.WAD
Some E-IDE addons do not identify the number of
logical drives correctly (e.g., Promise 2300+).
Enter a number greater than or equal to the number
of logical drives on your system.
Similarly, SCSI software drivers may not properly
identify themselves. Directly enter the drive+
directory+filename in the main name selection to
select the file.
x `y End of Section `
**---------------------------------------------------
||ZoomMouse Zoom/Mouse/Map/Node/Color Options
**---------------------------------------------------
b `y `
b `y DeeP Options accessed via F5 `
b `y `
x `y Node Building Options `
a`yFinal Nodes `
HEXEN usually requires FINAL mode and most DOOM/
HERETIC levels are OK in TURBO mode. Experiment
to see what works best for you. FINAL mode also
does a better job of balancing the node tree.
This helps performance on large levels.
a`yTurbo Nodes `
Use TURBO mode nodes built for rapid development.
They normally built at least twice as fast as
final.
a`yNode Depth 1-20`
For some Maps, vary this value to try to fix
"barrier" problems you may encounter with large
levels or disappearing walls. This is usually
cause by 2-sided lines drawn clockwise instead
of counterclockwise.
A lower value is recommended (like 4) to start
with. Also try the two ways of building nodes,
TURBO vs FINAL as well as controlling the
location of the first node line (see below).
Changing the angle of LineDefs also can fix
problem areas. Try to make vertex points align
with other vertices if possible.
A different nodebuilder using a different
formula, may also fix the problem. This is
fairly unusual, although has been observed.
WARM is one recommended alternative, but not
BSP1.2.
x `ySplitting the MAP`
The default value method evaluates the first node
location according to the Node Depth algorithm.
NONE of the options below are selected. Normally
you do not select any of the splitting options.
Sometimes, the algorithm can be helped along by
YOU by specifying in which direction the first
node should be split.
The following values are valid:
a`yAuto Split `
Let DeePBSP automatically decide which way to
split your level (suggested as the first choice
when starting to playing around with this).
a`yHorizontal Split `
Force DeePBSP to split your level horizontally
a`yVertical Split `
Force DeePBSP to split your level vertically
There are two advantages to customizing the value
for your levels:
1. You can "see" the level and know that some odd
shape is misleading the first split. Hence,
with your insight you can sometimes improve the
node balance which can result in faster play for
large levels.
2. For HEXEN, this gives you an easy way to vary
the nodebuilder. By varying the location of the
first node, it is possible to avoid HEXEN
polyobject subsector errors.
To get an idea of how your level stacks up, use
the node viewer option under the File menu. This
also gives you node statistics by pressing F1
twice.
a`yShow NodeBuild`
Turn this ON (RED) to display the nodebuilding
screen.
Turn OFF (WHITE) to not clear the screen and not
show the progress display.
x `y Mouse Options `
a`yMouse Sensitivity`
Set how fast the cursor moves. First time is the
original value.
a`yMouse Click Speed`
Sets the double click speed in Milliseconds (ms).
This also determines how long a button has to be
held to enter drag or select mode.
Increasing this, makes "selection" slower.
Experiment to fit your click style.
a`yMouse Timer Value (*#)`
This is the timer calibration value dynamically
assigned by DeeP the first time it was installed.
If you get a new system, you should set to Timer
value to 0 and then DEEP will recalibrate to your
new system.
You can also change the value here. For example, if
you started with a 486DX/33, the number is around
3000. If you later upgrade to a 486DX4/100, the
number should be about 6000. A P100 is around 13000.
Manually adjust the number higher if have a faster
processor to get response times that suit you. A
good test is the "About DeeP" screen under Help on
the top menu bar. The monsters should cycle
smoothly.
The (*#) represents any adjustment required to keep
the number below 32768. High end machines may have
a value greater than 1.
x `y Zoom Options `
a`yLower Zoom`
The lower zoom limit when Z is pressed.
a`yUpper Zoom`
The upper zoom limit when Z is pressed.
a`yLower - Key zoom`
The lower zoom limit for `b- key` zooming.
a`yUpper + Key zoom`
The upper zoom limit for `b+ key` zooming.
a`yZoom Increment when scale is < 1000 `
When the scale is less than 1000, amount to change
the map size when the +/- zoom keys are pressed. A
value of 0 uses the prior automatic scaling.
a`yZoom Increment when scale is >= 1000 `
When the scale is greater than or equal to 1000,
Amount to change the map size when the +/- zoom
keys are pressed. A value of 0 uses the prior
automatic scaling.
x `y Map Options `
a`yMap Scroll Speed Fast`
Determines the amount the map moves when the cursor
touches the edges (or if ButtonEdge is enable, when
the button is pushed at the edge). This is the Fast
speed. Pressing the space bar toggles between this
speed and the slow speed below/
a`yMap Scroll Speed Slow`
Just like the Fast speed above, except this is the
slow value.
a`yObject Select Range`
Determines the sensitivity to selecting objects
near the cursor.
a`yOverlap Tolerance`
Determines the number of Doom unit variance to allow
before two points are considered to have the same
coordinates. Default = 3.
Decrease if you are creating very tight areas.
It is normally impractical to make it 0, since you
have to be EXACTLY on top of a vertex to make it
overlap. This allows some leeway to make it easier
to merge vertices.
a`yLower Grid`
The minimum grid size.
a`yUpper Grid`
The maximum grid size.
a`yShowDragLength Limit`
When ShowDragLines is enabled (alt+F5), sets the
maximum number of lengths to display at one time.
Select a number that suits your style and monitor.
a`yXalign Minimum`
The minimum valid value for Xalignment. Normally
this is -255 since the maximum texture width is
256, thus alignment past this is not required.
If you are using textures wider than 256, increase
this number.
a`yXalign Maximum`
The maximum valid value for Xalignment. Normally
this is 255 since the maximum texture width is 256,
thus alignment past this is not required.
If you are using textures wider than 256, increase
this number.
a`yYalign Minimum`
The maximum valid value for Yalignment. Normally
this is -127 or more since the maximum texture
height is normally 128. Alignment past the texture
height usually makes no sense.
The default value is -255 for compatibility with
existing levels. We suggest making it -127.
There are some "special" effects that require an
exception.
a`yYalign Maximum`
The maximum valid value for Yalignment. Normally
this is 127 or less since the maximum texture
height is normally 128. Alignment past the texture
height usually makes no sense.
The default value is 255 for compatibility with
existing levels. We suggest making it 127.
There are some "special" effects that do, for
example, the "bar door", a door made from bars
that rises, normally not possible. It also
requires a special construction technique!
a`yRuler Radius`
Set the radius for the ruler. Three rectangles are
drawn. Starting with the value given, each inner
rectangle is 1/2 the prior size. A size of 0 is no
rectangle.
a`yThing Fill Pattern`
You can change the pattern display of the Things to
one of the following values:
│ 0 │ Thing Color Transparent
│ 1 │ Solid fill
│ 2 │ ---
│ 3 │ ///
│ 4 │ ///, thick lines
│ 5 │ \\\, thick lines
│ 6 │ \\\
│ 7 │ Light hatch
│ 8 │ Heavy crosshatch
│ 9 │ Interleaving lines
│ 10 │ Widely spaced dots
│ 11 │ Closely spaced dots
a`yBeep Browse Freq`
Speaker beep frequency as you move the cursor across
the map and different items select (color changes to
Yellow).
a`yBeep Select Freq`
Speaker beep frequency when you select an item with
the left mouse button (color changes to Green).
a`yBeep Error Freq`
Speaker beep frequency when an error message appears.
x `y Menu Color Options `
Lets you set most DeeP items to a color of your
choice. Press F1 in the option for more help.
x `y Map Color Options `
Lets you set most DeeP map colors to your idea of
what looks good. Press F1 in the option for more
help.
x `y Main Palette Colors `
Lets you change the basic colors shown in Color
Options to any color choice. Press F1 in the option
for more help.
x `y End of Section `
**---------------------------------------------------
||Colors Menu and Map Color Options
**---------------------------------------------------
b `y `
b `y Menu and Map Color Options `
b `y `
a`yMouse `
The color of the mouse. You must restart DeeP to see
the change.
a`yMouseEdge `
Select the color of the mouse edge (note as above).
a`yMenu Color `
The background color for all menus.
a`yMenuHilite `
Select the color of the menu hilight character(s).
a`yButtonColor `
The color of buttons for all menus.
a`yButtonActive `
Select the color of the button when it is active.
a`yDragging `
The color for dragged objects.
a`ySelect Box `
The color of the select box.
a`yHiLight `
The color for automatic hilighting of active objects.
a`yInsertVertex `
The color of lines inserted.
a`yVertex Square `
The color of Vertex dot.
a`yGrid `
The grid color.
a`yRuler `
The ruler color.
a`y2-Sided LineDef`
The color of 2-sided LineDefs.
a`y1-Sided LineDef`
The color of 1-sided LineDefs.
a`yBackGround `
The screen background color.
If you change the background color, be sure to
change the color of the LineDefs so they show up
(and any others as appropriate). For example if
you make the background white, then the 1-sided
should be black and the 2-sided darkgray.
a`yBackGround Things`
The screen background color when displaying Thing
pictures in Thing mode. Switch to any color you like.
Normally a lighter color displays better, but each
to their own taste.
a`yBackGround ThingLines`
Color of 1-sided lines when Things pictures are
displayed. They will be invisible unless this is set.
a`ySecret`
The color of secret areas.
a`yInvisible`
The color of invisible LineDefs.
a`yMonster Block`
The color of LineDefs that block monsters.
a`ySound Block`
The color of LineDefs that block sound.
a`yTagged Line/Sector`
The color of LineDefs/Sectors that are tagged.
a`yNot Normal Line`
Color of any LineDef with some type of attribute
other than normal.
a`yScripts`
Color of any LineDef with a HEXEN script type.
a`yBad Tag`
The color of LineDefs/Sector with missing tags.
a`yNot Normal Sector`
Color of any Sector with some type of attribute
other than normal.
a`yMainMap Browser `
Color of browser map background for levels in main
file (IWAD). Quick visual cue to indicate that the
level is the default level.
a`yMainMap Browser Lines `
Color of browser map lines for levels in main file
(IWAD).
a`yPWADMap Browser `
Color of browser map background for levels in addon
file (PWAD). Quick visual cue to indicate that the
level is an added level.
a`yPWADMap Browser Lines `
Color of browser map lines for levels in addon file
(PWAD).
a`yTop/Misc Info Box `
Color of background for Top/Bottom menu lines and
information for Tools.
a`yMenu Info Heading `
Color of background for Menu information boxes.
(Some are always WHITE).
a`yMenu List Boxes `
Color of background for Menu List boxes.
a`yMenu List Box Text `
Color of text for Menu List boxes.
a`yDialog Box Active `
Color of active box in Menu dialogs.
a`yDialog Box List `
Color of background in Menu dialog list.
a`yTeleports `
Color of Teleport LineDefs in LineDef mode.
a`ySector Heights `
Color of Sector Lines that are a different height
in Sector mode.
y`b Default Color Settings `
SelectColor = CYAN
color for selection box
DragColor = RED
color for dragging
MouseColor = YELLOW
color of mouse
MouseColorEdge = BLACK
color of mouse edge
MenuColor = LIGHTGRAY
color of menus
MenuHiLite = YELLOW
color of menu hilight char
InsVertexColor = YELLOW
insert vertexes line color
VertexColor = LIGHTBLUE
color for vertex
HiLightColor = YELLOW
color of hilight active
GridColor = LIGHTGRAY
color of grid
1-sided LineDef = LIGHTGRAY
color of default lines
2-sided LineDef = WHITE
color of lines with 2 sides
BackGround = BLACK
color of background
BackThingColor = DARKGRAY
color of background things
BackThingLines = BLACK
color of 1-sided lines
SecretColor = DARKMAGENTA
secret area
InvisibleColor = ORANGE
invisible lines
MonsterBlockColor = DARKGREEN
monster can't pass
SoundBlockColor = DARKRED
sound can't pass
TypeTagColor = LIGHTGREEN
linedef has a type + tag#
LineTypeColor = LIGHTMAGENTA
linedef has a type/no tag
TagBadColor = LIGHTRED
linedef has no type/wtag
SectorSpecialColor= LIGHTCYAN
sector is "special" type
RulerColor = MAGENTA
color of ruler
ButtonColor = LIGHTGRAY
color of buttons normal
ButtonColorActive = LIGHTGRAY
color of buttons when pushed
MainMap Browser = WHITE
color of IWAD browser map
MainMap BrowserLine=DARKGRAY
color of IWAD browser lines
PWADMap Browser = LIGHTBLUE
color of PWAD browser map
PWADMap BrowserLine=BLACK
color of PWAD browser lines
Top/Misc Info Box = WHITE
color of top/bottom menu boxes
Menu Info Heading = YELLOW
color of menu heading boxes
Menu List Boxes = LIGHTCYAN or LIGHTGREEN
color of menu list boxes
Menu List BoxesText= BLACK
color of menu list boxes
Note : The following colors are used when
browsing the map and are fixed:
Matching LineDef/Sector tags = LIGHTRED
All object selections = GREEN
x `y End of Section `
**---------------------------------------------------
||Palette Palette Colors
**---------------------------------------------------
b `y `
b `y Palette Colors `
b `y `
When a color is selected, the `b+` and `b-` keys set
30 levels of Gamma Correction.
The correction is for ALL colors. Use this to
brighten your display as required.
Adjust the colors after Gamma Correction is applied
to make the appearance of the menus suitable for
your monitor.
It also changes those not directly set anywhere else.
If you get lost, delete DeeP.CHK and start over.
When you delete DeeP.CHK, DeeP reinstalls and
recreates all basic files again.
Press F1 when indicated in the square color panel
(appears after you press enter/click to change a
color) and all the colors are shown at once.
Record your favorite settings here
(print it out):
Black =
Blue =
Green =
Cyan =
Red =
Magenta =
Brown =
LightGray =
DarkGray =
LightBlue =
LightGreen =
LightCyan =
LightRed =
LightMagenta=
Yellow =
White =
Gray =
DarkerGray =
DarkRed =
DarkGreen =
DarkBlue =
DarkMagenta =
Orange =
LightBrown =
Extra choices for anything you like.......
LightMaroon =
LightYellow = (none for strife)
LightCyan2 =
LighterGreen=
LighterRed =
LighterGray =
x `y End of Section `
**---------------------------------------------------
||Filter Thing Filter Mask
**---------------------------------------------------
b `y `
b `yThing Filter Mask K`
b `y `
All boxes together decide the Things to display.
Except for deaf, if the box is not active, that
item is not shown.
HEXEN : Deaf and Dormant select ONLY ENEMIES that
are Deaf or Dormant. Other types are ignored.
The mask also controls the Things selected by a
selection box drawn around the Things.
Mark the boxes to display and clear the boxes to
not display the items shown.
The selection has three separate criteria for DOOM
and HERETIC and five separate criteria for HEXEN.
To select a Thing, it must pass the selections
choosen for each set of criteria.
Example1 (DOOM and HERETIC):
1. Select a skill level.
2. Select ONLY deaf (enemies only).
3. Select the thing classification.
If you mark skill level 1, deaf, and only Enemies,
all deaf enemies for skill level 1 display.
Example2 (HEXEN):
1. Select a skill level.
2. Select Single or Cooperative.
3. Select ONLY deaf,dormant (enemies)
4. Select if Fighter,Mage,Cleric.
5. Select the thing classification.
6. Select PolyObjects (see below).
If you mark skill level 1, Enemies, Fighter and
then mark Single Player, then only all enemies
for skill level 1, Fighter class and Single
Player display (deaf/dormant were not marked).
HEXEN's has three additional filter options to help
keep track of PolyObjects, MapSpots and all Tids
when coding scripts.
1. PolyObjects can display only PolyObjects. Turn
the Player/Tele/Mapspot flag ON and then turn
all the other options OFF, leaving only Poly
Objects ON.
Turn Number Poly/Map/Tid ON to see the number
displayed onscreen.
2. MapSpots can display only MapSpots. Turn
the Player/Tele/Mapspot flag ON and then turn
all the other options OFF, leaving only MapSpots
Objects ON.
Turn Number Poly/Map/Tid ON to see the number
displayed onscreen.
3. Number Poly/Map/Tid. This numbers the above with
the PolyId or Tid number respectively. It also
displays the number of all other Tids onscreen.
x `y End of Section `
**---------------------------------------------------
||Search Search Menu Options
**---------------------------------------------------
b `y `
b `y Search [Alt+S] `
b `y `
x`yFind/Replace` F4
x `y Find `
a`yLineDef Type`
Find any LineDef type.
Use this when converting a DOOM level to DOOM II or
a DOOM II level to HERETIC.
a`yLineDef Tag`
Find LineDef with the tag entered.
The list shows all the LineDef tags and the sectors
that use them. The search will show the LineDefs.
a`ySector Type`
Find any Sector type. Use this when converting a
DOOMx level to HERETIC.
a`ySector Tag`
Find Sector with the tag entered.
The list shows all the Sector tags and the
LineDefs that use them. The search will show the
Sectors.
a`yThing Id`
Find any thing object.
a`yThing Tid`
HEXEN only, find any thing Tid.
a`yThing PolyId`
HEXEN only, find any thing PolyId.
a`yLineDef LineId`
HEXEN only, find any LineDef Id.
a`yLineDef Arguments`
HEXEN only, find from 1 to 5 LineDef arguments
at the same time. Really helpful for script
trouble shooting.
a`yFloor Texture Name`
Find any Floor/Ceiling texture.
a`yWall Texture Name`
Find any Wall texture.
x `y Replace `
a`yReplace Thing`
Find any Thing object and replace it with a
different one. The percent replace option, replaces
the percent Things matching. Use this to add new
Things from DOOM levels converted to DOOM II or just
for fun.
a`yReplaceFloorTx Name`
Search for any Floor/Ceiling texture and replace it
with a different one.
a`yReplaceWall Tx Name`
Search for any Wall texture and replace it with a
different one.
a`yRepeat last Change or Find`
Perform the last command again to find the next
match.
a`yNext Object (N)`
Go to next object.
a`yPrev Object (P)`
Go to previous object.
a`yJump to Object # (J)`
Go to a specific object number.
a`ySearch Help Ctrl+F2`
Enter a string to search for in the Help.
Press F3 to look for the next match in the Help
(while the Help Screen is displayed).
x `y End of Section `
**---------------------------------------------------
||Mode Edit Mode Cmds, Definitions, Tools
**---------------------------------------------------
b `y `
b `y Modes [Alt+M] `
b `y `
Changes current editing mode
a ` `
a `y Thing Mode T `
a `y LineDef & SideDef L `
a `y Vertices V `
a `y Sectors S `
a ` `
a `y Rectangle Tool Ctrl+R `
a `y Polygon Tool Ctrl+P `
a `y Stair Tool Ctrl+A `
a ` `
a `y Next Mode Tab `
a `y Last Mode Shift-Tab `
a `y 3D Preview ~ `
a ` `
y ` `
y `x When shifting modes using Tab `
y `x or Shift-Tab, all selections `
y `x you have made stay active. `
y ` `
y `x Using one of the Letters to `
y `x switch modes, may lose the `
y `x current selection if it's not `
y `x the same as using the Tab `
y `x command. `
y ` `
y `x Tab is only for T,L,V,S `
y ` `
Please see ? help in the beginning for basic
definitions of the above objects.
x `y Tools `
All the tools create the type of object inter-
actively on the screen.
Rectangles or Polygons drawn directly from the
mouse sub-menu draw different LineDefs compared to
those drawn from the Object menu selected from the
top menu bar.
1. Shapes drawn from the mouse submenu:
Tool shapes drawn inside existing areas make
2-sided LineDefs with no textures.
Tool shapes drawn outside existing areas make
1-sided LineDefs with normal textures.
2. Shapes drawn from the top Object menu:
Regular Tool shapes drawn inside existing areas
make 1-sided LineDefs with normal textures.
Tool shapes drawn outside existing areas make
1-sided LineDefs with normal textures.
Move the Mouse to change the angle or size. Press
F1 when using the Tool to see the appropriate
commands to size the object.
The Left mouse button is used to accept the object
as drawn. `bEnter` also accepts the object.
The Right mouse button drags the object on the map
after it is shown. If no object is drawn yet, the
right button cancels the Tool command.
`bEsc` or `bC` also cancel the command.
BE CAREFUL when making MANY SIDES! Sometimes you
will get a visi-plane error. This is inconsistent
and varies on when/how/where you play in the map.
(Somewhere around 128).
So sometimes it will play fine and sometimes it
doesn't. Just depends on the sequence of events
(a coding error in DOOM and HERETIC?)
You should probably limit yourself to around 32
stair steps and test those beyond that. We have
built 200 steps, but the rest of the area was
fairly empty. So try it and see what happens. The
effort will be worth it.
x `y LineDef & SideDef L `
The following 2 character abbreviations are
used in the LineDef type descriptions:
The first letter :
`bD` Door - a door, duh..
`bS` Switch - a switch, same..
`bW` Walk - walk across to activate
`bG` Gun - shoot to activate
The second letter :
`bR` Repeatable - works every time
`b1` One time - works only once
The following abbreviations are used in the
shortened type name :
`bO` Door stays open
`bC` Door closes after 4-6 seconds
`bF` Door opens fast
`bS` Stays open when shot
`bCe` Floor rises until it reaches the ceiling
`bNe` Floor rises/lowers until it reaches floor
height of adjacent (Neighbor) Sector.
`bT` Same as Ne, but the texture and type of
Sector are also changed.
`b<>` Modifiers for Ne, Ce and T to indicate
where the it stops, < means below a
floor and > means above a ceiling.
`b+-` Modifiers for Ne and Ce to indicate
where the it stops, - means below lowest
and + means above a highest ceiling.
x `y End of Section `
**---------------------------------------------------
||Misc Rotate, Align Texture, Flip,...
**---------------------------------------------------
b `y `
b `y Miscellaneous [Alt+I] `
b `y `
The options available vary according to the editing
mode. The second option is the same for all editing
modes.
a2. `yFind First Free Tag `
Locates the first tag number that has not yet
been used in this map. This always automatically
shows when you enter a new tag as the number
between ().
The rest of the options vary by mode as follows:
x `yThings Mode`
a1. `y Rotate and Scale Thing(s) `
Move marked Things by the degree of rotation and
a percentage scale.
This is the same as `b< >` which is a quicker way
to Enter Scale/Rotate mode.
x `yVertices Mode`
a1. `y Rotate and Scale Vertices `
Move marked Vertices by the degree of rotation
and a percentage scale.
This is the same as `b< >` which is a quicker way
to Enter Scale/Rotate mode.
a3. `y Delete Vertex and join LineDef(s) `
Deletes the marked vertex and joins Linedef(s)
that were previously connected to the vertex.
If the VertexJoin option is enabled, the Del key
does the same thing.
a4. `y Merge several Vertices into one `
Same as #3 above, with multiple Vertices.
a5. `y Add LineDef & Split Sector `
You must mark exactly TWO Vertices from the SAME
Sector before calling this command. This adds a
LineDef and a new Sector.
See Vertex Ins mode for a second way to do this.
LineDefs/SideDefs Mode can also split a sector
In LineDef mode, draw a LineDef from one side to
the other. When you end by pressing the Right
mouse button, DeeP asks if you want to split the
Sector or make the LineDef 2-sided.
x `yLineDefs & SideDefs Mode`
a1. `y Rotate and Scale LineDefs `
Move marked LineDefs by the degree of rotation
and a percentage scale.
This is the same as `b< >` which is a quicker way
to Enter Scale/Rotate mode.
a3. `y Split LineDef (add new Vertex) `
Splits the selected LineDef(s).
a4. `y Split LineDefs and Sector `
Splits the selected LineDefs by adding a vertex
at the midpoint, connecting the new Vertices with
a LineDef which divides the original Sector.
See Vertex Ins mode for a second way to do this.
a5. `y Delete LineDefs and join Sectors `
Removes the selected two-sided LineDef(s) that
divide Sectors and makes them into a single
Sector.
a6. `y Flip LineDef and Swap SideDefs `
Flips the LineDef(s) start and endpoints.
Also swap the SideDefs. This reverses the 1st and
2nd SideDefs. This alters the Sector references,
what was on one side is now on the other side.
Normally, you wouldn't do both, unless you have
big plans in mind. DEU does both at the same
time, so that's why it's here.
a7. `y Swap LineDef SideDefs (Ctrl+S)`
Swaps SideDef(s) 1 and 2. This swaps the Sectors
assigned to each side, so check that the Sectors
match correctly!
This is the same as `bCtrl+S`.
a8. `y Flip LineDef Vertex Only (Ctrl+F)`
Flips the LineDef(s) start and endpoints.
This is the same as `bCtrl+F`.
a9. `y Align Textures (Y offset) `
Align the textures on the Y offset. The first
LineDef selected is used as the reference point.
This is for vertical (up->down) Y alignment. Any
textures that have the upper or lower texture
unpegged are ignored.
a10.`y Align Textures (X Offset) `
This is for horizontal (left->right) X alignment.
Select a group of LineDefs that follow each other.
Select in the direction the arrows point. The
exact sequence doesn't matter, but the direction
arrow of each LineDef has to go to same.
Each LineDef can connect to only 1 other LineDef
at the start or end of the line. You can't have
an "intersection" selected.
The first one in the "chain" gets the initial
offset value. The first one is the one you can
SEE. The beginning has no arrow. The last LineDef
in the list has the arrow.
If the LineDefs form a complete loop, the one the
cursor is positioned on is is the first one
aligned, i.e., it gets the first offset value.
The 2nd SideDef is aligned in reverse, but still
selected the same way. The sequence is auto-
matically reversed. The last LineDef selected is
the first one aligned. They all flow in reverse
of the 1st SideDef sequence.
Textures can be checked for Identical Names or
the names of the textures are ignored and are
not compared.
If you ignore checking textures for the same
name, each time the texture name changes, the
alignment offset is reset to 0 if you answer yes
to the prompt that appears or the offset
calculations continue.
This is the sequence of texture selection:
1. If no Normal textures is found the Upper
texture is used.
2. If no Upper texture is found the Lower
texture is used.
LineDefs with no textures are ignored and the
offset is reset 0.
a11.`y Make Door from 4 LineDefs `
You can also use the Object menu to make a pre-
defined Door, if you prefer or Make a Door from
a Sector (see Sector mode menu below).
Select 4 LineDefs that will be come the 4 Door
sides and then activate this function.
The LineDefs, Ceiling height, textures, etc., are
modified accordingly.
The 4 LineDefs are required to be 4 types as
shown below. The * represents the arrow or the
direction of the LineDefs.
The 4 LineDefs butt heads at the *.
L1
*────────────────┴───────────────
│ │
├─ L4 L2 ─┤
│ │
────────────────┬───────────────*
L3
L1 and L3 are counter clockwise.
They should be at least 1-sided. At
the end they are made 2-sided.
L2 and L4 are 1-sided and clockwise.
p `y Working with 4 Existing LineDefs `
If you have 4 existing LineDefs, but one of the
Door sides is oriented in the wrong direction,
use Misc Flip LineDef to fix.
Don't mess with the sides. They should be going
in opposite directions already, like in a hall.
If you flip them, you may have to fix what they
connect to also!
It doesn't matter if all the SideDefs exist
already or not.
1. Go into LineDef mode and select the 4
LineDefs L1, L2, L3, L4
(Left mouse click them one at a time.)
2. Select Misc, Create Door from 4 LineDefs.
3. You are done!
p `y Working with No Existing LineDefs `
We're going to assume you have a hallway already
and want to put a door in it.
This is what you have so far, it doesn't matter
where they start or end.
...────── L1──────────────────────────>...
some hallway
...<───── L2──────────────────────────...
Snap-to-grid normally helps place the vertex on
top of a LineDef. However, if the LineDef runs
at a slant, it may be easier to turn snap-to-grid
off (/) so you can place it wherever you want it.
It's also suggested to run at a minimum Zoom of
1000 to make it easier to align!
Go into LineDraw mode (press Ctrl+D or quick
double right click and select LineDraw):
1. Place your first vertex right on top of L1
where you want the door by pressing the Left
mouse button.
Move over to the left (width of door) and
Left click again to place the second Vertex.
This is what is should look like now:
v2 v1
...────── L1────────<──┼──<────────────>...
If you did it correctly, the line turned Red
and you have ┼ since the split line goes to
the Right and you drew to the Left.
This is OK. The same thing happens again in
the next 2 steps.
2. Now move down from v2 and down to L2. Press
the Left mouse button on top of the line to
create vertex v3.
Here's where you should be:
v2 v1
...────── L1────────<──┼──<────────────>
│ a
some hallway d─┤
│ b
..<────── L2────────<──────────────────...
v3
3. Now move to the right from v3 and line up with
v1 and press the Left mouse button.
Here's where you should be:
v2 v1
...────── L1────────<──┼──<────────────>
│ a
some hallway d─┤
│ b
..<────── L2────────>──┼──>────────────...
v3 v4
4. Now click the Right Mouse Button to finish
the area. You do not need to draw back to v1,
that's done by itself. (If you did draw back,
it will work too!).
Right Click again to exit LineDraw mode if
you have nothing else to draw.
The final result (see how the sides turned
out OK):
v2 v1
...────── L1────────>──┬──>────────────>...
│ a │
some hallway d─┤ ├─c
│ b │
...<───── L2────────<──┴──<────────────....
v3 v4
5. Go into LineDef mode and select the 4 LineDefs
a,b,c,d:
(Left mouse click them one at a time.)
6. Select Misc, Create Door from 4 LineDefs.
7. You are done!
The method shown, automatically picks up the
correct reference sector from a or b, the ones
we drew on top of, so the bottom of the Door
Sector is correct.
a12.`yMake Stair from 2 LineDefs`
Select 2 LineDefs that will be come the Stair
sides and then activate this function. The
LineDefs, Ceiling height, textures, etc., are
modified accordingly.
The word `bBOTTOM` indicates the bottom of the
stair default. Reply Y to the next prompt to make
the bottom the TOP!
Enter a negative value to make the stairs go down.
This is similar to reversing the stair direction,
but the steps are created for going Down instead
of Up.
Check that the stair did not overlay some
existing area. Sometimes you need to fix the
final sector, if the steps end up overlaying an
existing LineDef.
The TOP of the stair changes the floor height of
the old Sector! So anything that that connects to
the old sector should be raised to match the new
floor. Make the stairs first to avoid extra work.
x `ySector Mode`
a1.`y Rotate and Scale Sectors `
Move marked Sectors by the degree of rotation and
a percentage scale.
This is the same as `b< >` which is a quicker way
to Enter Scale/Rotate mode.
This will NOT move the "Things" in the sector.
After rearranging the Sector, you may have to go
into Things mode and select them and do the same
rotation/adjustment on them.
a3.`y Make lift from Sector `
Select the Sector that is to become the lift and
then activate this function. The LineDefs,
textures, etc... are modified accordingly.
a4.`y Make Door from Sector `
You can also use the Object menu to make a pre-
defined Door, if you prefer or Make a Door from
4-LineDefs (see LineDef mode above).
Select the Sector that will be come the Door and
then activate this function.
The Sector choosen should be between 2 other
Sectors. The original layout should resemble the
following:
a
...──────────────>────┬───>──────────────...>
sector │ sector │ sector
1 d ─┤ 2 ├─ c 3
│ │
<...─────────────<────┴───<──────────────....
b
Please note:
1. LineDefs a and b are 1-sided.
2. LineDefs c and d are 2-sided.
3. All the linedefs go clock-wise.
If you do not have it exactly as shown, messages
appear telling you what's wrong. The most common
one is forgetting to have one only 1 sidedef for
a and b. The resulting message explains that you
have too many door sides.
a5.`y Distribute Floor heights `
This takes the difference in floor heights
between the first and last Sector selected,
divide it by the number of sectors in between and
then distribute the result across the floor
heights of the inbetween Sectors in the order
selected.
This is useful for setting floor heights on
stairways.
You should start with the sector that has the
lowest floor desired and end with the sector with
the highest floor.
Do NOT accidently move the cursor when you select
this option or you may select a Sector and get
out of the sequence chosen!
a6.`y Distribute Ceiling heights `
This takes the difference in ceiling heights
between the first and last Sector selected,
divide it by the number of Sectors in between and
then distribute the result across the ceiling
heights of the in-between Sectors in the order
selected.
This is useful for setting ceiling heights on
stairways.
You should start with the sector that has the
lowest floor desired and end with the sector
with the highest floor.
Do NOT accidently move the cursor when you select
this option or you may select a Sector and get
out of the sequence chosen!
a7.`y Distribute Sector Lighting `
This takes the difference in lighting between the
first and last Sector selected, divide it by the
number of Sectors in between and then distribute
the result across the lighting of the in-between
Sectors in the order selected.
This is useful for setting gradual changes in
lighting in moving from area to area.
You should start with the sector that has the
lowest lighting desired and end with the sector
with the most lighting.
Do NOT accidently move the cursor when you select
this option or you may select a Sector and get
out of the sequence chosen!
a8.`y Merge Sectors `
Takes all the Sectors selected and makes them ALL
the same number (the first one). If they are
different heights, you may have to fix the
textures in the SideDefs.
This useful for making areas share the same
Sector if they already share the same character-
istics (and anything else you may think of <g>).
x `y End of Section `
**---------------------------------------------------
||Object Rectangle, Stairs, Teleports...
**---------------------------------------------------
b `y `
b `y Object Insertion [Alt+O] `
b `y `
Basic Rectangle, Polygons, and Stairs are made
much easier using the new interactive drawing
Tool for these objects.
After the menu values are supplied, press the
Left Mouse button to start drawing. Press the
Left mouse button again to accept the object as
show. Then repeat or press the Right Mouse button
to stop (or press Esc, Cancel, L, S, T or V ).
Rooms and objects created by the different methods
available in DeeP vary in the default number of
sides (SideDefs) and textures created. This area
discusses those made using the Object menu.
The default Object (wall) made using the Object
menu has only 1 SideDef when drawn inside an
existing Room and has textures. The other objects
(see below) have 2-sides.
Objects inside a Room drawn using the `bMode` menu
selection (or the one you get when you quickly Right
Mouse click) always are 2-sided with no textures.
For all of these objects, you enter interactive Tool
mode. You can alter the dimensions originally chosen
by pressing +, -, cursor keys, PageUp/Down, Home/End,
Ins/Del depending on the object.
Press and hold the Right Mouse button to drag the
Tool anywhere on the Map.
Press F1 after entering Tool mode to see the various
key choices.
A `rRoom` is outside a Sector.
An `rObject` is inside a Sector.
You can change your mind about whether you are
making a Room or Object after you start by moving
the cursor into or out of a sector.
Teleports and Doors must be inside a sector to work.
No part of the created object may cross any existing
lines. After the object is made you can Drag the
object (hold the right mouse button) to the correct
location and release the button to place it.
Failure to move the object results in Sector not
closed messages.
Some unusual shapes can result in sector not closed
messages or can result in incorrect sector assign-
ments in tool drawing modes. If you visually
inspect the are and find no mistake, you're OK,
it's just a byproduct of using integer arithmetic.
We compromised between speed and accuracy. SX
systems suffer in floating point performance, plus
it takes a LOT longer to be exact.
x `yROOM - Outside A Sector`
a`yInsert a Rectangle`
Enter the beginning width and height (length) of the
rectangle. After the selection is made, you enter
interactive Rectangle drawing with the default
values selected.
You can change them. Press the Left mouse button
to accept the object and DeeP automatically inserts
the Vertices, LineDefs+SideDefs, and Sector where
shown.
This is adding a rectangular room.
NOTE: After you exit this Tool, if you press "Ins"
for the new selected rectangle, a new Sector is
created outside the rectangle and the walls are
made transparent.
This makes it 2-sided. You are responsible for
making the Sector references match up. That is,
you have to match the Sector number of SideDef2 to
the "other" room you have to create around it.
a`yInsert a Polygon (N-sided)`
Enter the beginning number of sides and radius of
the polygon. After the selection is made, you enter
interactive Polygon drawing with the default
values selected.
You can change them. Press the Left mouse button
to accept the object and DeeP automatically inserts
the Vertices, LineDefs+SideDefs, and Sector where
shown.
You can create anything from a triangle to a 64
sided polygon.
This is adding an N-sided room.
NOTE: If you press "Ins" after inserting the
polygon, a new Sector is created outside the
polygon and the walls are made transparent.
This makes it 2-sided. You are responsible for
making the Sector references match up. That is,
you have to match the Sector number of SideDef2
to the "other" room you have to create around it.
p `y `
p `y Plain Wall `
p `y Sunken Pool `
p `y Pedestal/Box `
p `y Light Box `
p `y Wall Window `
p `y Teleport Exit `
p `y Teleport Entrance `
p `y `
b `yOBJECT -Inside A Sector`
The following additional options are available for
both Rectangle and Polygon (Pool value).
Options 1, 2, and 3 make a 2-sided object for you.
a`y 0 = Plain Wall `
A wall or column
a`y 1 = Sunken Pool `
A recessed floor area
a`y 2 = Pedestal/Box `
A podium or a box
a`y 3 = Light Box `
A pedestal hanging from the ceiling and a
pedestal on the floor.
a`y 4 = Wall Window `
A wall with a window slit.
a`y 5 = Teleport Exit `
A 64x64x8 pad with the LineDef type set to
Teleport. In LineDef mode, connect all the
LineDefs to a destination by setting the LineDef
Sector tag number to a Teleport Entrance Sector.
The one made with 6 would work!
x `y HEXEN Teleports `
HEXEN only: The Teleport Thing type 14, etc. use
"Tid" instead of a Sector. Make the Thing "Tid"
(tag id) the same as the LineDef Tid number.
This connect the LineDef to the teleport
location. You can have 4 different kind of
teleport Thing destinations:
1. Normal teleport
2. Teleport glow
3. Map Spot
4. Map Spot with gravity
In addition, "anything" with a matching Tid is
a legitimate teleport destination. This can
make for some interesting stuff! For example,
you can teleport to a monster. Normally, you
should use the ones listed above, but moving
enemies make for interesting teleports, eh?
x`y 6 = Teleport Entrance `
A 64x64x8 pad with a Teleport Thing inserted.
In Sector mode, connect using the LineDef tag
number to a Teleport Exit LineDef. The one made
with 5 would work!
HEXEN only: This is different for HEXEN, tele-
port Thing Tids determine the destination.
The Depth/Height, sets how deep a pool is and how
high a pedestal is. The maximum amount you can walk
over is 24 (HEXEN can jump to 64). The same value
is used to set the light box size and pedestal
combo.
Ignore the Depth/Height for a Plain Wall (0) or
Teleports. Teleports always start at 8. You should
not go over 24 if you want to walk on top of them.
Of course you can have ones you jump into from a
higher level. In addition, make sure the teleports
align on a 64x64 grid, otherwise the texture may
not be what you wanted.
We suggest you make each of these objects in a
sector, see what they look like and then modify the
sector heights to see what you can do.
One nice effect is to make a Pool (fairly large,
512,512 and then insert a Pedestal inside of it.
You can also insert Pedestal on top of Pedestal
and you get a nice spire!
y`bInsert a Rectangle`
Same as outside a Sector, but the first SideDefs
will be set to the Sector they are contained in.
Think of this as inserting a rectangular pillar.
NOTE: If you made a Plain Wall (0), pressing "Ins"
after inserting the rectangle creates a new Sector
inside the rectangle and changes the walls to
transparent. This makes it 2-sided.
Use this to define a new area inside a Sector.
If you don't you'll get sector not closed!
y`bInsert a Polygon (N-sided)`
Also the same as outside a Sector, but the first
SideDefs are set to the Sector they are contained
in. Think of this as inserting an N-sided pillar.
NOTE: If you made a Plain Wall (0), pressing "Ins"
after inserting the polygon creates a new Sector
inside the polygon and changes the walls to
transparent.
This makes it 2-sided. You are responsible for
making the Sector references match up.
p `y `
p `y Teleporter Pad `
p `y Notes `
p `y `
After you make a Teleporter pad you must connect the
Teleport to the appropriate LineDef(s) or Sector.
For HEXEN, you connect the LineDef Tid to the a
teleport Thing with the same Tid as noted above.
(You don't have to use the premade pads to teleport,
any LineDef/Sector combination can teleport, this is
a quick way to do it all- the Lights also look nice!)
1. Teleport Exit
-- DOOM, HERETIC, STRIFE only --
a. Give "destination" `bSector Tag`.
b. Go to the destination Sector and give it
a `bLineDef Tag` that is the same Tag
number you said the Sector Tag would be.
c. Place a teleport Thing in the sector
where you will materialize (done automatically
for you in Teleport Entrance).
-- HEXEN only --
a. Give "destination" `bTid Number`.
b. Go to the destination Sector and insert one
of the teleport Things and assign a
`bTid` that is the same Tid number you assigned
to the Linedef.
c. Place a teleport Thing in the sector
where you will materialize (done automatically
for you in Teleport Entrance).
2. Teleport Entrance
a. Give "source" `bLineDef Tag`.
b. Go to the source LineDef(s) and give it
a `bSector Tag` that is the same Tag
number you said the LineDef Tag would be.
Adjust the Sector heights and texture to
suit your design.
3. Use the Pedestal feature to custom design your
own pads.
Make a pedestal, don't raise it more than 24
above the floor, otherwise you can't step on it!
(HEXEN can jump to 64).
Change the floor texture to the Teleport look
(or anything you like).
Finish using the same stuff as in 1. above.
r `yStairs are Special`
This discusses stairs created as a separate object.
Making a stair from 2 LineDefs is different from
what follows.
Stairs are always created inside a Sector.
yThe `rbottom` step connects to this Sector for
yreference. You need to complete the `rtop step` by
connecting it the Sector desired.
Switch to Vertex mode and place the last 2 vertexes
yon the `rLineDef` desired and reply yes to the split
LineDef message.
You can also do this by dragging the stair on top of
the LineDef you want it to connect to.
Finish by changing the LineDef just created by the
split to point to the Sector of the last step
( Sector reference ).
y`bWhenever you make more than 16 steps, be on `
y`bthe lookout for HOM errors. You are creating `
y`ba large number of 2-sided lines with varying `
y`bSector hieghts. It depends on the surroundings.`
y`bInsert a Door`
Enter the width and height (length) of the Door and
DeeP automatically inserts the Vertices, LineDefs,
SideDefs, and Sector at the current pointer location.
Everything is made for a Door.
Drag the Door over where you want it. Rotate it as
required or drag the vertices. The easiest way to
connect it to a hallway is to select the door ends
and drag them on top of the hallway LineDef one at
a time.
If everything is aligned on the grid then snap to
grid helps you. If not, turn snap off.
Fix any missing textures as apppropriate. This
displays on the bottom panels as "missing".
y `bBe sure to move a ``rRoom`
y `bstair out of the Sector.`
x `y End of Section `
**---------------------------------------------------
||PredefinedDoor Predefined Door
**---------------------------------------------------
b `y `
b `y Predefined Door `
b `y `
A predefined Door is one of the four ways you can
make a door. The other 3 ways are :
1) from 4-linedefs
2) from a sector
3) completely from scratch
The predefined door makes a "finished" door that you
drag into place after you make it. When you make the
door, you must make sure that it is placed inside
the enclosed area where you want the door. In other
words, you can't make it in another area and then
drag it somewhere else. The reason this won't work
is that DeeP precalculates all the Sector references
and if you move it from one area to another, they
will all be incorrect (resulting in Sector not
closed messages).
Here's what you do to "finish" the prefab door:
After you make the Door, drag the 2 edges (a and b)
shown below, over on top of each side A and B so
they merge.
│ │
│ ┌───────┴────────┐ │
├─A ├─ a door b ─┤ B─┤
│ └───────┬────────┘ │
│ │
A and B are 1-sided LineDefs!
-and-
a and b are 1-sided LineDefs!
If you have the door going from top to bottom, you
drag the top and bottom, for example:
───────┬────────
A
┌─┬─┐
│ a │
│ │
│ │
─┤ ├─
│ │
│ │
│ b │
└─┴─┘
B
───────┴────────
x `y End of Section `
**---------------------------------------------------
||Check Check for Errors (Sector Not Closed)
**---------------------------------------------------
b `y `
b `y Check [Alt+C] `
b `y `
When using the following diagnostics, if an error is
listed, press return to continue checking or press
Esc to select the problem object.
These diagnostics are warnings. It is possible to
deliberately do it "wrong" to get some special
effect, e.g., floating objects, transparent stairs,
and "bar" doors. Some of the checks can be disabled
using the Check Option selection on the bottom of
this menu.
If you are converting from DOOM II to DOOM or from
DOOM to HERETIC or visa-versa, be sure to replace
any incompatible LineDefs! HEXEN conversion always
erase all LineDef and Sector types.
Use Search to find and decide what will work almost
the same.
Always run the complete check before you test the
level!
a1. `yNumber of Objects`
Gives a count of all the objects in a level. The
last five are built by the DeePBSP node builder.
The amount of bytes needed to store the information
in a PWAD file is rounded to the nearest Kbyte).
The next screens display Things information to help
you evaluate the playability of the level for the
different skills.
a2. `yCheck if all Sectors are closed`
Test all Sectors and make sure they are closed.
If they are not closed it reports the number of the
unclosed Sector. There are some circumstances when a
Sector is technically not closed, but if you can
never reach it, no problem occurs. Some DOOM levels,
for example, MAP14, have many of these.
The Sector not closed message can also mean you have
two (or more) LineDefs/Sectors in the same location.
Please run the Xref check to automatically find
these!
Remember, the final test is playing the level!
If the area not closed causes trouble, you
must fix it.
p `y `
p `y Sector Not Closed Errors `
p `y Most Likely Causes `
p `y `
x `yNOTE : See drawing at the end for how a Sector`
x `y should look. `
a. You have 1-Sided LineDefs and they do not all go
the same direction. This is easy to see and
understand.
b. The Sector reference used in the SideDef does not
match an opposite LineDef/SideDef that uses the
same Sector.
Remember, we are trying to mimic a real 3-D room.
If you look at a "real" room and place yourself
next to a wall, what do you see when you look at
the wall facing you?
You see the floor and ceiling "connecting" to
that wall. If the opposite wall did not have the
same floor and ceiling (it had the floor and
ceiling of the bathroom and you are in the living
room) you have a "sector not closed". Simple!
All the walls in a Room must have the same sector
number describing the same floor and ceiling!
You get errors by drawing and deleting areas and
therefore implicitly changing the SideDefs (which
contain the Sector numbers) and nothing matches
anymore.
As an experiment, go to a good existing level and
change 1 of the SideDefs to be a different Sector,
and you will get the infamous "not closed"
message.
You fix this by changing the reference Sector for
the SideDef in LineDef edit mode. So fix the
error you made above to see that this really
works.
Sometimes Sector errors are visible as a "gap" in
sector display.
If you see a "red" Sector, you have no sector
defined at all at that spot (if it's not a tag)!
A quick recap:
The enclosed area (room) described by the SideDefs
must all use the same Sector number for the side
that points to the room.
For an object in a room, the "outside" wall of
the object should be the same Sector number as
the Sector (or room) that it is contained in.
Look at the SideDefs and compare the Sector
reference numbers used. As you follow the Line-
Defs,look at the bottom display and view the
Sectors active.
For an object, (the LineDefs point out), Sector
numbers must match the Sector of the immediate
area (room) the object is in.
c. 2-sided LineDefs that are do not make a complete
are (you forgot to finish it or perhaps they were
all supposed to be deleted) can mislead the
routine into reporting totally different Sectors
as not closed. This is a tough one to spot, since
the error is not at all where you are looking.
Sectors at about 90 degrees to the line-of sight
are good candidates.
d. In some rare instances, there is not enough
accuracy in the math-coprocessor to determine
the Sector. Examinine the Sector pointed to. If
you see a "good" Sector on both sides of the
problem area, then everything is OK. This is
fairly rare, so be sure to check the rest.
(No level in DOOM, DOOM II,HEXEN or HERETIC has
this problem.)
p `y `
p `y How a Sector should Look `
p `y `
Here is how all Sectors should look. Exceptions to
this drawing are possible for special effects,but
this is for experienced users only!
a. L1 through L4 represent 4 LineDefs.
b. The ─┴─ represents the SideDef1 side of the
LineDefs.
L1
┌──────────┬──────────┐
│ │
│ 22 │
L4 ├─ 22 22 ─┤ L2
│ 22 │
│ │
└──────────┴──────────┘
L3
The rule is simple. All SideDefs that are opposite
one another, have the same Sector number.
So all the "22"s indicate that all the SideDef1s of
all the LineDefs have a Sector number of 22.
If for example, L1 had a Sector number of 33 (any
number but 22), then L1 would get a "Sector not
closed error".
If a LineDef is 2-sided, then it could be SideDef1
or SideDef2 that has to have the Sector reference
numbers match.
To illustrate, we use the same picture again, but
now some of the LineDefs are 2-sided and the ─┴─ is
not always pointing inwards.
L1
┌───────────┬───────────┐
│ 22 │
│ │
L4 ─┤ 22 <- SideDef2 -> 22 ├─ L2
│ │
│ 22 │
└───────────┴───────────┘
L3
Now we carry this concept one step further with an
"object" within a "room" and you should have a
better idea of how to trouble shoot.
┌────L5───────────┬─────────────────┐
│ 55 (outer) │
│ │
L8 55 │
│ ┌──L1─────┬─────────┐ L6
│ │ 22 │ │
│ L4 L2 │
├─55 55├─ 22 (inner) 22 ─┤55 55─┤
│ │ │ │
│ │ 22 │ │
│ └──L3─────┴─────────┘ │
│ 55 │
│ │
│ 55 │
└─────L7──────────┴─────────────────┘
The inner area is the same one as before,
consisting of LineDefs labelled L1, L2, L3 and L4.
All the SideDef1 sides reference Sector 22.
All the LineDefs in the "inner" area are now
2-sided. The SideDef2s (the outside) of the
inner rectangle all have a Sector reference of 55.
The LineDefs are labelled L5, L6, L7 and L8.
If you look at the outer rectangle, you'll notice
that all the SideDef1s have the SAME Sector number,
55. This matches the Sector number of the inner
rectangle SideDef2s. In this example, you can
match up the SideDef1s with the SideDef2s, but
as shown earlier, this can vary.
That's it, it's that simple! You just have to
match the sides of LineDefs with the sides of the
"other" LineDef sidedef and make sure that the
Sector numbers match up.
a3. `yCheck cross references`
Verify the integrity of the level and help locate
possible problem areas. This helps locate orphaned
SideDefs, etc. It will also remove extraneous
LineDefs if there are two LineDefs between the same
Vertices. Ditto for duplicate Vertices.
a4. `yCheck SideDef Textures`
Report any SideDefs that may need to have a
Normal/Upper/Lower texture defined.
If the texture can never be seen, a missing texture
causes no problems.
In some cases textures are deliberately omitted to
build an "invisible block". If this is not your
level, check the level out first before changing.
It also checks to see that normal textures for
2-sided LineDefs have only 1 patch.
2-Sided LineDefs with textures containing more than
1 patch slows the game to a crawl and causes the
'Medusa Effect' - Looks like snakes and turns you to
stone.
Textures with multi-patches that are side-by-side
are OK.
This also checks for floors and ceilings that move.
For example, a floor that moves UP exposes a lower
wall (so requires a texture there) and a ceiling
that moves DOWN exposes an upper wall (which
requires a texture).
Sectors that move both Up and Down are not checked.
So if you activate the Up/Down moving Sector and
you get HOM, add the texture missing!
It is possible design an area where a Sector moves
only after another neighboring Sector has moved.
Remember, if no neighbor floor or ceiling is higher
(or lower) then a Sector with a LineDef type of
"move to next higher/lower", the Sector will not
move since there is nothing higher/lower.
If there is no neighboring Sector that can move,
this is a design error. If, however, there is a
neighboring Sector that moves due to another LineDef
type action, after this neighboring Sector moves it
becomes an eligible neighbor target of the original
Sector. So if the end result of the moves is no
difference in heights, no texture is actually
required (is this all clear as mud?)
DeeP will report a missing texture that cannot occur
since the Sector will not move until an adjacent
Sector moves. Adding the texture normally does not
matter.
a5. `yCheck Texture Names`
Report any texture names which are not found in the
current DOOM/HERETIC/HEXEN IWAD file. The names are
different for DOOM, DOOM II, HERETIC and HEXEN.
a6. `yCheck Thing Names/Doors/Sectors`
First check Player/Deathmatch start and see if
there are enough and if they are valid.
Report any Thing names which are not found in the
current game IWAD file. The names are different
for DOOM, DOOM II, HERETIC and HEXEN.
Check for Things outside of Sectors. It's possible
in rare instances to misreport the sector.
Check for Enemies/Players on the same skill level
on top of each other.
Check for Enemies/Players stuck to a wall. This
depends somewhat on the Thing. Some things can be
partially stuck and can "free" themselves. If you
keep the outside "circle" away from the walls, you
should always be OK.
Check for any Sector with an Enemy/Player that is
lower than the the height required.
Check for all keyed Doors and see that keys of that
color exist in the level.
a7. `yCheck LineDef Types/Tags`
Report any LineDef types that are not known to DeeP.
Make sure Sector tags are present when required! A
missing Sector tag (tag is 0 and it shouldn't be)
can crash DOOM/HERETIC/HEXEN.
Report LineDefs with tags that do not require them.
If you reset to 0, the sectors they referenced will
complain about a missing tag, but that's ok since
they should be set to 0 also. Recheck to make sure
some other LineDef isn't using that tag!
Tags 99 and 999 (99 DOOM I) were originally used to fix
stair problems? Tags 666 and 667 denote special
endings for the level they are in.
Id could have used this!
DeeP assumes that you are running the later versions
of DOOM. There are no more differences between DOOM
and DOOM II LineDefs.
a8. `yCheck Sector Types`
Report any Sector types that are not known to DeeP.
List any Sectors with tags that do not have a
matching LineDef with the same Tag number. This is
OK, if you removed them as noted above in the
LineDef Tag check. Otherwise, it indicates left-over
useless tags.
Use this when converting between DOOM types or
HERETIC to find the differences.
a9. `yCheck (5,6,7,8)Texture,Things,LineDefs, `
Sectors.
Self explanatory!
aA. `yCheck (2,3,4 )SectorsClose, Cross-Ref, `
Missing.
Self explanatory! Should always be run to prevent
Node building errors.
aB. `yCheck (2 ... 8)all of the above`
Self explanatory! Always run this to be sure.
aC. `yCheck for textures not required`
Checks for textures not required. This makes it
easier to edit the level.
Although these textures do not affect the game, it
is potentially confusing to see have textures where
none have to be. See note below for rising stairs.
aD. `yAutomatic fix missing Textures`
Check for differences in heights and determines if
there should be a texture. Use the current default
textures. If the wall doesn't show, it can be left
alone, but it doesn't hurt to put it in.
aE. `yAutomatic fix Texture names`
A quick way to convert DOOM to DOOM II. Uses
the current default textures.
Will also convert to each of the games from DOOM
to HERETIC/HEXEN or any combination thereof.
aF. `yAutomatic remove Extra Texture names`
Removes all textures not required. This makes it
easier to edit the level.
For HEXEN, be careful since the the LineDefs can
not be not checked for any script movement!
Sometimes these textures affect the display of
textures and it is potentially confusing to see
textures where none are required.
x `y Rising Stairs `
Rising Stairs always require a lower texture. DeeP
does NOT currently determine all the Sectors that
belong to the rising stair to exclude them from the
check.
For this reason, you should Answer N to exclude the
lower texture from the check.
When rising stairs are present, lower extra
textures are not removed.
Don't forget that scripts in HEXEN could be causing
movement that DeeP cannot see!
aG. `ySet Check Options`
Enable or disable some of the checks. This is
normally done if you have built a level with
the "special" effects mentioned earlier.
x `y End of Section `
**---------------------------------------------------
||Things Edit Thing Type and Flags
**---------------------------------------------------
b `y `
b `y Edit Thing `
b `y `
For the boxes you may either use the mouse and click
the box or enter the character displayed in the box
to activate.
The box labelled `bClear/Set Skills` controls how
the flags are changed. If you don't understand what
follows right now, just don't change that box, OK?
If the "Clear/Set Skills" box is OFF (white), ALL
the selected Things are set to the flag values shown
on the screen. What you see is what you get.
If the Clear/Set Skills box is ON (BLUE), the
way the flags are changed depends on the color
of the box. The boxes cycle through 4 colors:
r`wRED` = No change. Original state of flag on entry.
Leaving it in this state does NOT change
this setting anywhere.
x`wWHITE` = No change. Original state of flag on entry.
Leaving it in this state does NOT change
this setting anywhere.
b`wBLUE` = Set Flag. This flag position is set in
ALL the Things selected. All the other
flags in the Things are not changed.
x`wBLACK` = Clear Flag. This flag position is cleared
in ALL the Things selected. All the other
flags in the Things are not changed.
`bHexen Appears` flags can also be changed in
"Clear/Set Skill" mode.
When you switch the state of the "Clear/Set Skills"
pay attention to the COLOR of the flags. For
example, if you set the Clear/Set option (BLUE),
change some flags (some are BLUE, some are BLACK)
and then switch the "Clear/Set Flag" again without
exiting, notice that ALL the BLACK flags turn to
WHITE and all the BLUE flags turn to RED. These
are now the current flags. If you clicked OK now,
these values are stored.
If you do not exit yet, but switch the "Clear/Set
Flag" again (to BLUE), the flags once again toggle
between colors. So you can switch between modes,
just pay attention to COLORS.
a`yAngle`
The initial direction or orientation of the object.
You can also use the `b< >` keys in Thing mode to
quickly change object(s) direction.
a`ySkill`
Sets the skill level for when objects will appear.
You can make it harder (for hard levels of course)
and reduce the difficulty for the beginners by
reducing the number of monsters and increase the
weapons.
Make monsters deaf so you can sneak up on them!
Levels designed for death match can also have
different things.
a`yHEXEN Appears`
For HEXEN only, sets the player class and type of
game for which the object will appear.
Refer to the file HEXSPECS.DOC for more details.
y`bFighter `
y`bCleric `
y`bMage `
y`bSingle Player`
y`bCooperative `
y`bDeathMatch `
a`yThing Height`
For HEXEN only, this sets the initial height a
Thing is above the floor when the game starts. For
some objects, gravity will make them "fall" for
others they float higher.
a`yThing PolyId`
The PolyId number refers to polyobjects. Like a
"tag" this connects the 3000/3001/ and 3002 items
together. Only Poly objects activate this option.
x `yNote`
If you turn on NET, the thing will only appear on
NETWORKED games! So do not click this box if you
want the thing to be there in a regular game (not
HEXEN).
a`yClear/Set Skills`
When this entry is active, the skill of all the
Things are set as described above.
a`yChange All Angles`
When this entry is active, the angle of all the
Things selected is changed. If "Clear/Set Skills"
is active, only the angle of the current Thing
can be changed.
When not active, the angle of only one Thing is
changed.
Use this as a safety feature so you don't accidently
change all of the selected objects.
a`yChange Type`
Select the type of thing, monster, player,
decorations, etc.
x `y End of Section `
**---------------------------------------------------
||SpawnThings Spawn Thing (HEXEN)
**---------------------------------------------------
b `y `
b `y Spawn Thing `
b `y `
This is for HEXEN only.
The Things presented in this list are used for the
Thing-Spawn and Thing-Projectile LineDefs.
The Tid represents the Tid of a Thing MapSpot or
MapSpot with gravity where the Thing is created.
The Angle sets the original angle the Thing faces.
Use the angle numbers shown in the online help box.
For Projectile LineDefs, the arguments set the Speed
of the projectile and how fast it travels to the
ground (vspeed).
x `y End of Section `
**---------------------------------------------------
||LineDefs LineDef Edit Type and Flags
**---------------------------------------------------
b `y `
b `y LineDef Editing `
b `y `
x`yEdit LineDef Flags`
Describes basic rules about the LineDef. Controls
what happens or can happen.
The box labelled `bClear/Set each Flag` controls how
the flags are changed. If you don't understand what
follows right now, just don't change that box, OK?
If the "Clear/Set Flag" box is OFF (white), ALL the
selected LineDefs are set to the flag values shown
on the screen. What you see is what you get.
If the Clear/Set Flag box is ON (BLUE), the
way the flags are changed depends on the color
of the box. The boxes cycle through 4 colors:
r`wRED` = No change. Original state of flag on entry.
Leaving it in this state does NOT change
this setting anywhere.
x`wWHITE` = No change. Original state of flag on entry.
Leaving it in this state does NOT change
this setting anywhere.
b`wBLUE` = Set Flag. This flag position is set in
ALL the LineDefs selected. All the other
flags in the LineDefs are not changed.
x`wBLACK` = Clear Flag. This flag position is cleared
in ALL the LineDefs selected. All the other
flags in the LineDefs are not changed.
`bActivated When (HEXEN)` flags cannot be changed
when in "Clear/Set Flag" mode.
When you switch the state of the "Clear/Set Flag"
pay attention to the COLOR of the flags. For
example, if you set the Clear/Set option (BLUE),
change some flags (some are BLUE, some are BLACK)
and then switch the "Clear/Set Flag" again without
exiting, notice that ALL the BLACK flags turn to
WHITE and all the BLUE flags turn to RED. These
are now the current flags. If you clicked OK now,
these values are stored.
If you do not exit yet, but switch the "Clear/Set
Flag" again (to BLUE), the flags once again toggle
between colors. So you can switch between modes,
just pay attention to COLORS.
HEXEN only:
LineDefs can be individually programmed
for features such as Speed and Time delays.
When a LineDef type is selected, the next prompt
request the parameters for that LineDef. The type
of parameter is noted before each prompt. "na"
designates that this position is ignored for the
LineDef (a few of those).
a`yImpassable`
Line is impassable for players and monsters.
a`yMonster Block`
Line is impassable for monsters only.
a`yTwo-Sided`
Line has 2-sides. The line is assumed "transparent"
and Doom will show the area past the line. If this
flag is not set and if there is no Normal texture,
you will get HOM.
a`yUpper Unpegged`
For 2-sided LineDefs, draw the Upper texture from
the top down. Normally they are drawn from the
bottom up.
a`yLower Unpegged`
For 2-sided LineDefs, draw the Lower texture from
the bottom up. Normally the are drawn from the top
down.
Unpegged textures for 1-sided LineDefs draw the
Normal texture from the bottom up.
A `bPegged` texture moves with a Sector that moves.
Pegged textures follow the lower ceiling.
An `bUnpegged` texture does not move with a Sector
that moves, it is stationary.
Unpegging textures is useful for making the textures
`blook good`. For example, if a stair is visible
from the side, unpegging the the lower texture
aligns the textures to the bottom floor. This
depends on the texture used of course.
a`ySecret`
A `bSecret` (red on the Automap) hides what's behind
it (does not show up on the Automap. It is not
related to the secret areas. Those are set by the
Sector.
Makes it difficult to identify areas. (So players
can't figure out your trap!)
a`yBlocks Sound`
Monsters can't hear you shoot! Surround the entire
area with this flag set so they can't hear you.
Should speed up a game with many monsters if done
correctly.
a`yInvisible`
This line is never put on the Map.
a`yAutoMapped`
This line is always shown on the Map.
a`yRepeatable` (HEXEN)
The LineDef action repeats. You must have this
turned on to repeat an action for HEXEN.
a`yActivated When (HEXEN)`
Unlike DOOM or HERETIC, HEXEN control the activation
of many actions by setting this value. You can also
control the "repeatability" as a separate choice.
x`yEdit LineDef Type`
A direct menu to LineDef types, bypassing the flags
Menu.
a`yEdit the 1st SideDef`
Set the textures and connects it to a Sector (for
floor/ceiling information). Use this to fix bad
sector references that cause "Sector not closed
messages".
Normally you may have a requirement to switch the
sectors assigned from one side to the other, for
example, when you flip a LineDef.
You also use this to assign the correct sector
number of an object inside a room. That is, change
the Sector number of the SideDef to match the Sector
of the room. This is one of the methods used to fix
"Sector not closed".
a`yX and Y offsets`
The X and Y offsets permit manual shifting of the
textures to minimize "seams".
ITA (Interactive Texture Alignment) shows you the
texture with the offsets right on the screen!
The location of the texture (upper, normal or lower)
and whether it is unpegged determines the texture
drawing sequence. The texture displayed is for one
panel with the offsets entered.
Review the discusson on unpegged upper and lower
textures to determine whether the texture is drawn
from top-to-bottom or bottom-to-top.
x `yInterActive Browser`
Press F1 when in the texture selection box to bring
up a display of all the textures. You can also left
mouse click inside the texture display window area
to start browsing.
You interactively select the texture by left mouse
clicking or using the cursor keys to move around.
The following keys control the browser:
1. PageUp/PageDown keys move back and forth.
2. Home = Start with first texture.
3. End = Start with last set of textures
4. Any character, starts the list with the any name
that is closest to the character entered. For
example, if you key in a `bG`, textures whose
names start with G come first. If no match is
found, the closest one starts the list.
5. Escape or Right Mouse click exits the list and no
changes are made.
6. Enter selects the current outlined entry.
If you press a key while the textures are still
displaying, the display stops. If you did this by
accident, press the first character of the texture
to start redrawing.
a`yAdd a 1st SideDef`
This appears (instead of Edit) if no SideDef1 exists
for the LineDef. A SideDef1 must exist!
a`yEdit the 2nd SideDef`
Set the textures and connects it to a Sector (for
floor/ceiling information).
The X and Y offsets permit manual shifting of the
textures to minimize "seams". ITA (Interactive
Texture Alignment) shows you the texture with the
offsets entered right on the screen! See Edit 1st
SideDef discussion.
x`yAdd a 2nd SideDef`
This appears (instead of Edit) if no SideDef2 exists
for the LineDef. A SideDef2 is optional.
a`y1st SideDef ref`
a`y2nd SideDef ref`
You use this to delete a SideDef or change the
reference (be careful). You always need a SideDef1!
If you end up with a 1-sided LineDef, edit the
LineDef and change the type to 1-sided. F10
Check will catch and fix it automatically.
a`yDelete SideDef1`
a`yDelete SideDef2`
Deletes a SideDef. You always need a SideDef1!
If you delete all the -same- side SideDef reference
for a surrounded area, you can select them all and
then press Ins to recreate them all with a new Sector.
a`ySector Tag`
A Sector Tag is a number that connects a LineDef to
a Sector with the same Tag number.
For example, a door with a switch has a LineDef
(type = Switch Door) and a Sector with the same Tag
number. This causes the assigned Sector to move (and
not some other Sector).
More than one Sector can have the same Tag number,
they will all move at the same time!
Note: Use the Ctrl+T command to automatically assign
new Tag numbers and connect them with the correct
LineDef.
a`yLineDef Arguments` (HEXEN)
Direct access to all the LineDef arguments.
a`yLineDef Args 1-5` (HEXEN)
Direct access to one argument at a time.
a`yShow Multi-Texture X/Y`
Multi-Texture ITA Display (Intelligent Texture
Alignment displays as many SideDef's as will fit
on the screen with X and Y alignment applied. All
3 possible textures are displayed for each SideDef.
Use this to see how textures look next to each other
and to have an idea of how the alignments match.
Instantly gives you a much better idea of how your
level will look.
The maximum length displayed is 256 units for each
SideDef, permitting the display of at least 3
SideDefs.
The height is always filled in as 128 units high
and ignores Sector heights for now. Unpegging is
also ignored, although that is easy to visualize
(see XYalign for unpegging discussion).
You should select LineDefs that all face the same
direction. If more LineDefs are selected than
fit on the screen, they are ignored. The LineDefs
are automatically sorted. The sequence of display
is corrected for SideDef 1 vs SideDef 2.
a`yTexture Browser`
This is for viewing only. No changes are done.
Display as many textures on the screen as will fit
as determined by your video resolution. You can
also browse by pressing F1 in the texture selection
menu.
Pressing any key stops the graphical representation
of a texture. The names are always listed. Use this
to quickly page!
Press Esc or Right mouse click to stop.
Press the first character of the texture to start
the display with textures starting with that
character.
If no texture starts with that character the closest
prior one is shown as the first texture.
Press + and - to choose from two display sizes.
No changes to the map are made when browsing.
x `y End of Section `
**---------------------------------------------------
||ThingLineDefs Thing LineDef Specials (HEXEN)
**---------------------------------------------------
b `y `
b `y Thing LineDef Specials `
b `y `
HEXEN only:
This is the list of LineDef types that can be
selected for Things that are activated when the
Thing is destroyed.
After a LineDef type is selected, enter the argument
values as appropriate for the LineDef.
x `y End of Section `
**---------------------------------------------------
||Sectors Sector Edit Type and Tag
**---------------------------------------------------
b `y `
b `y Edit Sector `
b `y `
a`yType`
Describe how the sector behaves. Here's where you
can set the Secret attribute.
a`yCeilingTexture`
Select a Ceiling Texture.
a`yFloor Texture`
Select a Floor Texture.
x `yInterActive Browser`
Press F1 when in the texture selection box to bring
up a display of all the textures. You can also left
mouse click inside the texture display window area
to start browsing.
You interactively select the texture by left mouse
clicking or using the cursor keys to move around.
The following keys control the browser:
1. PageUp/PageDown keys move back and forth.
2. Home = Start with first texture.
3. End = Start with last set of textures
4. Any character, starts the list with the any name
that is closest to the character entered. For
example, if you key in a `bG`, textures whose names
start with G come first. If no match is found,
the closest one starts the list.
5. Escape or Right Mouse click exits the list and no
changes are made.
6. Enter selects the current outlined entry.
If you press a key while the textures are still
displaying, the display stops. If you did this by
accident, press the first character of the texture
to start redrawing.
a`yLight Level`
Determines how much light there is. 0 is dark,
255 is full on.
a`yCeil/Flr Height`
Set the both the ceiling height and the floor height
at the same time. Usually from -512 to 512.
The maximum distance between the floor and
ceiling is 1023 for the older DOOM.
Use the PageUp and PageDown keys to automatically
increase or decrease the values shown. The amount
of each change is set in F5 texture defaults.
a`yCeiling Height`
Set only the ceiling height.
When you are changing many sectors, this lets you
change all the selected ceiling height but leave
the floors the same.
See above for PageUp/PageDown keys.
a`yFloor Height`
Set only the floor height.
When you are changing many sectors, this lets you
change the all the selected floor height but leave
the ceilings the same.
See above for PageUp/PageDown keys.
y`bLineDef Tag`
This ties the sector (and how it behaves) to a
LineDef with the same Tag number. A number here,
implies a LineDef with the same number.
DOOM will crash if you forget to tie the Tags
together!
In Sector mode, the Tagged LineDef is `rRed` and in
LineDef mode the Tagged Sector is `rRed`.
Note: Use the Ctrl+T command to automatically assign
new Tag numbers and connect them with the correct
Sector.
a`yBrowse Floor/Ceiling`
Display as many textures on the screen as will fit
as determined by your video resolution. You can
also browse by pressing F1 in the texture selection
menu.
Pressing any key stops the graphical representation
of a texture. The names are always listed. Use this
to quickly page!
Press Esc or Right mouse click to stop.
Press the first character of the texture to start
the display with textures starting with that
character.
If no texture starts with that character the closest
prior one is shown as the first texture.
Press + and - to choose from two display sizes.
No changes to the map are made when browsing.
x `y End of Section `
**---------------------------------------------------
||Find Find Menu
**---------------------------------------------------
b `y `
b `y Find `
b `y `
x`y Finds the item types listed `
a`y Find LineDef Type `
a`y Find LineDef Tag `
a`y Find Sector Type `
a`y Find Sector Tag `
a`y Find Thing `
a`y Find FloorTexture `
a`y Find Wall Texture `
x`y Finds and Replaces the item types listed `
a`y Replace Thing `
a`y ReplaceFloorTexture `
a`y ReplaceWall Texture `
a`y ReplaceFloorTextureConvert `
a`y ReplaceWall TextureConvert `
These last two should only be used when you are
converting from one game to another, for
example, DOOM to DOOM II or DOOM to HERETIC,
etc.
Since the textures don't exist in one game, DeeP
can't show them so any name is permitted. You
can't really mess up, since this is the search
name!
x `y End of Section `
**---------------------------------------------------
||Tutorial Tutorial how to Build your first level
**---------------------------------------------------
b `y `
b `y How To Build a level `
b `y `
x `y `
x `y A Quick First Level to get going! `
x `y Press the print button on the `
x `y bottom so you can mark the steps. `
x `y `
Refer to `bDrawing Graphics Tutor` for a quick
overview of drawing on walls.
Read the introduction to this help for some basic
terms, adjust the default textures if you are using
DOOM (F5 menu), and adjust the display speed by
pressing ] to slow down and [ to speed up. The map
will fly all over the place if you don't set the
delay to around 50 (displayed on the bottom left of
the screen).
To make a quick first level just to see if you can,
follow the steps below. It appears long because each
step is listed, describing each movement.
Please make sure Snap-to-Grid is on, the `bs` button
on the top of the screen should be down. Press this
button or press `b/` to fix.
Clue: This is what you will end up drawing!
┌──────────┬──────────┐
│ │
│ │
├─ Your 1st level ─┤
│ │
│ │
│ │
└──────────┴──────────┘
OK, so do the following:
1. Press alt+F or Click File on the top bar.
(selects File menu)
2. Press N or click New Level
(to make a brand new level).
3. Press Home and Press Enter.
(Select the first level. This makes
it easier to test for shareware).
4. Press F9 (objects)
5. Press 1, make a Rectangle Room.
6. Enter 512 x 512 in the size boxes.
7. Place the mouse cursor in the middle of the
screen (the exact area doesn't matter), click
the left mouse button and view the upper right
corner of the screen to make sure it's about
512x 512 and press Enter or click the left mouse
button.
8. Press the Right Mouse button to exit Tool mode.
9. Press "C" to clear the selected "green" lines.
10. Press T to go into Thing Edit mode.
11. Move the mouse cursor inside the rectangle.
(Places the Thing coordinate location, next)
12. Press the Ins key.
13. Press Enter (brings up Thing menu).
14. Press T (or click Change Type button)
(Select change type of thing)
15. Press 3, Player Start/Teleport
(Type of change)
16. Press 1 , Player 1 Start
(Change Thing to what we want)
17. Press Esc or Right Click
(To exit menu)
18. Press Esc or Right Click
(To exit menu)
19. Press Alt+F (or Click File on Top)
(Selects File menu)
20. Press S or click Save
(Save the file, ignore warnings)
21. Edit the file name or press enter
or click Ok if you like it.
22. Press Enter (Click OK/Yes) to the
rest the messages.
Saves the level and builds nodes.
This isn't much of a level, but you can see that it
WORKS!.
You can play it using the -file option for DOOM/
HERETIC/HEXEN/STRIFE. If you registered DeeP, you
can play it directly from DeeP!
(Select File and press F1 for more info.)
NOTE: It's possible that a 1 room level will not
work with future releases of DOOMx or HERETIC. As
of 1.9 and HERETIC 1.2, this all works. Some node
builders will not work with 1 Sector levels!
x `y `
x `y Expand your First Level! `
x `y `
Here's a brief example of how easy it is to make
your level more than just one room. Again, each
step is listed, but it goes really fast! Have at
least a Zoom size of 1000 so you can see what you
are doing.
1. Select the level you made above (this is auto-
matic, if you didn't switch levels!).
2. Press Ctrl+D and draw another rectangle above
the rectangle you made. Draw the rectangle
`bclockwise`. (You could use the rectangle
tool again, but then you wouldn't see how easy
drawing really is.)
Make the bottom line that is closest to the
original rectangle parallel to the top line of
the old rectangle. If it goes at a slant you
may have trouble "hitting" it later on.
a. Press the Left mouse button to start, then
move left, press the Left button again, move
up, etc, until you have 3 sides (see below).
b. Press the Right mouse button to finish the
second rectangle. (You are still in LineDraw
mode, so don't Right click yet!).
3. Hopefully this is what you have on the screen:
┌──────────┬──────────┐
│ │
│ │
├─ New Rectangle 2 ─┤
│ │
│ │
│ │
└──────────┴──────────┘ <-start here
┌──────────┬──────────┐
│ │
│ │
├─ Old Rectangle 1 ─┤
│ │
│ │
│ │
└──────────┴──────────┘
4. Now let's CONNECT them!
Use the picture show below to guide
you.
a. Place the cursor on top LineDef O1 and press
the left mouse button. The line should turn
RED and you should see a Blue dot. If this
did not happen, Right click right now and
try again!
b. Move up and place the cursor on top of
LineDef N1 and Left click again. As before,
the line should turn RED. If you miss this
time, you should start over, not that you
have to, but we'll have detail overload at
this point. (To start over, go to the File
menu and select Edit level, THIS one!)
c. Move to the right a bit and Left click to
create v3. Make sure the line really split
there!
d. Now move down to LineDef O1 again and place
v4 on top.
e. Right click the mouse (makes the last line)
f. Right click again to exit linedraw.
That's it!
┌──────────┬──────────┐
│ │
│ │
├─ New Rectangle 2 ─┤
│ │
│ │
│ v2 v3 │
└─N1───<───┴───<──────┘
│ │
├─ ─┤
│ │
┌─O1───>───┬───>──────┐
│ v1 v4 │
│ │
├─ Old Rectangle 1 ─┤
│ │
│ │
│ │
└──────────┴──────────┘
5. Let's make sure you did everything right. Press
F10 and select 2 - check all sectors... just to
be sure!
6. Press Alt+F and save the file as before.
Saves the level and builds nodes as you did the
first time.
x `y `
x `y For a Really Good Time, add a Door! `
x `y `
I'm going to assume that you know what to do getting
the last level loaded so we resume where we left off.
The Rectangles are chopped, since what we care about
now is the connecting corridor we made earlier. The
corridor is made larger, again for clarity.
There are 3 ways to make Doors, this is the easiest
to start with, although later you may prefer to use
the other methods.
1. Place your cursor in above the middle of the
corridor made above as shown by the X below.
The rotation places the object farther down, so
by placing it higher we adjust for where we want
it.
2. Press F9 select 7, make a Door. Enter an angle
of 90.
3. Press the Right Mouse button to drag the door
into position. All the sides must be contained
within the corridor. It should be close to
what you see below. The exact position is not
critical, since that is easy to adjust. Press
F1 help for what you can do do position the
Door.
When you have it close enough, press the Left
mouse button, the press the Right mouse button
to exit.
Press "C" to clear the selected "green" lines.
│ │
├─ Rectangle 2 ─┤
│ X │
└────────<───────┴───────<────────┘
│ ┌─────────┐ │
A ├─ │a door b│ ─┤ B
│ └─────────┘ │
┌────────>───────┬───────>────────┐
│ │
├─ ─┤
│ Rectangle 1 │
4. If door lines a and b are not parallel to lines
A and B we need to move the vertices a bit.
Go into Vertex mode (press V) and place the
cursor on top of the offending vertex. Press the
Right mouse button (hold it down) and move. When
the line is parallel let go. Adjust any other
sides now.
5. Enter LineDef mode (press L). Place the cursor
on top of Door LineDef a and press and hold the
Right mouse button. Now drag the "a" LineDef
over on top of the "A" LineDef. You see why the
lines had to be parallel?
Release the Right mouse button, you should get
2 messages, one about splitting the LineDef and
one about merging LineDefs. Reply Y to both.
6. Repeat the above using LineDef b and B.
7. Press Alt+F and save the file as before.
Saves the level and builds nodes as you did the
first time.
x `y `
x `y If you're Cooking, lets' make another `
x `y Room inside the area! `
x `y `
We are going to make another room inside the top
Room we made before, Rectangle 2 (you can duplicate
what's shown here and do it below too).
1. Place your cursor at the X as shown below and
press Ctrl+D to enter LineDrawing mode. Press the
Left mouse button to place a vertex at the X and
draw the area shown: move left, down, right, up,
etc.
When you get to Y you can Right click and the
line will be finished to X.
┌─────────────────┬─────────────────┐
│ │
│ ┌────┴───────X │
│ │ ┌───┬───┐ │ │
├─ ┤ ├ │ │ ─┤
│ └┬┘ │ │ │
│ ┤ ├ │
│ ┌┴┐ │ │ │
│ ┤ └───┴───┘ │ │
│ └─────┬─────┘Y │
└─────────────<───┴───<─────────────┘
├─ ─┤
Adjust the spacing so you can "fit" (the above
is not meant to be to scale). Go into LineDef
or Vertex editing mode (press L or V), move the
cursor on top of the object to move, press and
hold the Right mouse button down and then move
the mouse.
2. Press Alt+F and save the file as before.
3. You can now put a door in the opening as
described earlier.
Hopefully, this gets you going. Understanding how
the pieces fit together is the most difficult part
to learn. Once it hits you between the eyes, you
will reap great benefits from the understanding,
so don't give up!
(Stop my head hurts..........)
B `y `
B `y Please refer to the following for more: `
B `y `
B `y TUTORIAL.DOC for more introduction `
B `y and documented sample levels `
B `y HEXSPECS.DOC - HEXEN script specs `
B `y SCRIPTS.DOC - introduction to scripts `
B `y SCRIPTS.ACS - sample HEXEN script `
B `y HEXENTUT.ACS - sample HEXEN script `
B `y `
B `y See DEEPEXAM.WAD for examples `
B `y of the following `
a`yDoors`
Select LineDef mode Misc (F8) create Door from
4 LineDefs.
Select Object (F9) create Door for a prefab door
that you drag/stretch to fit your space.
a`yPools`
Select Object (F9) create Rectangle or Polygon and
turn the Pool option on.
a`yLights`
Select Object (F9) create Rectangle or Polygon and
turn the Light option on.
a`yWindows`
Select Object (F9) create Rectangle or Polygon and
turn the Window option on.
a`yLifts`
Select Sector mode then Misc (F8) , create lift from
sector.
a`yTeleporters`
Select Object (F9) Rectangle object and select
Teleport Exit/Entrance pads.
For DOOM and HERETIC:
Connect the Teleport Exit to the Entrance pad
using the Tags.
For HEXEN:
Connect the Teleport Exit to the Entrance pad
using the same Tid in both the LineDef and a
teleport Thing.
You don't have to use an Entrance pad, any Sector
will do, this is mainly for looks.
a`yStairs/Rising Stairs`
Stairs, see Objects, stairs.
For Rising Stairs, set the step height to 0. Make
some LineDef one of the rising stair LineDef types
and using the Tags, connect the LineDef to the
first sector of the stair (see Introduction on
Tags). All the stair steps (Sectors) have a height
of 0.
For HEXEN only, make the next Sector (not the first
Sector you tagged to the LineDef) to type Stairs
Special 1, then the next one to Stairs Special2,
the next one to Special 1 and so on, back and
forth.
a`ySecret Areas`
This is just a Sector Type.
x `y End of Section `
**---------------------------------------------------
||Nodes Node Viewer
**---------------------------------------------------
b `y `
b `y Node Viewer `
b `y `
The nodeviewer lets you visually inspect how the
nodes were created. For HEXEN, it is important that
you check to see that NO lines split an area that
has a PolyObject inside of it. A simple example is
a square rectangle. The square should be surround
by blue/red lines, with no line anywhere inside of
it.
You can correct node problems by trying to align
areas in line-of sight to share the same X or Y
plane and by trial-and-error moving stuff around
or adding "junk". "Junk" has nothing with the level,
but it can fool the nodebuilder. Refer to MAP01 of
HEXEN to see the "junk" around the sliding doors.
Also try the various Node building options. See the
F5 screen and press F1 for more information.
x `y Keyboard Keys `
y`bLeft arrow` Move to left Node
y`bRight arrow` Move to right Node
y`bUp arrow` Move up a Node
y`bDown arrow` Move down a Node
y`bC` Clear map
y`bG` Toggle node lines
y`bJ` Jump to node
y`bN` Toggle show nodes
y`bS` Toggle segment lines
y`b+ -` Change Map size
(Use C to clear)
y`bEsc/Enter` Done
y`bF1` Press for more Help
If you press F1 after the first help screen
displayed, DeeP displays the following statistics
about the nodes:
Pct Balance :This number is from 1 to 100. It
is calculated by taking the sum of
NodesLeft/NodesRight for each leaf.
So if there were exactly as many
nodes on the left as on the right
the number would be 100 Pct.
The final subsector is not counted.
WARM does count this and BSPINFO (we
think) does not count this.
You could argue either way:)
This number is usually between 60-70
percent. Higher percentages tend
to more favorable, taken in context
with the Avg Depth.
Avg Depth :The average number of nodes required
for the map. The lower the number,
the less calculations required to
reach any point on the map.
Max Depth :The greatest "depth" encountered in
the node tree.
Pct Left Side:The percentage of the nodes that
are on the left side.
Pct RightSide:The percentage of the nodes that
are on the right side.
Seg Splits :The number of extra segments added to
make the node tree. This number is
not too big a deal.
Node Diagonals:The number of node lines that are at
at an angle. This is directly related
by the number of diagonal lines in the
level. Diagonals take slightly longer
to "project", so fewer is better.
The Pct left/right reflect how well the first
node was choosen. For large levels, a 50/50 mix
is better than a lobsided one. The smaller side
would be slightly faster and the larger side
plays somewhat slower.
These numbers give an overall flavor of the nodes,
but are not meant as absolute "standards" by any
means. In our opinion, the greatest influence on
speed (and then only for large levels), is the
Avg Depth. The primary criteria is always that
the level works.
HEXEN polyobjects can give some trouble in nodes
splitting the area where they reside. You can
redraw or move the area around, try a different
depth value, try setting the node split option,
or try a different nodes builder. Just be prepared
to spend some time in this area, it's not simple to
fix (yet).
There is no attempt made to assign a single number
to the above. Assigning a number is somewhat
meaningless, somewhat like assigning a rating to a
PWAD by counting lines and enemies.
x `y End of Section `
**---------------------------------------------------
||NodeBuilding DeePBSP Building Nodes
**---------------------------------------------------
b `y `
b `y DeePBSP Nodes Builder `
b `y `
DeePBSP is dynamically loaded when nodes are built.
The progress is displayed if you set the Node
option (F5 menu `bShowNodeBuilder`) to show node
building progress on the screen.
If DeePBSP does not complete successfully, you need
to restore your level from the temporary work file.
DeeP automatically alerts you to this error and
asks if you want to copy ~DEEP.WAD (or ~HEEP.WAD)
back to the original file name. This is a copy of
your level when you saved it. The Nodes were NOT
built for the reason indicated in the DEEPBSP.LOG
file (DeeP displays this file for you).
If you don't want the file ~DEEP or ~HEEP, you
can use the copy of your prior level. This name
was automatically created when you saved your
file. It has the same filename but with the
extension .BAK
So if you started with a level called GORGES.WAD,
a copy called GORGES.BAK was made when you saved
the level. You can manually copy that file back
if you desire.
We cannot think of all possible situations causing
an error, but some possible causes for a failure
are :
1. FILES= number in CONFIG.SYS that is too low
(make it 45 or so).
2. Memory was too fragmented, there is not enough
to load DeePBSP.
3. You didn't run the error checker in DeeP and
have vertexes that overlap (causes DOMAIN
errors). We don't trap this right now!!!!!!!
4. System errors caused by DOOM/HEXEN/etc.
If you have a system with only 8MB, it is
recommended to exit DeeP every once in a while to
take care of memory fragmentation problems. Just
track the memory available on the lower display
bar. If it drops below 1MB, you should save, exit
and restart.
x `y End of Section `
**---------------------------------------------------
||Help Help on Help
**---------------------------------------------------
b `y `
b `y Help [Alt+H] `
b `y `
Print the help by pressing the Print button on the
bottom of the current help screen.
Each section prints only what is covered. To print
all the help at once, select All Help (see below).
a`yHelp Summary`
A quick reference guide of all the keyboard and
mouse commands.
a`yHelp Index`
Same as F1 key.
This is a complete index of all help topics.
Select a topic and press Enter or click the
Left mouse button in the Top selection box.
a`yAll Help`
This is a complete listing of all the help. It
starts at the beginning and goes all the way to
the end.
a`yAbout DeeP`
A brief blurb about us and some pretty graphics
(see below).
a`yScreen Saver Alt+F1`
Each game has its own screen saver. Heretic is
the most fun to watch.
a`yPrint Order Form`
Select Print Order form and then press F1 for
Ordering Information.
a`yQuick Start Tutorial`
Guides first time users quickly on how to make
a level using DeeP. Easy to follow and instant
satisfaction!
x `y General Information `
The bottom bar displays editing modes, auto-object
`bA`, centering`b\`, delay`b[]`, and zoom `bZ` and
grid `bG` sizes.
The top bar show the number of objects in the select
list and the DOOM coordinates.
Additional help information is displayed on the top
as appropriate.
x`yAbout DeeP...`
Brief information about the DeeP
programmers and Registration.
x `y `
x `G If you Registered, Thank You! `
x `y See ORDER.FRM for Upgrade pricing. `
x `y `
x `y DOOM-HERETIC-HEXEN `
x `B DoomEnhancedEditorProgram `
x `B `
x `y ``rSensor Based Systems, Inc.``x `
x `y ``r17010 N.E. 190th St ``x `
x `y ``rWoodinville, WA 98072-8237``x `
x `y (206) 827-8794 `
x `y `
x `y `
x `y 75454.773@COMPUSERVE.COM `
x `y `
x `y End of Section `
**---------------------------------------------------
||Order How to Order
**---------------------------------------------------
b `y `
b `y OrderForm `
b `y `
x `y `
x `y To order the Registered version `
x `y of DeeP `
x `y `
r `y 1. Register Online with CompuServe : `
x `y `
x `y DeeP (GO SWREG ID = 5392 ) `
x `y `
r `y 2. Print ORDER.FRM for Mail or Fax Orders `
x `y `
r `y 3. Register voice with MC, Visa or COD. `
x `y `
x `y Call : (206) 827-8794 voice `
x `y `
r `y `
x `y Call Today and start your new adventure as `
x `y a DOOM, HERETIC, HEXEN or STRIFE wad author `
r `y `
x `y `
x `y Browse the Latest & Greatest Version at `
x `y `
x `B http://www.wolfenet.com/~sbs `
x `y `
x `y End of Section `
**---------------------------------------------------
||Summary Editing Key Command Summary
**---------------------------------------------------
x `y Graphic Mode Character Key Command Summary `
These commands apply when the editor is in Map Mode
and vary according to the editing mode.
a`yShift` Auto-object temporary override
a`yShift+Tab` Switch to the previous editing mode.
a`yShift+PageUp` Immediately Increase Sector ceiling
a`yShift+PageDown` Immediately Decrease Sector ceiling
a`yShift+Home` Immediately Increase Sector floor
a`yShift+End` Immediately Decrease Sector floor
a`yShift+Del` Vertex mode only, opposite of Del
HEXEN only
a`yShift+PageUp` Immediately Increase Thing height
a`yShift+PageDown` Immediately Decrease Thing height
a`yShift+A` Toggle default auto-object selection
a`yShift+C` Set ceiling height Sector mode
a`yShift+F` Set floor height Sector mode
a`yShift+G` Change Grid size
a`yShift+H` Set ceiling/floor height Sector mode
a`yShift+I` Toggles bottom display; all to none
a`yShift+R` Refreshes screen display only
a`yShift+X` X align both sidedefs, no texture chk
a`yShift+Y` Y Align both sidedefs
a`yShift+Z` Rezoom prior to Zoom-to-Window
a`yShift+ +` Increase Zoom while in Tool mode
a`yShift+ -` Decrease Zoom while in Tool mode
a`yShift+Enter` Edit the current object directly.
a`yCtrl+Enter ` Edit LineDef flags directly.
a`yEnter` Edit the current object
a`yTab` Switch to the next editing mode
a`ySpace` Toggles the scroll, rotate slow/fast
a`yHome` Move map, Tool control, 1st item
a`yEnd` Move map, Tool control, last item
a`yEsc` Exit commands, menus, program
a`yIns` Add current object, start/quit drawing,
Tool control
a`yDel` Delete the current object(s),
Tool control
a`yPageUp` Move map, Tool control, page up
a`yPageDown` Move map, Tool control, page down
a`yArrows` Move cursor or Tool control
a`yScroll Lock` Turn auto scroll on/off.
a`~` 3D Preview (also unshifted ~)
a`y+ -` Zoom in/out, Tool control
a`y[ ]` Change the map scroll speed delay
a`y< >` Scale/Rotate, Thing angle
a`y/` Toggle Snap-To-Grid
a`y\` Toggle AutoCenter (3 choices)
a`yA` Bring up calculator
a`yB` HEXEN only Jump Tid or LineID
a`yC` Clear all selections and redraw map
a`yF` Repeat last Find or Change
a`yG` Change the grid scale
a`yH` Toggle display grid (hides the grid)
a`yI` Toggle display object information
a`yJ` Jump to a specific object #
a`yK` Thing Mask menu.
a`yL` Switch to the LineDef mode
a`yM` Mark/unmark current object (select)
a`yN` Jump to the next object
a`yO` Copy group of objects selected
a`yP` Jump to the previous object
a`yR` Toggle display ruler
a`yS` Switch to the Sectors editor
a`yT` Switch to the Things editor
a`yV` Switch to the Vertexes editor
a`yX` X align both sidedefs, texture check
a`yY` Y align both sidedefs
a`yZ` Zoom IN/OUT instantly
a`yZ` Zoom-to-Window (if Left Button pressed)
a`y1...0` Set Edit ZOOM level from 100 to 1000
a`y 0` In menus with numbers, exit the menu
a`yAlt+1` LineDef mode, edit sidedef1
a`yAlt+2` LineDef mode, edit sidedef2
a`yAlt+X` Center the Map at current size
a`yAlt+Z` Zoom to Extents (scale to fit)
a`yCtrl+B` View the contents of Clipboard
a`yCtrl+D` Enter Line Drawing mode
a`yCtrl+G` Set grid scale to 0
a`yCtrl+M` Mirror the object(s) selected
a`yCtrl+N` Normalize LineDef or Sector
a`yCtrl+T` Automatic LineDef/Sector Tagging
a`yCtrl+V` Paste objects (from clipboard)
a`yCtrl+X` Cut objects (same as Del)
a`yCtrl+Z` Undo, restore level to prior state
a`yCtrl+F1` Test Level (all files loaded)
a`yF1` Context Sensitive Help -or-
Enter browser mode.
a`yF2` Save level in a PWAD file
a`yF3` Save As... Reassign level of a map
a`yF4` Search/Change for Object
a`yF5` DeeP option menu
a`yF6` HEXEN development menu
a`yF7` spare
a`yF8` Miscellaneous Operations
a`yF9` Insert standard shapes
a`yF10` Check Level for errors
a`yAlt+F1` Screen Saver, key press stops
a`yAlt+F2` Save Level and always build Nodes
a`yAlt+F3` DOS Shell Exit
a`yAlt+F4` Exit (same as Esc)
a`yAlt+F5` Set Main DeeP options
a`yAlt+F6` spare
a`yAlt+F7` spare
a`yAlt+F8` Save with Reject Mask
a`yShift+F1` Test Level (one file only)
a`yShift+F2` Edit a different Level
a`yShift+F3` Create a new level from scratch
a`yShift+F4` Reset all PWAD files read
a`yShift+F5` Read a new PWAD file
a`yShift+F6` Reset 1 PWAD file read
a`yShift+F10` Toggle map scrolling method
a`yShift+Ctrl+G` Enter any Grid Scale.
x `y Mouse Button Summary `
All left, right terms refer to the left or right
mouse button respectively. Add any other key as
listed while the button is pressed.
a`yLeft` Select/unselect current object
(quick click)
a`yLeft` Vertex mode, enter LineDrawing
(quick double click)
a`yLeft` Draw a selection box (Edit modes)
(button is held down)
a`yLeft+Z` Zoom-to-Window (Edit modes)
(button is held down, then press Z)
a`yLeft` Tool mode, create current object
a`yLeft` Enter Browser Mode as noted with F1
notation. Left click in graphic shown.
a`yRight` Edit the current/selected object(s)
(quick click)
a`yRight` Bring up mode/tool menu (edit modes)
(quick double click)
a`yRight` Drag the current/selected object(s)
(button is held down)
a`yRight` Tool mode, exit after last create
a`yShift+Left` Copy (Ctrl+C)
a`yShift+Left` Vertex Only, Split LineDef
a`yShift+Right` Delete (Del)
a`yCtrl+Left` Mirror (Ctrl+M)
a`yCtrl+Right` Map Panning using mouse
a`yLeft+Right` Map Panning using mouse
After panning is starting, realtime Zoom is
active. Click the Left button to increase,
Right button to decrease. Press both buttons
down to stop zoom.
x `y Character Mode Character Key Command Summary `
These commands may be entered at the character
prompt following DeeP (?=Help) >. This is only
available if you turn AutoStart OFF. Normally you do
NOT require access to this mode.
y`xE`[dit] [episode/mission level]
Edit this level
y`xH`[elp] Help for setting DeeP options
y`xN`[ew] [episode/mission level]
Create and edit a New (empty) level.
y`xQ`[uit] End DeeP
y`xR`[ead] <wadfile>
Read a new PWAD file.
y`xW`[ads]
Display open wad files
x `y Options when loading DeeP `
x`yDeeP` [-n]
[-m MainWadFile ]
[-f PwadFiles...]
[-p dospath]
[-prj project.PRJ ]
[-v mode ]
[-d new ]
y`b-n` (noload)
Temporarily suppresses automatic DeeP restart
and reset all prior files.
y`b-m` (main) C:\DOOM2\DOOM2.WAD
Name/location of the main IWAD file.
y`b-f` (file) file1.wad file2.wad ...
Add patch wad files to load. This automatically
resets any prior files and suppresses automatic
restart.
y`b-p` (path) C:\DOOM2\WADS
Set the default path for reading and saving files
y`b-prj` your.PRJ
Set the current project to use
y`b-v` # (video)
Set the default video mode number (resolution).
1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
y`b-d` new (driver)
Change the video driver.
x `y End of Section `
**---------------------------------------------------
||IWAD Set IWAD File, browsing
**---------------------------------------------------
b `y `
b `y Set IWAD File `
b `y `
Set the name and location of the IWAD name.
Select the IWAD file appropriate for the Project
current active.
In other words:
1. if you have a DOOM project, select a DOOM IWAD.
2. if you have a HEXEN project, select a HEXEN IWAD.
The typical names are :
DOOM.WAD = DOOM or Ultimate DOOM
DOOM2.WAD = DOOM II
HERETIC.WAD = HERETIC
HEXEN.WAD = HEXEN
STRIFE.WAD = STRIFE
x `y Browsing Operation `
File browsing displays a scroll box of file names,
directories and drives.
If you know the complete path, you can enter it in
the file name box. For example, C:\DOOM2\DOOM2.WAD
The Tab/Shift+Tab key moves between areas as well as
using the mouse to activate a dialog area (the color
of the top box changes color).
Selecting a directory, reselects files from that
directory using the current search string.
The lists displayed are scrolled the same as all the
other scroll lists. To select the entry displayed
in the WHITE box, left click the mouse in that
location or press Enter.
Press Esc (or right click) to exit without
selecting anything.
Press F1 help on the Option screen for more Help.
x `y End of Section `
**---------------------------------------------------
||PWAD Read a PWAD File, how it works
**---------------------------------------------------
b `y `
b `y Read a PWAD File `
b `y `
x `y Browsing Operation `
File browsing displays a scroll box of file names,
directories and drives.
If you know the complete path, you can enter it in
the file name box. For example, C:\MYWADS\SAMPLE.WAD
The Tab/Shift+Tab key moves between areas as well as
using the mouse to activate a dialog area (the color
of the top box changes color).
Selecting a directory, reselects files from that
directory using the current search string.
The lists displayed are scrolled the same as all the
other scroll lists. To select the entry displayed
in the WHITE box, left click the mouse in that
location or press Enter.
Press Esc (or right click) to exit without
selecting anything.
A preview of any legitimate PWAD level is automatic-
ally displayed. If there are multiple levels in the
PWAD, control shifts to the lower right box. As you
scroll this list, each level in the PWAD is
displayed. To return to the file control list, press
TAB.
NOTE: There is one combination of "Open Level" reads
that is somewhat confusing.
Let's illustrate by example:
1. You read a PWAD that has information beyond that
that required to make the level, for example,
extra textures (could also be sounds, sprites,
MAPINFO, ...you get the idea). In this example,
let's assume that it is MAP01.
2. You mess around some and then read in another
level that is also MAP01. This works just fine.
3. Now you decide you want to read the level from
step 1 above in again. It doesn't display,
instead the level from step 2 sticks around.
What's going on? Well, the "extra" information from
step 1 was never replaced by step 2. Now when you
did step 3, DeeP found the "extra" information first
and did not read the PWAD in again.
This is normally a benefit, since this mechanism
permits you to "borrow" extra information from other
levels easily. In the above example, if you used
the group command at step 2, the textures from step
1 are automatically grouped with the new level.
If you want to read the "step 1" level back in, use
the Reset All File command (under the File menu)
to clear the information.
x `y End of Section `
**---------------------------------------------------
||TCF Create a Texture Group
**---------------------------------------------------
b `y `
b `y Create a Texture Group `
b `y `
This step creates a Texture Group file for all the
current texture defaults. Set the texture defaults
using the F5 menu, select textures and set the
textures shown. These values are the ones that are
saved in the Texture Group.
If you enter a name different from the one currently
in use, all your current defaults are stored in the
new Texture Group name.
You can create as many Texture Groups as required
for your taste.
When you select a new file name, the new name now
has all the current defaults. To use this name in
any Project, read in the Texture Group by selecting
`bRead Texture Grp` using the alt+F menu.
The following groups are predefined:
DOOM1.TCF = DOOM
DOOM2.TCF = DOOM2
HERETIC.TCF = HERETIC
HEXEN.TCF = HEXEN
STRIFE.TCF = STRIFE
x `y End of Section `
**---------------------------------------------------
||ACS HEXEN Action Code Script
**---------------------------------------------------
b `y `
b `y HEXEN Action Code Script `
b `y `
Object files made by the DeeP HEXEN DEEPACC script
compiler default to a name ending in ".o" when run
from DeeP.
The compiled object file contains what is called
BEHAVIOR in a PWAD for HEXEN.
When you save the level with a new behavior, this
new object ACS file replaces the contents of the
BEHAVIOR for this entry. Refer to the ACS documen-
tation for how to code for the script compiler.
If an ACS file is not supplied, the default BEHAVIOR
resource used is the BEHAVIOR found in HEXEN.WAD for
that level.
Once you save a level with a new BEHAVIOR, you do
not need to that again, unless of course, you want
to change your scripts.
You really can't use or swap BEHAVIOR resources
between levels without examining what the scripts
do. A typical error is a complaint about an invalid
Polyobj num xx, when you play a level with a
BEHAVIOR not made for that level.
x `y End of Section `
**---------------------------------------------------
||MAPINFOfile HEXEN MAPINFO and SNDINFO text
**---------------------------------------------------
b `y `
b `y HEXEN MAPINFO & SNDINFO `
b `y `
This reads a file made by any text editor, for
example the DOS EDIT program, that inserts a
carriage return and linefeed at the end of every
line.
The file replaces the current MAPINFO resource for
the IWAD. When you save the level with the MAPINFO
option, the new MAPINFO is saved with the new PWAD.
Review HEXSPECS.DOC for information on MAPINFO.
To get the existing MAPINFO :
Select Save MAPINFO from the development (F6) menu
and save it to "yourfile.INF".
To get the existing SNDINFO :
Select Save SNDINFO from the development (F6) menu
and save it to "yourfile.SND".
x `y End of Section `
**---------------------------------------------------
||LUMPfile Lump Information
**---------------------------------------------------
b `y `
b `y Lump Information `
b `y `
A lump is any entry in the IWAD directory (also
called directory entries or names).
You can save a lump to a file without any control
information so another program can process it
directly.
The MAPINFO and SNDINFO lumps, for example, can be
saved and the result is a text file you can edit
using any text editor.
You can also save a lump to a file with the control
information. You can rename the entry to a different
name by supplying a different name in the second
prompt. This new file can be read in as a PWAD. The
new lump name, if any, will replace any existing
name or it will be added to the list of names if it
is a new name.
x `y End of Section `
**---------------------------------------------------
||INSERTfile Insert File Command
**---------------------------------------------------
b `y `
b `y Insert File Information `
b `y `
This takes an existing file (not a PWAD) and places
the required control information around it to be
recognized as a PWAD.
The content of the input file, must of course be
legitimate data for the game to recognize.
The MAPINFO and SNDINFO lumps, for example, can be
created by taking a text file and naming the lump
one of those names.
x `y End of Section `
**---------------------------------------------------
||GROUPfile Group File Command
**---------------------------------------------------
b `y `
b `y Group File Information `
b `y `
This takes all existing files read combines them
into one PWAD.
Use this to combine your favorite levels. Read them
all in (they should all be different mission
numbers) and then group them.
Reply Y to include all data. This includes any
extra graphics, sounds, etc.
The Registered version can group up to 56 files at
once (the shareware version does none). If you
exceed the file limit of 56. The solution is to
read in 56 files, group them into a new file, read
this new file and then add 55 more, etc.
Refer to the File Menu commands for more help
information.
x `y End of Section `
**---------------------------------------------------
||BuildIWAD Build IWAD File Command
**---------------------------------------------------
b `y `
b `y Build IWAD File Information `
b `y `
This takes all existing files read and combines them
into one IWAD.
Use this to PERMANENTLY override all the information
in the main game.
Normally, you `BDO NOT` do this, but instead use the
-file option to make temporary overrides with PWADS.
x `y End of Section `
**---------------------------------------------------
||PaletteFile Build Palette File Command
**---------------------------------------------------
b `y `
b `y Build Palette File Information `
b `y `
This creates a "text" file copy of the palette for
use by PaintShopPro or any other compatible program.
x `y End of Section `
**---------------------------------------------------
||TextureFile Build Texture File Command
**---------------------------------------------------
b `y `
b `y Build Texture File Information `
b `y `
This takes all existing textures and combines them
into one PWAD. If any textures were replaced by
an external PWAD, those are used instead of the main
IWAD values.
Here are two examples of why you would do this:
1. Use this to make a file with all textures to
convert from one game to another.
The Texture Color Conversion option requires a
file made using this command for automatically
grabbing all the textures.
2. Use this file for all texture drawing! All the
textures are present at once for you to
experiment with.
Note: It takes a bit to load the this texture
file, so be patient when it is loading.
x `y End of Section `
**---------------------------------------------------
||FLATfile Build Flat File Command
**---------------------------------------------------
b `y `
b `y Build Flat File Information `
b `y `
This takes all existing FLAT files previously read
and combines them into one PWAD. If any FLATs were
replaced by an external PWAD, those are used instead
of the main IWAD values.
Here are two examples of why you would do this:
1. Use this to make a file with all FLATs to
convert from one game to another (to be done).
(The future FLAT Color Conversion option
requires a file made using this command.)
2. Use this file for all FLAT drawing! All the
Flats are present at once for you to experiment
with.
Note: It takes a bit to load the this Flat
file, so be patient when it is loading.
x `y End of Section `
**---------------------------------------------------
||XYalign X-Y Alignment Information
**---------------------------------------------------
b `y `
b `y X-Y Alignment Information `
b `y `
X alignment shifts the starting point for displaying
the texture Horizontally. This is used to make the
texture display "seamless" or to make a special
effect.
Y alignment shifts the starting point for displaying
the texture Vertically. This is used to make the
texture display "seamless" or to make a special
effect.
A common example of Y alignment is for switches. Use
the Interactive Texture Alignment to see how the
texture will display in the game.
DeeP provides two ways of aligning textures. Both
methods interactively display the textures with
the alignments applied on the screen. This is ITA
or Interactive Texture Alignment. It represents the
alignment as the game will draw it. For now, you
need to visualize the unpegging of the textures in
some instances (to be done).
1). Using the keyboard and entering values for the
X and Y offsets. You can use the Page UP and
Page Down keys to conveniently change 1 unit at
at time. Press Enter to accept the changes.
2). Using the mouse and moving it over the texture.
Mouse movement results in X-Y offset changes shown
on the screen.
The right mouse button cancels and the left
mouse button accepts the changes.
The Enter key also accepts the changes and the
Esc key cancels.
x `y End of Section `
**---------------------------------------------------
||EXEnames Text Editor
**---------------------------------------------------
b `y `
b `y Text Editor `
b `y `
This sets the name for the editor to use for editing
HEXEN MAPINFO, SNDINFO files and BEHAVIOR scripts.
DeeP compiles the scripts and makes them usable as
a BEHAVIOR resource. Select the development menu (F6)
to compile your scripts.
Save your new behavior using the File menu save with
new behavior option.
x `y End of Section `
**---------------------------------------------------
||PCXViewer View DOOM+HERETIC+HEXEN+STRIFE PCX files
**---------------------------------------------------
b `y `
b `y View DOOM PCX files `
b `y `
The PCX viewer is made for DOOM/HERETIC/HEXEN/STRIFE
PCX files and other 256 color images.
Press the + key to increase the zoom. The maximum
zoom is 10.
Press the - key to decrease the zoom. The minimum
zoom is 1.
Use`b -devparm `on the command line for DOOM and
DOOMII and STRIFE to enable screen shots.
Use`b -ravpic `on the command line for HERETIC and
HEXEN to enable screen shots.
Press F1 to take a screen shot when the game starts.
All PCX files are translated to match the current
palette. If the palette does not match the current
game, the colors do not display accurately. This is
a byproduct of color matching.
Note : Please see `bColorMatching` for controlling
the palette matching process.
x `y End of Section `
**---------------------------------------------------
||PRJ Projects, read & create a Project
**---------------------------------------------------
b `y `
b `y What's a Project Name `
b `y `
Different Games are selected using the PROJECT
concept. When you installed DeeP, five default
projects were created representing the games. Refer
to the installation guidelines (see INSTALL).
Be sure to use the correct Project for the type
of game you are editing.
There are 5 predefined project names:
DOOM1.PRJ = DOOM (original or Ultimate)
DOOM2.PRJ = DOOM2
HERETIC.PRJ = HERETIC
HEXEN.PRJ = HEXEN
STRIFE.PRJ = STRIFE
You switch from one game to another by reading in
a new project. The first time a project is used,
you are asked for the IWAD location if required.
You can make up your own project names later!
Select "Read a Project" under the File Menu to
switch to existing projects. In the beginning you
DO NOT need to define any projects, read in one of
the projects displayed in the open dialog box.
b `y `
b `y Create a Project Name `
b `y `
You create a project by selecting a name different
from the one currently displayed in the Alt+F5
option menu under #5.
If you enter a name different from the one currently
in use, all your current defaults are stored in the
new Project name. This enables you to track special
information and setting for the level.
If you have a game that is similar to one, but has
a different IWAD, make a new project. Ultimate
DOOM is an example. If you have both DOOM and
Ultimate DOOM, you can start with the DOOM1.PRJ
project and save it as ULTIMATE.PRJ. Then change
the IWAD file name and location in the ULTIMATE.PRJ
project to reflect the correct path.
For individual level(s) it stores all the files
associated with the project as described below.
A project contains the following:
1. The Name of the IWAD file.
It's recommended to read the default PRJ name,
such as HERETIC.PRJ matching the type of GAME file
and then change the name. Doing it this way auto-
matically sets the correct color and texture
defaults.
If you select a HERETIC IWAD for a DOOM Project,
all the colors and texture defaults will be wrong!
To fix this, either set them all manually, or
delete the project and start over.
Use (#5) on the option screen to set the IWAD
name.
2. The default Texture Group Name
This name contains all the default textures. You
can create multiple Texture Group Names using the
Set `bTexture Group` option on the alt+F5 menu.
You switch between different defaults by selecting
`bRead Texture Group` under the alt+F files
menu.
If you switch IWAD files from DOOM to HERETIC or
HEXEN, be sure to set the default textures.
Use the F5 menu to set the texture defaults.
3. The Default Path for reading/saving files
Use #7 on the screen to set the Path.
4. All the files you want to work with at the same
time.
Each file currently read is saved for the project.
Reset (delete) any file(s) in a project using the
reset commands under File.
x `y End of Section `
**---------------------------------------------------
||TextureConversion Convert Textures between games
**---------------------------------------------------
b `y `
b `y Texture Conversion between games `
b `y `
This feature takes the textures (or sprites and any
other graphic stored in "texture" format) from one
game and maps the colors to the current game. The
files to convert are read in using the Open PWAD
command under File.
Note : Please see `bColorMatching` for controlling
the palette matching process.
This means that you can use the textures for DOOM in
HEXEN, the texture for STRIFE in DOOM and so on.
DeeP does not yet allow you to add new texture
names, use NWT or Wintex for now.
You can replace the texture in one game as discussed
under Texture Exporting and Save a Lump in a PWAD.
Use either of these commands to create texture
files that you want to convert.
To convert textures, open the file, then tell DeeP
the type of game this texture came from. The texture
as first displayed is already converted (see AutoCVT
below).
Next there are 5 options available:
1. Convert - click on this button to convert the
texture displayed to your current game. The
colors change to match. If the colors are
incorrect, the textures are not from the
game you selected or you have already converted
it. You do not need Convert is AutoCVT is
active (see below). Turn AutoCVT off to browse
faster and then press this button to convert.
2. Save - saves the current texture back into the
file you opened
**WARNING** this overwrites the file.
3. SaveAs - saves the current texture into a new
file.
`byourname.WAD` is any valid file name and will
be overwritten if it exists.
You cannot use the same name as any PWAD you have
read already.
`bnewName` is the name to give the directory
entry. This is a way rename a lump to match a
lump name in you current game. This replaces the
texture if you then read the new file back in.
4. SaveAll- converts and saves ALL the texture back
into the file you opened
**WARNING** this overwrites the file.
You can make a backup before DeeP proceeds. You
are prompted for each external file present.
When you are done converting, be sure to exit!
You don't want to do it twice.. or do you ??
5. Palette - shows the palette as converted.
6. AutoCVT - when this is active, DeeP auto-
matically converts each texture as you scroll.
You do not have to select convert if this is
active (this is on by default).
You can create one file with all the textures in
one game using the "Export all Textures" command.
After you create this file, switch to a new
project (different game), read in the texture
file you made and then convert.
Note: When you read in the new texture made by the
"Export all Textures" command and you also saved
the TEXTURE and PNAMES lumps (see Export), you are
replacing the current TEXTURE and PNAMES lumps with
the names that belong to the "other" game.
This means that all the names are now changed to the
"other" game name and that the defaults no longer
exist. So ignore the missing default message and be
SURE to not build a level with this file still
loaded. Use "Reset All Files" to get the standard
textures back.
The same comment applies to the "Flats".
It is best not to have any other files loaded when
you do this (or only other texture files) so DeeP
does not misinterpet data as graphics when it is not
(program might hang).
The resulting textures will now be displayed with
the correct colors. Remember, some colors are
missing between the different games, so some
conversions are not as good as others.
x `y End of Section `
**---------------------------------------------------
||TextureViewer Texture Composite Viewer
**---------------------------------------------------
b `y `
b `y Texture Composite Viewer `
b `y `
Use this feature to select the actual Lump name when
you replace textures or want to draw on a texture.
Briefly, the textures in the games consist of one or
more "patches" or pieces. DOOM and DOOM II had many
composite textures. This was cut down quite a bit
in HERETIC and HEXEN. The original purpose was
probably to save disk space.
The names you see in the LineDef texture selection
boxes are made up from many patches.
The texture composite viewer displays all the actual
Lump (PWAD directory) names used in each textures.
Left mouse clicking inside the top texture displayed
brings up the Texture browser.
To keep this simple, this discussion calls the
sum of the composite names, Texture Names and the
pieces Patch names. (Patch names and Lump names are
the same thing. We also call these directory names
in the documentation.)
For textures with multiple patches, each Patch is
displayed. The X/Y represent the X and Y offsets
for that Patch in the texture. The offset shift
the starting position of where the Patch starts
drawing. X shifts the starting spot left (-) or
right (+). Y shifts the starting spot down (+) or
up (-).
The size is the absolute graphic size of the Patch.
Not all of the patch may display. The Texture itself
has a dimension and all Patches display only within
that dimension. The "excess" is clipped.
x `y Replacing a Texture `
Replacing a "texture" with a new texture is easy.
1. Read in a PWAD with a texture Patch whose name is
the same as an existing Patch name. DeeP
implicitly replaces any duplicate Lump name.
(This applies to ALL names, including sounds,
sprites, etc).
After you have read in the "replacement" Patch
name, DeeP displays the new texture Patch when
the texture Name is referenced.
2. You can make a replacement texture, by selecting
the Patch (or Lump) name desired and then use the
Save Lump in a PWAD command.
To use this texture Patch in a different texture
Name, rename the Lump when prompted to match the
Patch name of the desired texture Name. (I know
this sounds weird.)
Ok, here's an example for DOOM II:
1. Using the Texture Composite Viewer look at
textures BIGDOOR5 and BROWNPIP.
BIGDOOR5 consists of the Patches WALL40_1 and
WALL42_3.
BROWNPIP consists of the Patches TP2_1,
We are going to change the texture BROWNPIP by
replacing the Patch TP2_1 with the Patch
WALL40_1.
2. In the File menu, select Save Lump in a PWAD.
Choose the name WALL40_1.
Name the file WALL40_1.WAD (any name is ok) and
the New Lump Name = TP2_1.
3. In the File menu, select Open PWAD and select
WALL40_1.WAD (the one we just made).
4. Now go back to the Texture Composite Viewer and
select BROWNPIP again. What do you see?
This change is temporary.
To clear this texture, select the File menu and then
choose Reset File option to clear these files.
To make this change permanent, use the Group command
and combine this modified Patch name with your level.
Now whenever you play your level, your new BROWNPIP
texture appears.
x `y Another Way to Replace Textures `
Another way to create new replacement textures is
to use the DeeP texture drawing tool and make your
own from scratch. You can draw (of course) on any
graphic (including sprites) and cut and paste parts
and pieces from any other graphic (registered) to
make a new texture. Use the SaveAs and name your
graphic as described earlier to replace any Patch
name.
Select F1 for help in the Drawing Tool.
x `y Adding New Textures `
Adding new textures means creating additional
texture Names. This is quite a bit more involved.
The texture names are created in a Lump called
TEXTURE1 (and sometimes TEXTURE2). These are the
"real" texture names. Then these names point to
offsets in a Lump called PNAMES (patch names).
So to add a new texture, you have to add the name
in TEXTUREx and also create the Patch names used
to make the texture in PNAMES. DeeP does not yet
do this, but you can use a program called NWT or
DEUTEX or WINTEX for this purpose. We will add this
to DeeP sometime in the future.
x `y End of Section `
**---------------------------------------------------
||GraphicDrawing Drawing Graphics
**---------------------------------------------------
b `y `
b `y Drawing Graphics `
b `y `
x `y Mouse Buttons `
Left button = Place a pixel of the current color at
that location. Hold the button down
and move the mouse to draw pixels.
Right button = Select a different color from the
palette displayed. The current
drawing color is shown on the bottom
left.
x `y Keyboard Keys `
Esc = Cancel current graphic.
Enter = Place a pixel at current location.
Tab = Sets current drawing color to color
under drawing cursor.
Backspace = Toggles rotate mode. Put the mouse
cursor inside the image and press
the backspace key. The cursor
changes in appearance. Now when the
cursor is moved, the images shifts!
Press Backspace again to reset.
Up/Down/Left/Right Arrows in rotate mode :
Rotates the image. Easier to control.
Up/Down/Left/Right Arrows for drawing modes :
Move the cursor 1 graphic pixel at a
time. This is the most accurate
method of movement.
Ctrl+C = Make a Copy for instant Undo.
Ctrl+V = Paste a copy of the image selected
using the select tool.
Ctrl+Z = Instant Undo, restores to image made
with Ctrl+C. 1 copy is automatically
made at startup.
\ * = Shrink image 1/2 size
; * = Cycle all colors up
' * = Cycle all colors down
[ ** = Cycle all colors matching color
under cursor up
] ** = Cycle all colors match color under
cursor down
< * = Rotate image 1 to 359 degrees
(some distortion)
( = Create a circle, press +/- keys to
change radius
A = SaveAs
B * = Blur image
C ** = Change all pixels matching the
color under the cursor to the
current active color.
D = Draw Dots Tool
F = Freehand Tool (if not pasting)
F * = Floodfill pasted region with active
color.
J * = Change all pixels matching color
under the cursor to random colors.
I = Read a PCX image into the paste
buffer
L = Line Drawing Tool
N = Select new transparent color
(same as pressing "Trans" button)
P = Resume Paste mode
R = Rectangle Select Tool
S = Save
U = Undo
X * = Flip Image about X axis
Y * = Flip Image about Y axis
Z * = Fuzzy image
*Note: These also work on the paste buffer.
** : The "under" color is always white.
ADD (Awesome Direct Drawing) lets you quickly modify
any graphic AND import PCX files! See `bGraphics tutor`
for a step-by-step example of how to start drawing.
`bPlease see the control codes above for operation.`
`bDuke Nukem 3D` drawing follows is the same as DOOM
drawing, with a different "transparency" structure
since Duke Nukem 3D does have a transparent color.
Please see the special section at the end for Duke
Nukem 3D specifics.
ADD is convenient, quick and easy. The drawing tool
is especially designed to edit DOOM/HERETIC/HEXEN/
STRIFE game graphics.
You can do anything you like to any pixel data, from
signing your name to making new transparent areas!
Both the mouse AND the keyboard keys can be used
for precise drawing. Some of you may want to slow
down your mouse speed using F5 + mouse menu. Set
your speed below 50 to make it easier to draw.
You can draw on top of any existing graphic that
resides in `banother` file. This protects you from
accidently modifying the IWAD file.
The first step to drawing on an existing graphic
is to Open a PWAD with graphics.
NOTE:
You Open a graphic file the same as you do a PWAD
level. Use Open PWAD in the File menu. You can open
up to 5 graphic PWADS in the shareware and up to 56
in the registered version. Of course, one file can
have more than one graphic Lump. For example, if
you export all textures, 1 file has ALL the texture
graphics.
There are five ways you can have graphics in a
separate file:
1. Someone already did this for you, that is, they
have some modified graphics already. Just read
their PWAD file and edit the textures shown.
2. Use DeeP's convenient "EXPORT all Textures" to
save ALL textures. Read in this file to edit
textures.
3. Use the "Export all Sprites" command to save
only the Sprite graphics to a file. Read in this
file to edit sprites.
4. Use the "Export all Flats" command to save
only the floor and ceiling graphics to a file.
Read in this file to edit Flats.
5. Use the "Save a Lump to a PWAD" to save any graphic
by itself. Read in this file and then modify only
that graphic.
Sprites and Textures are stored in the same internal
format. This means that you can copy and paste
sprites on a wall texture.
Flats are not stored the same way as textures. You
should work on one or the other and not have both
types loaded at the same time, since DeeP will give
you "not an Image.." messages for all the Flats in
"Draw on any Graphic" mode.
FLAT note : In HEXEN we noticed 2 flats that are
twice as large as they should be: X_0001 through
X_0011. This is probably a mistake, but we didn't
have time to test all combinations. It looks like
changes work OK and the excess is ignored.
x `y How to Draw on a Graphic `
First you select the graphic you want to edit. DeeP
automatically presents you with a list of all the
LUMP names that were found in external PWAD files.
Select "Draw on any Graphic" for textures or sprites
and "Draw on any Flat" for floor and ceiling names.
Note : To find the actual Lump names of textures,
select the Texture Composite Viewer.
You should be careful and select only graphic LUMPS.
DeeP will attempt to determine if the graphic is
legitimate, but it's possible that it is wrong!
You can change the zoom while you are drawing a
texture by pressing the + key to increase the
magnification and the - key to decrease.
The browsing mode also lets you zoom the graphics.
The maximum zoom is 10, however, the image zoom
size varies in different screen resolutions. The
image cannot exceed the box dimensions for now.
You may want to experiment which resolution works
best for your monitor and eyes.
If the graphic is not a type supported, DeeP issues
a message stating that it is not a graphic. Keep
going till you get to a real graphic.
If the LUMP is really not a graphic, but DeeP thinks
it is, you will probably hang the program. You may
get an error message, but don't be surprised if you
"crash".
Select a graphic to edit by pressing Enter or Left
click on the name in the top box.
x `y The four tool modes `
There are four tool modes selected by pressing the
buttons on the left side of the screen.
1. Paste Select mode draws a rectangle select box
around a graphic area you want to copy. Press the
left mouse button and move the mouse to size it
correctly.
When you release the Left mouse button, the
graphic is placed in the drawing clipboard.
Move the mouse to position the clipboard image.
Left click again to make it permanent.
To cancel Press the Right mouse button or press
any key.
See the command list above for the list of
keyboard commands.
Use Ctrl+V (or P) to repeat and paste the
clipboard graphic again. Repeat the earlier steps.
The image remains in the clipboard until you exit
graphic drawing mode or clip a new image.
Note : The shareware version clears the clipboard
from image to image.
x `y Shrink notes `
The `b\` shrink command reduces the size of the
paste buffer. This works best if you set the
working magnification of the destination image
one (1) before you finish the paste. To do this,
just quit the paste command, reduce the size and
then press `bP` to pick up the current paste
buffer again. Real simple.
The shrink `b\` key reduces the existing paste
image by 1/2 in each direction. If you read the
image in at 3X, then the resulting image is 3/2
the size (or 1 1/2). Reduce the main image back
to 1 and then paste for best results. If you
paste at the current resolution, let's say 3,
then you will "loose" pixels, since the paste
buffer has more precision than the main image.
x `y Paste Transparency notes `
See the discussion below for exactly what
transparency is. This note is to discuss how the
paste command works with transparent colors.
If you have the transparent color selected as
your drawing color, the complete image is
always pasted on top of any existing data.
If your drawing color is not transparent, then
any areas of the image that contain your current
transparent color are NOT pasted.
However, if your whole paste image is made up of
the transparent color, then the image is pasted
on top of any data as before. This makes is
easy to create transparent "lines" or "holes".
The next 3 commands are toggled using the second
button.
2. Freehand mode (Free) draws continuous lines from
the time you press the Left mouse button till the
time you release the Left mouse button, filling
in all gaps inbetween.
3. Dot mode (Dots) draw a "dot" at a time and if you
move the cursor fast, you will get gaps inbetween.
This is best for selectively changing a pixel
here and there.
4. Line mode (Line) draws a "straight" line from one
left click to the next left click. This is best
for drawing a line from one point to another.
Select the mode suited to what type of work you are
doing.
x `y Importing a PCX Graphic `
You can place an image into the paste buffer by
pressing the Import button (or pressing the I key).
This image can be pasted on top of the graphic
displayed in the same manner as described for paste
above.
All PCX files are translated to match the current
palette. If the palette does not match the current
game, the colors sometimes do not display exactly
as in the original. This is a byproduct of color
matching.
Note : Please see `bColorMatching` for controlling
the palette matching process.
Press T or press the AutoCVT button to toggle
palette translation. This lets you view the texture
in the palette it was designed with. Use the export
palette command to make PaintShopPro match exactly.
NOTE: The current magnification used to display the
graphic is also used to scale the imported graphic.
If you switch to a new graphic, make sure the
magnification matches the setting when the graphic
was imported. (Same comments apply as were discussed
under the shrink command.)
x `y Pixel transparency guidelines `
Pixels can be draw on any area of the graphic.
Areas of a graphic that do not contain any data may
or may not contain data! Let me explain. Areas that
show up as "magenta" are normally tranparent. The
metal grates are a common example. Sometimes, a
magenta color is actually data. DeeP warns you when
the current transparent color matches a color you
selected for drawing.
The "transparent" color is for your information
only. DOOM does not actually have a "transparent"
color, DeeP just uses the color to show you where
the "holes" are. -AND- this is the color chosen to
put transparent areas in the texture when DeeP
converts it to the DOOM format. In other words,
in all the places where the transparent color is
displayed, you will be able to "see through" the
texture at that location when viewed in the game.
Once you draw over a "transparent" area or create
a transparent area by drawing with the "transparent"
color, you can no longer save the texture back into
the file. This is because the texture no longer has
the same internal structure. DeeP recalculates the
texture when you saves it in a new file using
SaveAs.
You can recombine a "SaveAs" texture back into a
grouped texture PWAD by reading in the original
grouped texture PWAD first and then all replacement
textures. Then use the "Save and Group" command in
the File menu to make it one complete texture PWAD
again, now containing your "new" textures also.
x `y How to quickly make an area transparent `
For Duke Nukem 3D and also when you import PCX
images, you need a "tranparent" color to denote the
see-through area.
If you are importing a DOOM type graphic into Duke
Nukem 3D, change the current drawing color to
transparent (255), then place the mouse cursor on
top of a "black" transparent area and press `bC`.
All the black should change to the transparent
color. If any other areas also changed, either
fix them by hand or try a different spot. Several
colors look "black" although only 1 is "0".
For DOOM work, you follow the same process. If
you import a Duke Nukem 3D graphic, make the
tranparent color match the color (magenta) displayed
by placing the cursor over the magenta and press the
Tab key. This is now the current drawing color.
Change the transparent color to the same value (if
not there already). Now place the cursor over the
Duke tranparent area and press C again. When you
save the image, DeeP will request a new file name
since the image is recalculated for the DOOM
conventions.
x `y Pixel undo limit `
You can Undo up to 20,000 pixels at a time. When the
limit is reached, the first 4000 pixel changes are
lost.
Save your work to reset the undo buffer.
x `y Some more drawing tidbits `
You can take "sprites" and paste them onto any wall
or make a wall comprised of all sprites. Imagine a
wall full of CacoDemons coming at you!
This is all very easy to do. Remember, DeeP's
graphic tool works with any graphic that is stored
in the same format as "textures". Sprites (as well
as a number of other graphics-see view all graphics)
are the stored the same as textures.
On top of that, you can make your own PCX graphics,
just be sure to match the palette as noted.
1. First select a big graphic to use as a
"framework" of your favorite monster(s).
2. Save this texture lump in a PWAD (see note).
3. Now choose your monster.
4. Save this sprite lump in a PWAD (see note).
5. Now open both files.
6. Go to Drawing Graphics (this of course)
7. Select the monster first.
8. Select the rectangle select tool and put the
monster in the Graphic buffer by drawing a
rectangle around all of the monster you want to
copy.
9. Now exit and select the wall texture.
10. Press "P" for Paste mode and move the monster
graphic into position. Left click to paste the
monster.
11. Repeat moving and left clicking to make more
copies on the same texture.
12. Save (or SaveAs) to save your modified Wall!
Note : See earlier discussion about other options.
If you change Zoom sizes from the size of the image
in the graphic buffer, you can change the scaling
of the image on the wall. Experiment to see what
happens!
x `y `
x `y Duke Nukem 3D drawing `
x `y `
Drawing for Duke Nukem 3D is the same as for DOOM
with some simplifications:
1. Duke Nukem 3D does have a "transparent color".
This color is magenta (255) and is saved in the
texture.
2. Textures are made as whole units. They do not
have names, but instead are referenced by
position within the TILESxxx.ART lump in the
.GRP file or within a TILESxxx.ART file.
3. Drawing is only permitted using TILESxxx.ART
files. Export the TILESxxx.ART lumps using
DeeP's Duke Nukem 3D file export command.
4. All changes are saved directly into the
TILESxxx.ART file.
Please refer to Duke Nukem 3D FILE area for further
information on Duke Nukem 3D.
x `y End of Section `
**---------------------------------------------------
||DukeNukem3DFile DukeNukem3D Files (GRP, ART, DAT, MAP)
**---------------------------------------------------
b `y `
b `y Duke Nukem 3D Files `
b `y `
See below for the keyboard and mouse controls for
panning and zooming maps.
x `y DUKE3D.GRP file `
Duke Nukem 3D has a single file called DUKE3D.GRP.
This file is similar to the DOOM IWAD. It contains
all the information for the game.
The `bLUMP` names in the GRP file are 12 characters
long. They represent the original file names used
to create them.
You can save each LUMP as a separate file using the
Export File option.
You can save each graphic in the TILESxxx.ART
entries as individual PCX files. Then edit the PCX
files using any graphics editor or directly import
them using DeeP's graphic import option in drawing
mode.
Right now, DeeP does not recompose the individual
files back into one new GRP file. Use the KGROUP
program in registered Duke Nukem 3D.
x `y PALETTE.DAT file `
If you are going to edit TILESxxx.ART files you
need to export the PALETTE.DAT lump as a file.
DeeP uses this file to obtain the palette
information. Keeping the palette flexible allows
DeeP to edit TILES for other games.
NOTE : You can also edit the TILES found in the
Witchaven and Witchaven 2 games. The PALETTE.DAT
file is already there. Some of the dialog colors
are a bit too dark since they are set for Duke!
x `y TILESxxx.ART file `
This name represents the individual TILESxxx.ART
lump found in the GRP file and exported using the
Export File command. You have to have a TILES
file before you can draw on a Duke Nukem 3D graphic.
DeeP does not allow direct editing of the GRP file,
only the TILESxxx.ART files can be edited. This is
to prevent accidental destruction of the GRP file.
Each image in a TILES file is referenced by number.
Each TILES file can have a maximum of 256 images.
The images are numbered consecutively (for
reference by the game). So if TILES000.ART has
256 images, the first one is 0 and the last one
is 255. TILES001.ART then starts with image
number 256 and end with image number 511. This
assumes all 256 images possible were assigned. Not
all Tiles have images assigned.
Duke Nukem 3D automatically replaces its own TILES
when it finds an external matching files matching
one of the TILES000.ART to TILES014.ART. This can
be a source of confusion, although it makes it easy
to replace textures. For example, if you make your
own TILES003.ART file and modify some of the
graphics, the TILES003.ART lump in the GRP file is
automatically replaced by yours when you use BUILD
or play the game. If you see weird stuff, remove
the TILESxxx.ART file(s) from the Duke Nukem 3D
directory.
x `y Browsing TILESxxx.ART file `
You can browse TILES files (by pressing F2 or
Left clicking on the picture). The picture
number displayed is the number relative to all
the TILES as designated by the first tile header.
NOTE : You can also edit the TILES found in the
Witchaven and Witchaven 2 games. The PALETTE.DAT
file is already there. Some of the dialog colors
are a bit too dark since they are set for Duke!
x `y Creating new graphics `
TILES014.ART (and beyond) are normally used to
store user graphics (that's you). To create new
graphics, first export the TILES014.ART lump in the
DUKE3D.GRP file. Then open up this file in Duke
Nukem drawing mode. If you want to change the
graphics in another TILESxxx.ART in the GRP
file, export the file first. Also, don't forget
to export the PALETTE.DAT lump too!
Press the `bCreate` button. The next prompt
requests the X and Y dimensions of the image you
wish to create. DeeP reserves an area using the
current active color. This is black the first
time. Enter drawing mode, change the color and
then come back to change the color.
The next available image number is automatically
selected. This is the image number displayed. Write
this number down for reference, although the bottom
of the screen shows the image numbers in the TILES.
You can't go beyond 256 images per TILES! A new
TILES has to be created for more images.
It's a good idea to assemble all your images ahead
of time and write down the X and Y dimensions (in
pixels) of each one. Then press Create repeatedly
entering the dimensions each time. When you are
done, go to each image, press `bEdit` and import
the PCX file for that slot.
When you use the BUILD editor and the TILES are
in the same directory, the user graphics are
automatically picked up. In 3D mode, press V and
then press V again. Issue the `bG` command and
enter 3585 to jump to the user tile area.
x `y E#L#.MAP file `
This name represents the individual ExLx.MAP lump
found in the GRP file and exported using the Export
File command. This contains the level information.
You can view a level file using DeeP's Duke Nukem
3D menu.
b `y Map colors and lines `
The colors displayed for the map lines have no
meaning. It makes the map easier to read. If anyone
thinks this is not so, we can add an option to make
it similar to Build.
Walls with only 1 side are solid. Walls with 2
sides are always dashed (simple).
Sectors in Duke Nukem 3D can be on top of each
other. Move the cursor around in Sector mode (press
the `bS` key) to see the Sectors outlined.
Press the `bI` key to toggle from full information
displayed on the bottom, to no display (full
screen).
b `y `
b `y Panning and Magnifying level maps `
b `y `
The controls for Duke Nukem 3D level panning and
sizing are similar to other DeeP methods. These
controls work both in "large" map viewing or when
browsing the GRP file.
The following controls can be used while the cursor
is in the area where the map is displayed. The
cursor changes to a big `bPlus` sign.
x `y Mouse Buttons `
b `yLeft button`:
1: If the cursor changed shape, pans
the map.
2: If the cursor is normal shape, selects
current object.
b `yRight button` :
1: If the cursor changed shape, pans
the map.
2: Future menu edit options
b `yBoth buttons`
Drag map around (panning)
b `yshift+Left button`:
1. If the cursor is in the center
Increase magnification.
2. If the cursor is not in the center
center the map around the area
where the cursor is positioned.
b `yshift+Right button` :
1. If the cursor is in the center
Decrease magnification.
2. If the cursor is not in the center
center the map around the area
where the cursor is positioned.
x `y Keyboard Keys `
+, - = Change display size
Home = Recenter level
Arrow keys = Move map around
G = Increase grid size
shift+G = Decrease grid size
H = Toggle grid display
I (toggle) = Show all information
+ Toggle full screen mode
J = Jump to object
L = Select Line mode (walls)
S = Select Sector mode
T (toggle) = Select Thing Sprite mode
+ Toggle sprite display pictures
+ Toggle sprite pictures + tags
shift+T = Toggle Thing reverse
Z = Instant ZOOM up and down.
alt+Z = Autosize map to fit screen
0-9 = Zoom to various scales
Space = Toggle Pan speed using the
Hi-Low values set in MAP
options.
Esc = Exit display
x `y TxxxPyyy.PCX file `
When you export Duke Nukem 3D graphics, each entry
is assigned a name. The default name helps you
determine where the graphic came from. The xxx
represents the TILESxxx number and the yyy is the
relative graphics number in that file (from 0 to
255).
x `y Other Duke3D files `
Other files contain control, sound, script and map
level information. Export them as desired so you
can work with them separately.
x `y End of Section `
**---------------------------------------------------
||GraphicTutor Drawing Graphics Tutorial
**---------------------------------------------------
b `y `
b `y Drawing Graphics Tutor `
b `y `
x `y `
x `y A Quick Tour of Graphics Drawing! `
x `y Press the print button on the `
x `y bottom so you can mark the steps. `
x `y `
Refer to `bGraphics Drawing` for reference.
To make a quick "drawing" just to see if you can,
follow the steps below. It appears long because each
step is listed, describing each movement.
Set the default directory to save your work using
the alt+F5 menu if you haven't done so yet.
Please select Reset all files from the File menu to
make sure we have no extra files loaded that can
interfere with the following steps.
1. From the File menu, select "Save a Lump to a
PWAD".
2. Select for DOOM/2 : AG128_1 (SHAWN2)
HERETIC : WALL50 (ORNGRAY)
HEXEN : W_051 (DOOR51)
Briefly, the textures in the games are made up
of "patches". These Lump names are the actual
raw graphic name. The actual texture name is
something else. The actual texture name is
shown on the right above. For example, SHAWN2
is really made up from the lump name AG128_1.
You can have more than one lump name. A single
name is choosen for simplicity.
Use the TextureComposite Info selection under
Edit to "see" and also to get more information.
3. Press enter and let keep the default file name
shown. The name is the Lump you just selected
with .WAD added. For DOOM the name is
AG128_1.WAD
4. For "New Lump Name" again keep the default name
shown. For DOOM, it's AG128_1.
5. From the File menu, select "Open PWAD and select
the file you have just saved.
6. From the Edit Menu select "Draw on any Graphic"
7. Press Enter or right click on the only name
displayed. For DOOM that is AG128_1.
8. The graphic is now displayed at the maximum
magnification possible and still fit in the
window. Press the `b-` key to make it smaller
and press the `b+` key to make it bigger again.
9. Move the cursor inside of the texture displayed.
Noticed that the mouse changes to a "pencil".
This signifies that you can now draw.
10. Press the Left mouse button and move around. You
should be leaving "white" trails. Experiment a
bit.
11. Press the `bUndo` button on the left side of the
screen (or `bU` on the keyboard). See how you can
undo pixel by pixel what you drew.
Try to sign your name. This takes some practice,
but I think you can do it.
12. Click on the Right mouse button. A color palette
pops up.
13. Select a color, how about Blue?
14. Click on the button on the left that says `bF`
until it displays an `bL` (F stands for freehand
drawing and L stands for line drawing).
15. Press the Left mouse button again and move
around inside the graphic. This draws straight
lines as you can see!
16. Draw some lines. Change colors if you like.
17. Now, press the third button on the left side of
screen. The one with an `bR` and a rectangle.
18. Move to the upper right of the graphic, press
the left mouse button (hold it down) and move.
Make a small rectangle (about thumb height and
about 2 thumbs wide).
19. Now release the left mouse button.
20. Move the mouse around and notice that the area
you `bcut` moves with you. This is now in the
paste buffer and stays in the paste buffer until
you replace it with a new "cut"
21. Go about 1/3 down the graphic and press the left
mouse button. Notice that the area from the
paste buffer is placed where you left clicked.
Try to make a bar from left to right by left
clicking each time. If you misalign, press Undo.
22. Go 1/3 up from the bottom and repeat.
23. On the left side there are 2 buttons. One says
`bSave` and the other says `bSave As`.
If you click `bSave`, the modified image is
saved over on top of the existing file. That's
the file AG128_1.WAD for DOOM. Note: if you
drew any new transparent areas or drew on top
of a "tranparent area", you can only use
`bSave As` since the texture has to be
recalculated (see GraphicDrawing).
If you click `bSave As` you save your work in a
brand new file. The existing file is NOT
changed.
a. You are prompted for a filename. This name
cannot be the same as any name you are
using. Call it AG128B.WAD.
b. The next prompt asks for the Graphic
LumpName. Keep it the same for now.
24. That's it!
x `y `
x `y How to display your new texture `
x `y `
To display your new texture in DeeP, all you need to
do is Open the texture PWAD under File. Now this
texture stays around until you get rid of it. So
select Reset All Files to have DeeP no longer
display you new texture.
There are two ways to use you new texture in a level
and have DOOM (or any of the others) display it.
`bRegistered version only`
1. Select Test All Levels.
-or-
2. Select Save and Group Files under the file menu.
Say Yes to "Include non-level data" (that's the
new graphics). After you do that, Open this new
grouped file. Now when you save the file, the
new graphic(s) is automatically saved each time.
You can eliminate the prompt by selecting Group
Save in the Alt+f5 menu option.
`bShareware version only`
When you play DOOM, enter the new texture file after
the regular level file name.
For example: DOOM -file yourlvl.WAD AG128_1.WAD
x `y End of Section `
**---------------------------------------------------
||ImportImage Importing PCX Graphics
**---------------------------------------------------
b `y `
b `y Importing PCX Graphicx `
b `y `
PCX images can be directly imported by DeeP. The
image read is automatically placed into the ADD
drawing paste buffer.
The size of the image can exceed the size of the
texture you are changing or it can be smaller.
If the PCX image is larger than the texture, only
the amount you place to "cover" the existing texture
is pasted. (Holes are never filled, see drawing
help.)
If the PCX image is smaller than the texture, you
can paste multiple times or make a quilt from many
different images.
NOTE: The current magnification used to display the
graphic is also used to scale the imported graphic.
If you switch to a new graphic, make sure the
magnification matches the setting when the graphic
was imported.
PCX files are translated to match the current
palette. Press T or press the AutoCVT button
to toggle palette translation.
If the palette does not match the current game, the
colors may not display accurately. Try to use PCX
images created using the palette of the current game
(see Export Palette). You can also touch up any
"spots" by hand of course.
Note : Please see `bColorMatching` for controlling
the palette matching process.
x `y End of Section `
**---------------------------------------------------
||ColorMatching Matching different palette colors
**---------------------------------------------------
b `y `
b `y Matching different palettes `
b `y `
When you converting textures (or graphics) from one
game to the next, you may not get the colors desired.
DeeP has two options to control the process,
accessed via the `bOptions` menu by pressing F5.
x`y Color Dominance`
This value controls the tolerance value permitted
for a color to be considered dominant. A lower
number is more restrictive and a higher number less
so. Use this to force matching to that color.
For example, if you have a color with RGB (red, blue
green) values of 120,100,80 and you select a
tolerance of 0, then RED is consider dominant, since
it has a higher value then Blue (100) or Green (80).
Now let's make the tolerance 50. Is any color more
than 50 greater than any other color? The answer is
no. What if the tolerance is 19? Then RED is still
dominant. How about 20? Well, that's where they
are all considered equal again.
So if you made the value 255, no color would ever
be considered dominant, since the maximum value
for 256 color images is 255. And if you made the
tolerance 0, even a single change would make the
color dominant, for example in 20,21,20 BLUE is
dominant (21).
x`y Color Tolerance`
If a color has no dominant color (as determined
by the "dominance" above, then this value decides
if the color is indeed "neutral". A low value
is very picky and a high value is not. So if
we have a color with RGB values of 120,100,90 and
the dominance value is 30, then this color has
to pass the tolerance test also.
If the tolerance value is 20, then this color
passes. If the tolerance value is 5, the color
fails to match, since the colors are all more than
"5" apart.
Play around with these values to achieve pleasing
results. Not all palettes will match up! For
example, if you have an image with 256 shades of
Blue, there is no way you can match all the shades
of blue. Banding always results.
In summary, if one palette has a much wider range
of a color than another palette, something has to
give.
x `y End of Section `
**---------------------------------------------------
||3DView Displaying Maps in 3D
**---------------------------------------------------
b `y `
b `y Displaying Maps in 3D `
b `y `
x `y Mouse Buttons `
Left button = move left/right to rotate x/y
Left button = move up/down change elevation
Right button = move any direction to pan
Both Buttons = move left/right to change scale
x `y Keyboard Keys `
Esc = Exit 3D mode
+/- = Zoom
Cursor Keys = pan map
Home = Roll Up
End = Roll Down
PageUp = Rotate Clockwise
PageDown = Rotate Counter-Clockwise
A = Toggle Axis display
H = Toggle Hidden mode
for Solid only (slower)
S = Toggle Solid mode
Left click on specific Lines or Sectors to limit the
display to selected areas. This reduces "clutter"
and makes it easier to examine detailed areas.
Active the 3D option by press the 3D button (for
Duke Nukem 3D) selecting 3D from the Mode menu
(Doom+) or press the `b~` or unshifted ~ key (can't
show in this help) for either mode.
When the 3D option is selected, position the mouse
cursor at the viewing center point desired. The
current viewing scale determines the initial size of
the 3D map. Press +/- to change.
Note : Solid/Hidden mode is not perfect<g>. Rotate
and move the map to get different views.
x `y End of Section `
**---------------------------------------------------
||Browsing Map, Floor, Ceiling, Sprite Browser
**---------------------------------------------------
b `y `
b `y Map, Floor and Ceiling Browser `
b `y `
The map browser presents a full screen of levels.
The levels can be displayed in different sizes by
pressing the + and - buttons or +/- keys.
The floor and texture browser presents a full screen
of textures. The textures can be displayed in
different sizes by pressing the + and - buttons or
+/- keys.
The sprite browser presents a full screen of sprites.
The sprites can be displayed in different sizes by
pressing the + and - buttons or +/- keys. The size
of each sprite is maximized for the current box.
x `y Mouse Buttons `
Left button = Select texture or Map
Right button = Exit browser
Click the Up/Down Buttons on the top menu bar to
browse.
x `y Keyboard Keys `
+, - = Change display size
Esc or C = Cancel/Exit
Home = Position to First page
End = Position to Last page
PageUp/Down= Page display prev/next
Arrow keys = Position select
Enter = Select texture or Map
For textures only, type the first character of the
texture to start the display with the first texture
matching the character.
x `y End of Section `
**---------------------------------------------------
||DrawingTool Drawing Tool (make new LineDefs)
**---------------------------------------------------
b `y `
b `y Drawing Tool `
b `y `
DeeP's drawing tool provides precision drawing
without the extra steps required by "vertex" first
editors that require many extra steps to create
the linedefs and sectors or "shape" editors that
require continous merging and splitting of lines.
You draw the lines on the screen. What you see is
exactly how the lines will appear. No guesswork!
Have a plan in mind to minimize having to redo
areas. Since DeeP permits detailed control of level
creation, it is possible for beginners to "draw"
without considering the rest of the construction
criteria.
If you haven't done so yet, please review the
definitions of Vertexes, Linedefs, SideDefs and
Sectors. It is important to understand these
terms, since sooner or later you will delete parts
here and there and have to fix these area to keep
the "sector closed". There is a discussion of
"sector not closed" in this help. Please review
how areas should look. Once you understand how
areas look, the rest is easy. Your reward will be
attractive levels made with mimimum fuss.
Intelligent Inference Drawing (IID) examines the
context of the area you draw in. Sectors and
SideDefs are made for you as you progress. Be
sure to check your work, since improper pre-
existing areas (even ones made on purpose) can
make references you need to adjust. Intelligence
has the drawback of making mistakes<g>.
x `y Starting Drawing Tool mode `
1) From any mode press Ctrl+D
2) If in Vertex mode
a) Ins = start draw mode
b) Quick double left-button starts drawing mode
3) Quick double right click and select drawing
mode from the popup menu.
x `y Once you are in Drawing Tool mode `
Left button = create vertex, move some, then Left
click again.
Right button = end drawing an area. Continue to
draw more by Left clicking again.
Quit by Right clicking again.
Shift+Right button= end drawing area.
Extends an area using the same
Sector number as a shared line.
Esc = quits right away
Does not finish the area!
Ins = force 1-sided LineDefs.
Does not adjust sector references!
x `y Some basic drawing guidelines `
Draw clockwise for ROOMs and counterclockwise to
create OBJECTs in rooms.
You can also make ROOMs within ROOMS. Drawing
clockwise in an existing ROOM makes 2-sided LineDefs.
Drawing "backwards" in a new area (not inside an
existing room) results in DeeP adjusting for your
"mistake" and the LineDefs are flipped. Complex
areas that you connect with "backwards" drawing
may have "joins" that may require adjustment.
Do not draw across existing lines. You can draw
exactly on top of them or split them with vertices,
but crossing them and continuing on the other side
is not permitted.
Edit the textures and sidedefs to make it impassible,
etc. Clicking on the "flags" on the bottom of the
screen is the quickest way (press the shift key when
you move the cursor to keep DeeP from "following"
the cursor).
Some complex areas may not be made exactly the way
you intended. This becomes a trivial thing to fix
using either the various precise editing functions
available.
For the beginner "sector not closed" can be frus-
trating at times, but once you understand how the
parts always fit, it's duck soup. So be sure to see
how sectors/linedefs always (well, unless you are
doing "tricks") fit together. Understanding the
basics really pays off big time.
x `y End of Section `
**---------------------------------------------------
||SelectTool Selection Tool (selects a bunch)
**---------------------------------------------------
b `y `
b `y Selection Tool `
b `y `
x `y Mouse Buttons `
Left button = hold down and move mouse
to change size
Right button = drags box
Release Left button when done
x `y Keyboard Keys `
+ - = Zoom size
Enter = Done
Esc or C = Cancel
After you exit this help, press the Left mouse
button again to resume Select box
x `y End of Section `
**---------------------------------------------------
||DragTool Drag Tool
**---------------------------------------------------
b `y `
b `y Drag Tool `
b `y `
x `y Mouse Buttons `
Press the Right button and move the mouse to drag
the selected Objects.
Release the Right Mouse button to finish the move.
x `y Keyboard Keys `
+, -, Z = Change Map size
Esc or C = Cancel/Exit
After you exit this help, press the Right mouse
button again to resume dragging.
Use Ctrl+Z to restore the Map if unwanted movement
occurred.
x `y End of Section `
**---------------------------------------------------
||RectangleTool Rectangle Tool
**---------------------------------------------------
b `y `
b `y Rectangle Tool `
b `y `
x `y Mouse Buttons `
Right button = Drag object
Left button = Create object
Move mouse change size
If no object is drawn yet, Right Mouse Button
cancels
x `y Keyboard Keys `
+ - = Change size
< > = Rotate object
PageUp/PageDwn = Change width
Home / End = Change lenght
Ins / Del = Change depth
Space Toggles angle/size inc
shift + - = Map size
Enter = Create Object
Esc or C = Cancel/Exit
S,L,T,V = Exit, New Edit Mode
NOTE
If Snap-to-Grid is ON, the grid size determines
vertex locations!
However, if the length of a side is less than
the grid size, it is ignored!
x `y End of Section `
**---------------------------------------------------
||PolygonTool Polygon Tool
**---------------------------------------------------
b `y `
b `y Polygon Tool `
b `y `
x `y Mouse Buttons `
Right button = drag object
Left button = Create object
Move mouse change size
If no object is drawn yet, Right Mouse Button
cancels.
x `y Keyboard Keys `
+ - = Change radius
< > = Rotate object
UpCursor = Increase #sides
DownCursor = Decrease #sides
PageUp/PageDown = Change width
Home / End = Change height
Ins /Del = Change depth
Space Toggles angle/size inc
shift + - = Map size
Enter = Done
Esc or C = Cancel/Exit
S,L,T,V = Exit, New Edit Mode
NOTE
If Snap-to-Grid is ON, the grid size determines
vertex locations!
However, if the length of a side is less than the
grid size, it is ignored!
x `y End of Section `
**---------------------------------------------------
||StairTool Stair Tool
**---------------------------------------------------
b `y `
b `y Stair Tool `
b `y `
x `y Mouse Buttons `
Right button = drag object
Left button = Create object
Move mouse change size
If no object is drawn yet, Right Mouse Button
cancels.
x `y Keyboard Keys `
+ - = Change radius
< > = Change angle
Up/Down Cursor = Change #steps
Left/Right Cur = Radius swirl
PageUp/PageDwn = Change width
Home / End = Change height
Ins / Del = Change depth
Tab/Shift+Tab = Rotate all
Space Toggles angle/size inc
shift + - = Map size
Enter = Done
Esc or C = Cancel/Exit
S,L,T,V = Exit, New Edit Mode
NOTE
If Snap-to-Grid is ON, the grid size determines
vertex locations! However, if the length of a
step is less than the grid size, it is ignored!
Dashed area is the Bottom of Stair. For stairs
inside a Sector Don't make too many Visible Sides!
x `y End of Section `
**---------------------------------------------------
||RotateTool Rotate Tool
**---------------------------------------------------
b `y `
b `y Rotate Tool `
b `y `
x `y Mouse Buttons `
Left Button = End
Right Button = Move Map
Mouse Movement Rotates object
x `y Keyboard Keys `
+ - = Increase/Decrease size
< > = Rotates object
Space Toggles angle/size inc
shift + - = Map size
Enter = Create Object
Esc or C = Cancel/Exit
S,L,T,V = Exit, New Edit Mode
Note : In Sector mode, Things also get rotated
if you have Drag Things turned on in the
alt+F5 option screen.
x `y End of Section `
**---------------------------------------------------
||ErrorCodes Disk and Exe error codes
**---------------------------------------------------
b `y `
b `y Progam Exe & Disk Error Codes `
b `y `
Refer to these for some error messages to resolve
the cause of the failure.
1 Invalid function number
2 No such file or directory
3 Path not found
4 Too many open files
5 Permission denied
6 Bad file number
7 Memory blocks destroyed
8 Not enough core
9 Invalid memory block address
10 Invalid environment
11 Invalid format
12 Invalid access code
13 Invalid data
14 Unknown error
15 No such device
16 Attempt to remove CurDir
17 Not same device
18 No more files
19 Invalid argument
20 Arg list too long
21 Exec format error
22 Cross-device link
23 Too many open files
24 No child process
28 No space left on device
29 Illegal seek
30 Read-only file system
35 File already exists
36 Locking violation
37 Operation not permitted
39 Interrupted function call
40 Input/output error
41 No such device or address
42 Resource temporarily unavailable
44 Resource busy
x `y End of Section `
**---------------------------------------------------
||Install1 First Time Initialization I
**---------------------------------------------------
b `y `
b `y INSTALL `
b `y `
y `b `
y `b ATTENTION - DeeP First Time Initialization `
y `b `
y `b! Be SURE to select the correct Project FIRST ! `
y `b `
This help screen is entered when the DEEP.CHK is
not present or is an old version. It also appears if
the IWAD file is not found.
Different Games are selected using the PROJECT
concept. Select one of 5 projects shown below to
represent the game desired.
You switch from one game to another by reading in
a new project. The first time a project is used,
you are asked for the IWAD location if required.
You can make up your own project names later!
If you choose the wrong project type, the defaults
are wrong! Delete DEEP.CHK or fix it manually
(much work)!
x `y The Primary Options `
Use the cursor keys to edit file name entries. The
Home key moves the cursor to the front of the entry.
NOTE: The maximum total path name is 43 characters!
y`x1. Set Project Name `
This selects the type of game you want to edit
(press 5).
Be sure to use the correct Project for the type
of game you are editing.
There are 5 predefined project names:
DOOM1.PRJ = DOOM (original or Ultimate)
DOOM2.PRJ = DOOM2
HERETIC.PRJ = HERETIC
HEXEN.PRJ = HEXEN
STRIFE.PRJ = STRIFE
y`x2. The main IWAD file `
If the IWAD file is not found for your game,
DeeP can search your system automatically.
The progress is displayed on the bottom so you
won't get bored waiting.
The fastest way is for you to manually supply
the complete file name path.
On the next screen press the number 6 (or click
the box with the 6 in it) and enter the name of
your DOOM, DOOM II, HERETIC or HEXEN file.
Enter the complete path including the drive and
directory. Some examples are:
DOOM : C:\DOOM\DOOM.WAD
DOOM II : C:\DOOM2\DOOM2.WAD
HERETIC : C:\HERETIC\HERETIC.WAD
HEXEN : C:\HEXEN\HEXEN.WAD
STRIFE : C:\STRIFE\STRIFE.WAD
These are the default values, so you do not need
to change them if they match your system.
Do not put the wrong IWAD name in a project. For
example, put the name of the HERETIC IWAD in a
HERETIC project, HEXEN in a HEXEN project and so
on. Don't mix them up or the colors will come out
funny looking!
If you have installed DOOM/HERETIC/HEXEN on a
different Drive or directory, change them as
required.
y`x3. Set the File Save path `
y`x Set the Paste path `
NOTE: The maximum path length is 26 characters.
On the next screen press the number 7 (or click
the box with the 7 in it).
This is not a file, but represents the default
directory to use for reading or saving PWAD
files and the default for the Open Clipboard
PWAD.
If no name is entered, the default directory is
the current directory.
Please TEST your path with a file save before you
continue!
y`xThe DEEP.CHK file `
If an old CHK file from a prior version of DEEP
was found, a new one will be created. At the
same time all the default .CFG .PRJ, and .TCF
files are created.
The DEEP.CHK file can be deleted at any time
and the defaults are recreated the next time.
p `y `
p `y Enter F1 in the next SETUP screen for a `
p `y description of all the entries. `
p `y `
p `y There are other option screens available. `
p `y Press alt+E on the top menu bar to see! `
p `y `
x `y `
x `y To order the Registered version `
x `y of DeeP `
x `y `
r `y 1. Register Online with CompuServe : `
x `y `
x `y DeeP (GO SWREG ID = 5392 ) `
x `y `
r `y 2. Print ORDER.FRM for Mail or Fax Orders `
x `y `
r `y 3. Register voice with MC, Visa or COD. `
x `y `
x `y Call : (206) 827-8794 voice `
x `y `
p `y `
x `y Call Today and start your new adventure as `
x `y a DOOM, HERETIC, HEXEN or STRIFE wad author `
p `y `
x `y `
x `y Browse the Latest & Greatest Version at `
x `y `
x `B http://www.wolfenet.com/~sbs `
x `y `
x `y End of Section `
**---------------------------------------------------
||Install2 First Time Initialization II
**---------------------------------------------------
b `y `
b `y INSTALL Note `
b `y `
x `y Please refer to the other options under Edit. `
x `y Configure colors, speed, etc. to your taste. `
A SMARTDRV cache size of around 512kb is recommended
for 8mb or less systems. See README.DOC for more
info!
Be SURE to use DEEP.BAT or it won't work!
1. CONFIG.SYS should have at least FILES=20
FILES = 40 recommended
2. If you use QEMM, do NOT use QDPMI.
3. For Windows, install WINDPMI.386.
To order the registered version, print the Order
Form under Help (right top menu bar). You can click
on the top or press alt+H to access. Press F1 after
pressing alt+H or print the order for more
information.
x `y End of Section `
**---------------------------------------------------
||Install3 First Time Initialization III
**---------------------------------------------------
b `y `
b `y INSTALL Note `
b `y `
If your system reports less than 2.5 MB at startup
a caution message is displayed.
The recommendation below is a suggestion. It
depends a lot on the size of the levels you are
going to edit.
Some suggestions for your system:
Do not use a video resolution greater than 640x480,
you may run out of memory!
1. Reduce SMARTDRV cache size to 512kb or less.
2. Do NOT use Expanded memory (NOEMS in EMM386)
3. Reconfigure QEMM or don't use it.
You should not use the Texture Caching option and
do turn the Undo feature OFF.
x `y End of Section `
**---------------------------------------------------
||Virtual Memory Making DeeP use virtual memory
**---------------------------------------------------
b `y `
b `y Virtual Memory `
b `y `
Although 8mb of memory is recommended to run DeeP,
it is possible to have less memory using virtual
memory. This method is similar to Windows. It
uses a disk swap file for paging out unused memory,
thus freeing real memory.
Virtual memory is -much- slower when paging occurs.
If you have a lot of disk activity, your system is
using virtual memory. Believe me you'll be able to
tell. So although this allows DeeP to run on a
4mb system, 8mb is really recommended.
The first time DeeP is run it creates a swap file
for you. The default size is 4mb. Edit the file
VIRTUAL.BAT to change the value.
The SET DMPI=SWAPFILE statement in DEEP.BAT defines
the location of the swap file. Change this state-
ment if you place the swap file somewhere else
(recommended if you have multiple drives).
Make sure your environment size is large enough to
contain the SET variable information (use HELP
COMMAND in DOS for more information).
Example CONFIG.SYS :
shell=c:\dos\command.com c:\dos\ /e:1024 /p
Modify DEEP.BAT and delete the lines shown in
DEEP.BAT for NO swap file.
For systems with 8mb of memory or less, ALWAYS
reduce your SMARTDRV cache to 512kb. Just find
SMARTDRV in your AUTOEXEC.BAT and type 512 at
the end. Type HELP SMARTDRV (in DOS) for more
information.
8mb or less systems should not use the Texture
Caching option. It is best to not use the swap
file, this is much slower than letting DeeP
reread the textures.
Remember, the swap file is optional. If you have
16mb we suggest you modify DEEP.BAT to not allocate
a swap file. Delete DEEP.SWP to reclaim any disk
space.
x `y End of Section `
**-----------end of help-----------------------