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┌─────────────────────────────────────────────────────────────────┐
│ v8.65 32bit DPMI DeeP & DeePBSP for DOOM+HERETIC+HEXEN+STRIFE │
│ The Killer DOS DPMI Editor! │
│ + + + DUKE NUKEM 3D + + + │
└─────────────────────────────────────────────────────────────────┘
"Chock-full of impressive editing features...can handle DOOM...
with aplomb...even embed sentences on the walls"
Computer Gaming World, April 1996
> Please read README.DOC for installation details. <
DeeP is a radical improvement over multiple step "insert" editors.
If you like drawing in "blocks", you can do that too!
There is no comparison!
==========================================================================
DeeP is a 32bit DMPI program that
edits DOOM, DOOMII, Ultimate DOOM,
HERETIC, HEXEN and STRIFE in ONE program.
+ + + DUKE NUKEM 3D ART editing + + +
DeeP has Power, Speed and Ease of use. A long list of features you Dream
of: from exclusive Texture drawing, Map printing, Cut, Copy, Paste,
(even between different levels) and (best of all) Undo, to powerful
and unique -interactive- WYSIWYG (What You See Is What You Get) drawing
tools, +plus+ a 3D map viewer.
It supports both keyboard and mouse users with equal ease. Ex-DEU users
can use most of the key commands they already know, making DeeP easy to
learn.
With its unmatched set of options, awesome graphics speed (much faster
than Windows), point and click editing and DeePBSP (the *only* fastest
nodes builder on the planet, plain and simple, just benchmark it),
great levels can be created in less than 1/4 the normal time using other
editors.
Extensive error checking keeps you out of trouble!
DeeP is written by professionals, (who happen to also love building
levels<g>) to give you:
- Quality where it counts, the way it should be!
- Exclusive Awesome Direct Drawing lets you make instant custom graphics.
- Fully supports all external PWAD graphics (sprites,textures,flats,etc.).
- Flicker free fast graphics, minimum screen redraws required.
- Instant dynamic game switching edits ALL the game variants in 1 program.
- Automatic level detection, no user setup required.
- Ultra simple, incredibly fast script editing and saving.
- Precision ONE-step linedef/sector drawing from any mode, no guesswork.
- Create the shape you want directly with NO extra steps.
- WYSIWYG tool drawing creates stairs-to-teleports where you want them.
- Accurate Gamma correction for easy viewing of those -dark- textures!
- Unmatched reliability and ease of use.
- Scroll bars, buttons and dialog boxes for fast & easy interaction.
- Uniquely configurable, from display colors to error checking options.
- Fully documented, featuring indexed online Help and search (use F1)
with real context sensitive help.
- Lot's of cool stuff you won't find anywhere else!
See the SIN (Strength In Numbers) incentive program for multiple copies
(see ORDER.FRM).
==========================================================================
(6-30-96)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
More NEW Features in DeeP 8.65
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= Remarkably easy 3D Map viewing for Doom+ and Duke Nukem 3D =
Select 3D view from the Mode menu or press the `or ~ key
(on the left of the 1 key).
At first I wasn't sure this would be useful, since I've reviewed
some others that were either too slow, hard to control or difficult
to see much. After it was done, I was surprised at the fun and cool
aspect of the the 3D view. Don't try this without a math-coprocessor!
Complements all the other features with a quick 3d perspective of
your level. You can size and rotate the view to facilitate level making.
Select lines or sectors to limit the view to a specific area.
Duke slopes are shown as flat for now :) Press F1 for control info!
P.S. : The 3D feature is very math-intensive. Large maps take a while
to display 3D. Duke Nukem 3D maps are very large and a DX4/100 is
the minimum recommended.
= Duke Nukem 3D TILESxx.ART enhancements =
All tiles are now numbered relative from the beginning, matching
the tile number used by Build or EditArt.
+ Browse ALL TILES in the GRP file at once
+ Browse ALL TILES in files at once.
Total number of TILES files is 16, matching the number Duke Nukem
supports. All Tile graphics are numbered as seen by BUILD.
= Duke Nukem 3D detailed map display features added =
Quite useful and pretty, these enhancements make it much easier
to learn Duke level editing. The onscreen sprite display is the
perfect way to see what you've been missing in Build.
+ Sprites displayed on screen
Press T to cycle between 3 different sprite displays.
+ Floor and wall textures displayed with direction arrow to
distinguish sides.
+ Complete information for Sector, Walls and Sprites
+ Grid display, size and show as before (G,H).
+ J key jumps to any object (as in Doom mode).
= Duke Nukem 3D MAP display controls changed =
+ Press Shift+left mouse button to zoom in. (bigger)
+ Press Shift+right mouse button to zoom out (smaller)
Will probably change Doom controls to same conventions later so
it all stays the same. That means dropping some of the existing
mouse+keyboard commands, so let me know if that's a problem!
= Awesome Direct Drawing Palette enhancements =
Matching palettes can now be precisely controlled.
Press F5 and select matching palettes. Press F1 for a guide to
how this all works.
= Registered Strife Help Cheat codes added =
Fixes:
+ Registered Strife has a Texture2. Although we picked up on the
earlier texture format change made, we forgot to change Texture2
logic. Since we did not have the registered version, we didn't know
it was missed. All better now. (Btw, this game is a lot better in the
registered version than the shareware. Incredibly detailed levels
and graphics.
+ If viewing textures from Witchaven or Tekwar the first time the
new palette was not loaded (it would fix itself the second time).
+ Reading a Pwad into the paste buffer was limited to 1000 linedefs.
DeeP 8.60 (5-30-96)
~~~~~~~~~
NOTE : Due to the new options, this version creates a new DEEP.CHK file.
If you want to reuse your existing default .PRJ, .CFG and .TCF files,
copy them before you install this version of DeeP and restore them
after installation.
= Lots, lots and lots of new DUKE NUKEM 3D features =
Access the Duke Nukem 3D features by clicking on the File menu and
then select the Duke Nukem 3D menu (or press 3).
+ View any Duke Nukem 3D .GRP graphic
+ View any TILESxxx.ART graphic file
+ Export any Duke Nukem 3D .GRP graphic as a PCX file.
+ Export any TILESxxx.ART graphic as a PCX file.
Use the +/- keys to magnify images for both viewing and drawing
so you can actually see them. The tranparent color is removed to
improve your viewing pleasure.
Now here's the cool part:
You can IMPORT any Duke Nukem 3D PCX graphic and paste it on top of
any texture in ANY of the other games. Think of the possibilities!
Dancers anyone?
+ Save any Duke Nukem 3D lump in a file, for example TILESxxx.ART.
+ Create new entries in any Tile with space at the end (TILES014.ART).
+ View and browse any Duke Nukem 3D MAP file in the GRP file.
+ Browse directories with MAP preview and full screen MAP viewer.
You can zoom around, show a grid and sprite numbers.
Keyboard keys:
Uses the same commands as DOOM modes: H (toggle), G/shift+G,
+/- zoom and T (toggle).
In addition: Alt+Z autosizes, Home centers, cursor keys
pan, Z zoom, Esc exits and 0-9 directly set the scale.
Mouse controls:
The shift+left/right mouse button center the map at the mouse cursor
location and zoom +/- when held down.
Both buttons pressed pans the map!
When the map edge is reached, (cursor changes), press the left
button to pan.
Note: When browsing the .GRP file, place the cursor in the map area
displayed to manipulate the map display.
+ Print Duke Nukem 3D maps to HPGL compatible printers or export as
an HGL file and print as documented.
+ DukeNukem3D Tiles Browser. Press F2 or click on the picture. Press
R to display relative or actual tile numbers.
= Awesome Direct Drawing for DUKE NUKEM 3D =
+ You can directly draw on any graphic that is in a TILESxxx file.
Your drawing can be saved directly back into the file! Use the
file Export command to create your own TILESxxx.ART files.
Again, DeeP gives you an easy and quick way to customize your levels!
+ Don't forget, you can also paste any PCX image on top of any
Duke Nukem 3D graphic!
= Awesome Direct Drawing enhancements =
+ File browser preview of all PCX images before you paste!
+ Tab key selects current color under drawing cursor.
+ Backspace key enters shift rotate mode for X/Y image shifting.
Either the mouse or the Up/Down/Left/Right Arrows shift the image.
+ C key changes all colors under the cursor to the active color.
+ F key flood fills current paste buffer with the active color.
+ X/Y keys flip image mirror X or Y.
+ \ key shrink main or pasted image 1/2 size dimensions
+ B/Z keys for Blurr and fuZzy stuff
+ Backspace for interactive X/Y pixel shifts
+ < key rotate image 1 to 359 degrees
+ ( key insert filled circles (use+/- key to change radius)
+ Various new color cycling/change commands for spectacular images.
+ Paste detects transparent colors so they won't copy (see Help).
+ Checkpoint your drawing at any time using ctrl+C
+ Instant drawing Undo using ctrl+Z to last ctrl+C checkpoint
Above works in ALL drawing: Flats & Textures in DOOM and Duke3D Tiles.
For now they are all "hot keys", since that's real easy to do.
Depending on time, a tool bar is being considered.
Press F1 in commands for online details.
= "Holy" Awesome Direct Drawing =
+ You can now create "holes" (transparent areas) or remove them. The
prior restriction on changing only existing pixels is gone! That
means you can modify Sprites or other "transparent" textures to
your heart's delight.
= Export any DOOM/HEXEN/HERETIC/STRIFE graphic as a PCX file.
+ Use your favorite graphics editor or use them directly with DeeP
for pasting on top of any graphic.
= PCX file selection allows for immediate retry on invalid files.
= Revised browsing mode to F2 key. F1 is now always help. Clarified
help information on popup menus to emphasize that clicking on the
graphic displayed in a box also enters browsing mode.
= Enhanced external FLAT file support
External files containing FLATS (floors and ceilings) following
the FF_START / FF_END conventions are now supported. So now you can
have new FLAT names as well as replacement names.
+ All available FLATS are available and displayed.
+ You can draw on any FLAT following the conventions above.
= New Automatic Graphic File color conversion =
+ The registered version now converts ALL external graphics selected
with one push of a button (prior was one at a time).
= Revised printing map options =
+ Printing the grid and the grid size is now a direct option (not
implied as before).
+ The grid size is checked to reduce printer memory errors.
+ Printed grid changed to a solid line, since some printer do not support
HPGL correctly.
= New option to control palette matching =
+ Press F5 for the Options Menu and select Color Matching.
You control the palette matching process to accurately reproduce
any graphic via color dominance and matching tolerance values.
Press F1 for online help.
= And some interesting mouse cursors to keep you on top of things.
BTW, the TILESxxx.ART from Witchaven (both versions) can also be
viewed and edited with DeeP's Duke Nukem 3D TILES support. Open
the TILES in the Witch Haven directory so the correct PALETTE.DAT
file is automatically used.
DeeP 8.50 (4-22-96)
~~~~~~~~~
= Calculator and more for making life more pleasurable =
+ Cool, easy to use Pop-Up calculator. Press A and F1 for help.
+ Number of automatic levels detected upped to 80.
+ Intelligent Inference Drawing (IID) now also auto-corrects Sector
references when Smartdraw is enabled. You can draw a box around a
box within a box. Line drawing and predefined tools vary in the
manner 2-sided LineDefs are created.
+ New online tutorial for how to draw on walls (don't get caught).
+ Things also rotate with the sector when you rotate in Sector mode
using the < > keys. No more having to move all "things" when you
rotate areas. Combined with prior "Thing Drag/Move", Things stay
where they belong!
= Realtime Panning and Zooming =
+ Effortless mouse panning and zooming. The previous realtime panning
has been enhanced to also provide for 100 percent mouse controlled
zooming (David Bruni's request).
1. Press the Left+Right mouse button to activate panning
(or ctrl+right mouse).
2. Release the right button to increase the zoom.
3. Release the left button to decrease the zoom.
Zooming continues until you press both buttons again.
= And still more Awesome Direct Drawing =
Now anyone can "borrow" textures from any 256 color PCX file.
An example is a screen shot from some other game, like DUKE3D!
There are lot's of PCX images you can use.
+ Imported PCX images are automatically translated to match the
current game palette (new toggle button controls feature). This
makes it extremely easy to paste PCX images and make a new wall
texture!
+ The PCX viewer also supports automatic palette translation.
+ All 256 color PCX files can now be imported.
= 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.
Instantly gives you a much better idea of how your level will look.
= Full texture palette conversion =
+ The registered version now translates textures, sprites, and similar
graphics from DOOM, HERETIC, HEXEN and STRIFE to *any* of the others.
Included is a provision for using future game's custom palettes.
+ Streamlined conversion selection is more flexible and easier to use.
+ Support for "SaveAs" with lump renaming when you convert. Makes it
easier to put that cool texture from any of the games (or other PWAD)
in your level.
= Installation enhancements =
+ Optional automatic install searches system for IWADs.
+ CONFIG.SYS is verified for a high enough FILES= value.
= Speed..Speed..and..More Speed =
DeeP now really cooks on the following:
+ Quadruple selection speed for dragging.
+ Quad speed rubber band selection.
+ Quad speed Sector to LineDef selection list conversion.
+ Sexy sextuple Sector rotate selection!
+ Double speed copy and paste.
+ Overall graphics accelerated.
= Pretty mouse wait cursor to show work in progress.
= Documented virtual Memory =
DeeP has always had virtual memory available. Previous users can
implement the procedure shown to create a swap file for any DPMI
version of DeeP. This primarily useful for 8mb or less systems.
Press F1 in the main screen and select "Virtual Memory" for more
information or read README.DOC.
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.
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.
= Miscellaneous =
+ Protection from multiple simultaneous executions of DeeP (not too
cool with virtual memory).
+ Export text or binary palette (the latter for palette conversions).
+ Export Textures with/without TEXTUREx/PNAME control. This makes it
easier to "borrow" or draw on textures without overriding the
current texture control information.
= Clarify documentation for Cut, Paste and Mirror =
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.
Just one of the many extra benefits buried in the DeeP engine.
Minor Fixes
* If thick lines were selected, some of the text was also drawn "thick".
* Levels were not always bypassed in check for external graphic drawing
(already fixed in registered 8.41).
* Fixed early 8.42 mistake in sector to linedef conversions.
* Delete LineDefs/join Sectors had erronous shift if LineDef had same
Sector on both sides [..technically a user error, but I forgot:) ]
DeeP 8.41 (3-29-96)
~~~~~~~~~
!! Ready to Use Preliminary STRIFE support!!
--------------------------------------------
NOTE: The 2nd release of STRIFE changed the internal IWAD format enough
to make it incompatible with existing editors. This version of DeeP
supports both formats, hence we have 8.41! Tricky little devils.
There is one additional "new" HEXEN feature in 8.41, the enhanced filter.
+ STRIFE is in "beta" and will be extended as more information becomes
+ available (STRIFE is to be released May 1). Only registered STRIFE
+ supports PWADS, so for now build IWADs to test!
All the "visible" Things in the shareware can be seen and many of the
LineDefs are known. Enough to make changes and test!
= Full screen browsers for all sprites and graphical Lumps.
Fun to use and invaluable for composing new textures and sprites.
Features automatic maximum sizing for easy viewing.
= HEXEN...HEXEN...HEXEN...and more...HEXEN =
+ Dedicated HEXEN development menu gives instant access to HEXEN
compile, edit and save functions (F6 key).
+ Lean and mean tightly coupled DPMI HEXEN Script Compiler and Decompiler
for instant script development turnaround.
+ Projects now remember SNDINFO names too, +plus new SNDINFO menus.
+ Hassle free Edit and Save SNDINFO with one command, just like MAPINFO.
+ Some HEXEN type definitions revised.
+ HEXENTUT.WAD has some new additions and explanations (see TUTORIAL.DOC).
+ When changing from PolyIds to other Things, "angle" field is
automatically reset to 0.
+ Set Line Identify automatically displays free and last LineIds used.
+ Find LineId (search menu)
+ B key jumps to the first Tid (Thing mode) or first LineId (LineDef mode)
Use the search Tid/LineId feature to isolate duplicates.
* At-A-Glance Enhanced Filter Mask identification for quick scripting.
New filter options show the PolyObject number and Tid of MapSpots or
all things onscreen.
!! More Awesome Direct Drawing !!
---------------------------------
= By popular demand, DeeP now imports PCX images and pastes them directly
on top of an existing sprite, wall textures or floor/ceiling flats
(GIF later).
Use your favorite paint program to make fabulous textures. Use DeeP's
palette export with PaintShopPro to get exact color matching.
Unleash your creativity. Simple, yet so flexible!
= Finally double click selection in Open dialog and texture selection boxes.
Double click on the name in the list to select. The prior methods also
still work.
= New option to scroll Map on "edge" only when a button is depressed.
This turned out to be even more useful than I dreamt! You might want
to change the scroll speed as I did (F5 menu). A lot of fun for fast
systems and easier to control for fine tuning.
Shift+F10 key toggles between ButtonEdge scrolling or the "old" way.
The scrolling method is automatically saved across restarts.
That makes for 3 different ways to use the mouse to scroll the map and
two keyboard methods. You select the one that suits you best!
= Four user definable tools, two are generic for all the games and two
are for each project. Use F5 to set your tools.
= Quicker, faster and easier F5 options menu.
The options are now segregated for easier to management, especially
with the new option choices added. Improved point and click anywhere
for number options too.
= User tuneable Zoom support makes it easy to fine tune your zoom steps.
Select the revised F5 option menu and play around. Set the values to 0
to make zooming work the same as before.
= Full screen MAP and Texture Browser help and display enhanced.
= User definable Map "slow" scroll speed in addition to prior "fast"
(space bar toggles between fast and slow as before) for the smoothest
scroll in the business.
= Superneat and innovative LineDef and Thing flag editing option.
Extremely useful for fine tuning your level to perfection!
(Thank Jens Nielsen for asking for this.)
You can now just clear or set specific flags in LineDefs or Things without
changing any of the other settings. Very slick, but easy to use, try it!
The prior "change all" flag has been replaced by the "Clear/Set Flag"
and "Clear/Set Skill" option to activate the new feature.
Press F1 in the option for more info.
= Direct Palette Browser color choice when choosing your own color values
With a few clicks, you can make DeeP as dark or light as you like! The
STRIFE setup is an example of how you can change the color scheme.
= More node statistics in the node viewer. Left/right balance, segment
splits and node diagonals. Helps you evaluate the types of nodes built
with ease (see below for new DeePBSP choices). No "merit" value, just
can't justify artificial numbers.
= More printed Map information
+ Scale shown on printed maps.
+ LineDef special number optionally printed on maps for keeping track
of what you are doing.
= Prevent editing of files names ending in .BAK or the ~HEEP or ~DEEP files
[Special feature for Bob Lauver :) Also special thanks to Bob for helping
with STRIFE.]
= Automatic Timer recalibrate if video driver changed and option to manually
recalibrate if desired.
= Lot's more "pretty" enhancements in various places to make DeeP easy
on the eyes:
+ 3D button display option. Turn On or Off, you decide as always.
+ Bottom display for textures revised for easier text viewing, with
vertical texture names (inspired by Jens Nielsen).
+ The other games' default colors where changed. If you liked the prior
one better, use the F5 menu and interactively select Colors and change
MenuInfoColor+MenuInfoText (or anything else) right before your eyes.
+ Additional color choice to change both the background and text color
for browser boxes.
+ Bottom display HOT editing areas extended and a button add LineDef.
= Intelligent Inference Drawing (IID) enhanced for concentric drawing
between two existing polygon areas.
= PCX game shot viewer now ZOOMs up to 10 times the original size. Great
for seeing how your level looks in the game.
= Automatically generate up to 60 levels when converting between games or
if additional levels are read in that don't exist.
= User settable upper drive number limit. Primarily useful for systems with
many network drives or with CD changers. Both of these can take a long
time to process, especially if the network goes down.
A second use is to compensate for BIOS E-IDE addons that do not identify
the number of logical drives correctly (e.g., Promise 2300+).
= Expanded Shareware features
+ PWADs with additional levels or information can now also be saved in the
shareware version too! This means added sounds and graphics stay with the
level without having to "group" them each time. HEXEN's MAPINFO and
SNDINFO are two common examples you can now save automatically.
+ Shareware can now edit up to 5 files at the same time (prior was 2).
The following fixes were applied to 8.35. Later registered versions of
8.35 already have these fixes, although the number was 8.35:)
- The help file did not print (early version only).
- F_SKY1 was not accessible in HERETIC mode (actually a mistake in the IWAD)
- Shelling to DOS and switching directories caused a problem on "EXIT".
- Curving and straight interactive stair was always snapping to grid.
- "Some" systems somehow did not switch directories back. Added some more
stuff, although I could never duplicate the problem.
- Merge LineDefs/Join sectors could shift sector numbers.
- "Backwards" drawn LineDefs merged with existing now turns of impassible
flag.
New Features in DeePBSP 5.11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ New option to force a vertical or horizontal node split in the middle
+ of a PWAD. You can let DeePBSP choose it automatically or you can force
+ the issue!
Set the node options under the F6 menu. The forced node split is valid
for Turbo or Final node building (press F1 for help.)
The reasons for this option are:
1. Can build better right/left balance in many cases (almost 50/50).
2. Can be 100 percent faster for large levels.
3. Provide a simpler method to try to solve polyobject problems by
forcing a different direction. No guarantee, but it does at least
make a "different" tree.
+ DeePBSP is now run as a subtask from DeeP. This makes turnaround time
slightly faster (since the DeeP does need to be reloaded). This also
enhances error recovery if a problem occurs.
+ You can turn the visual display OFF or ON, see F5 node option menu.
DeePBSP is about 10 percent faster in all modes, permitting some more
choices in the future!
===========================================================================
DeeP 8.35 (2-13-96)
~~~~~~~~~
= DeeP, a leader in editing innovations has another first!!
Draw on any FLAT with more Awesome Direct Drawing (ADD)! Combine this
with the earlier Texture & Sprite drawing to make your level stand out.
- You can draw dot-to-dot, snap lines, or free hand.
- Copy and paste pieces of one Flat to another (registered).
- Graphics pasting can rescale images.
Edit the look of any floor and ceiling and have it instantly show
up in your level with no complicated steps to follow. Either group
the modified FLATs with your level or add as -FILE ... and it works!
No other graphics program required.
= New file Paste option fills the paste buffer with -any- PWAD. You can use
this to make a library of shapes or take advantage of the easiest way
possible to precisely merge levels.
- New option to set the default paste path.
- New statistics on paste buffer contents.
= New command to save all FLATs in one file.
All the FLATs need to be together, you can't just add parts and pieces as
you can for wall textures. This commands makes it easy.
= New command to save all SPRITES in one file.
Don't like a weapon, change it! Works the same as Texture drawing.
SPRITES have the same requirement as FLATs, they all need to be in one
file if you want to change any of them.
= New command to save the palette to a text file compatible with
PaintShopPro or any JASC enabled graphics editor.
This exact image of the PLAYPAL in text format makes it a snap to create
accurate new color graphics.
= Dump Lump command now repeats for quicker investigating of Lump structures.
= Enhanced Thing editing:
- MAPSPOTS automatically prompt for Tids.
- TELEPORTS automatically prompt for Tids.
- POLYOBJs automatically prompt for Polyobject number.
= Any Architectural grid size now possible, not just a power of 2!
For example, a grid size of 25 is valid.
This is for advanced users who like to replicate to an exact scale.
Normally, you also supply custom textures to "fit like glove".
Press Shift+Ctrl+G and set any grid size you like.
= HEXENTUT.WAD version of tutorial level added. We kept forgetting to
show an example of the "metal grate" door, so we finally remembered
to show you how in this level. Yup, this works for all the games.
See TUTORIAL.DOC for showing the HEXEN problem area in this level!
The PWAD also contains some simple scripting for sounds and a door that
swings open and closed.
= Save ALL graphics command is removed, since the two new ones above are
easier to work with. You can still save any Lump to a PWAD if you want
to touch up some of the other graphics, for example, the introduction.
= Additional checks and more information for HEXEN levels.
Tid and PolyId stats as well as node statistics with a disclosed
formula for how the number was calculated. Press F1 in the node viewer
to view the statistics.
= New Help Index to find subject areas easier. Quickly browse areas of
interest. Very useful when starting out and helpful for quick DeeP
learning by experienced users.
= Changed grid minimum default to 2 (since many didn't know you can set
the range using F6 to anything you want).
Weird problems fixed:)
= Map level was inadvertantly closed and not reset when drawing on textures.
= Error check for missing Tid and PolyId was always reporting -0-, although
the LineDef number was correct.
= Error check sometimes erroneously reported missing normal textures
after playing the game (whew, finally found it).
= The top menu scrolled sometimes making it "unreachable" (same whew here).
Watch this space for more advanced DOOM+HEXEN+HERETIC editor features!
DeeP 8.20 (1-19-96)
~~~~~~~~~
As promised, Awesome Direct Drawing (ADD) on any texture graphic is here!
Now ADD your own graphics without having to touch any other graphics
program.
- You can draw dot-to-dot, snap lines, or free hand (if you dare).
- Copy and paste pieces of one texture to another (registered).
- Imagine putting your favorite monster on any wall!
- Graphics pasting allows rescaling of images.
= New detailed Texture composite information (TEXTUREx->PNAMES connection),
so you can figure out what names and offsets are used to make up the
textures. Each piece is not only named, but displayed as it appears in
the texture.
More Map printing options
- Print the Tid of Things - Very useful for scripting work.
- Things can print in any mode, not just Thing mode.
= Sample Scripting documentation for HEXEN with a sample death match level.
Thanks to Chris Becker, learning scripts is easier than ever!
= Tuturial updated with corrections recommended by our many users, thanks!
If 2 LineDefs are merged, the normal texture and impassible bit are always
removed.
Invalid textures indicated the correct SideDef, but the map display did
not update correctly.
===========================================================================
DeeP 8.15 (12-15-95)
~~~~~~~~~
Working with HEXEN has never been Easier and Prettier. Now with a
revised larger Font for easier viewing at 800x600 and up.
- NO complicated steps to follow for saving new Scripts or MAPINFO.
One command and you're done. You have total control!
- No forgetting what belongs to what. Your projects remember the
script files and MAPINFO control, so you don't have to.
- Large viewable area, even at 640x480 (use shift+I for full screens).
- Project files revised for new Script and MapInfo control.
DeeP will reinstall. Please redo any prior projects.
New Integrated support for Scripts, MAPINFO, compiling and decompiling:
- Hassle free save of with new MAPINFO resource in your PWAD.
- Quick conversion of existing MAPINFO to a text file.
- New Easy to use BEHAVIOR (script) override all in one step!
- Edit map scripts right from DeeP using any DOS EDIT style editor.
- Compile scripts directly from the editor when YOU want to.
- Edit MAPINFO right from DeeP, same as scripts.
- Decompile scripts from the editor using DEACC.EXE, totally awesome!
Special thanks to Luc Cluitmans for this wonderful program.
= DOS Shell exit (be sure you don't run the game in this mode!).
= New quick automatic alt+F4 exit.
Enhanced ITA (Interactive Texture Alignment) with interactive feedback
A clever name and very easy and very fast.
- Precise and accurate alignment of textures with TWO methods of
alignment control:
1. Use the key board: enter numbers or use PageUp/PageDown for
automatic 1 unit changes.
2. Use the mouse: move the mouse around and the X/Y offsets change.
- Both methods interactively align all THREE textures continuously with
the aligned texture shifting right before your eyes.
EASY to read comprehensive information display for HEXEN added.
- Rather than add a zillion more "hot" keys, DeeP's display allows direct
interactive editing of all those flags! Press the shift key (or turn
auto-follow off) and move the cursor to the bottom window and click
any/all flags to change. Is that easy or what?
- Same goes for those extra HEXEN arguments. Mouse click in the screen
argument area and they pop right up.
= Expanded level statistics for HEXEN.
= Expanded and revised Thing display MASK (HEXEN has many extra choices).
Enhanced IMP (Intelligent MAP Projection, I couldn't resist the name:)
IMP makes HEXEN level editing so much easier with colorful visual cues
( and of course you can change the default colors interactively )
- MAP display colors Script LineDefs and Teleports in LineDef mode.
In Sector mode, if a Sector is "normal", height differences are colored.
- In Thing mode, LineDefs referenced by Tids or PolyIds highlight.
- In LineDef mode, referenced Tids or PolyIds highlight.
- MAP display ignores HEXEN "Tags" when not relevant.
Now exploring any level is much easier.
= Paste and Mirrors commands now snap target coordinates to the Grid. If
your level was made on a grid, the copy is also snapped (set your grid
size accordingly!).
Expanded HEXEN Search aids and CrossReference:
- Search for Thing Tids and instant cross reference.
- Search for Thing PolyId and instant cross reference.
- Search for up to 5 LineDef arguments at once.
The pace setting full screen DeeP browsers now made even easier.
DeeP browsers are unique in providing true full screen browsing and
scaling the zoomed graphic image, with minimal graphic clipping.
- ALL browsers now have mouse button control for paging and magnification.
(These are the map level, texture and flat browsers.)
- The last magnification used is now automatically saved and recalled.
- When in a selection Menu, click the left mouse button in the graphic
displayed on the right and the browser automatically pops up, the same
as if F1 were pressed.
- As before, just click on a graphic displayed in the browser window and
it is automatically selected.
- All of this should make mouse users feel right at home:)
Automatic HEXEN argument aids:
- Automatic next Tid number and last one used display.
- Automatic next PolyId number and last one used display.
- Automatic prompt for the right Thing/LineDef args,
right at your fingertips as you enter them!
Expanded HEXEN error checking:
- Check for HEXEN linedefs that must have tags.
- Check for HEXEN linedefs that must have Tids.
- Check for HEXEN linedefs that must have PolyIds.
- Check for HEXEN keys with ability to disable (since keys/doors can be
on different levels).
= New shortcut: Cntrl+Enter - Gives instant access to LineDef Flag menu.
Don't forget that Shift+Enter gives instant access to Type menus.
Predefined Modes for HEXEN:
- Predefined Door now works HEXEN.
- Making a Lift from a sector now works for HEXEN.
- Making a Door from a sector now works for HEXEN.
= Two new HEXEN defaults, Normal Door and predefined Lift Speed and Delay.
= Thing menu automatically scales large graphics to a smaller size.
Everything moved to the graphical interface, now much simpler to use:
1. View Sprites and all graphics.
2. Export and import textures.
3. Insert a file into a PWAD.
4. Write a lump to a file or PWAD.
Note: Use this to extract other information such as SNDINFO, etc.
5. Listing of Current files.
6. Listing of Current Lump entries.
7. Dump contents of any Lump, flexible browsing viewer, print on command.
8. Group PWADs (reg).
9. Create a new IWAD (reg).
= Extra protection for preventing a save on top of an existing file that
is in use as a supporting PWAD for all save commands.
= File menu key revisions, be sure to check, R(ead) a PWAD is now O(pen),
following the more common convention.
= Menu visual cues changed, ala W95 + a new About DeeP logo by Cyrus Amiri.
= More revision for timer delay for machines without a math coprocessor
(SX machines) to let them tune the mouse better.
= Manually entering an invalid LineDef/Thing number caused an error.
= Error checker was missing invalid objects (yes, these 2 are related).
There's actually more, but these are the significant ones. I don't count
changing the color of stuff and similar trivia<g>.
DeeP 8.04-7.00 (selective list, see DEEP101.DOC for details)
~~~~~~~~~~~~~~~
- Many HEXEN menu aids added to automatically position you
correctly so you don't have to hunt for what type it was.
- Shareware version can now print maps up to the shareware save size limit.
- Shift+Enter : Gives instant access to Thing/LineDef/Sector type menu.
- You can Zoom to GIANT sizes. This is very effective when you have to edit
LineDefs that are very close together on a large map. For example,
1 Doom unit apart is easy to work with.
- Automatically converts DOOM/HERETIC levels to HEXEN (you fix the details)
- POWER panning and zooming, really cranks on the larger levels!
with definable upper and lower +/- key zoom limits.
- PCX DOOM/HERETIC/HEXEN (-ravpic) screen shot viewer. Real handy to see
how an area looks!
- Project files support for all files related to a project (IWAD, PWADS
and texture defaults). You can have as many projects as you like!
- Windows like file browser for all file name access with level preview
of all levels in a PWAD.
- Registered version converts textures: DOOM to HERETIC to HEXEN and back!!
- Shift+R : refresh screen display (for redisplaying the grid)
- New Cut, Paste, Copy, Mirror and Undo Commands.
- ClipBoard can Merge different PWAD levels (registered only).
- Clipboard viewer (ctl+B), very useful for short attention spans <G>.
- Level preview map browser, press F1 for thumbnail Map display.
- Map Panning using the Mouse! Cntrl+Right Mouse or Left then Right mouse.
- INSTANT grids with high and low range option, set from 1 to 2048.
- New "Merge Sectors"combines any number of Sectors into 1 Sector.
- New Error checking options to bypass and ignore various "errors".
- New node display/traverse command (useful for troubleshooting HEXEN)
- Zoom-to-Window command and Rezoom to previous window.
- New ShowDragLength option shows the lengths LineDefs when
dragging and drawing. This makes it very easy to set the lengths quickly
and accurately.
- Line drawing in ANY mode, plus a new command, ctrl+D to enter this mode.
- New interactive Rectangle, Polygon, Stair, Curving Stair, Window, Teleport,
and Door drawing tools. You won't believe how easy this is.
- Simple first level instructions for the first time user. Under
alt+H (Help) in Edit mode.
DeePBSP 5.03
~~~~~~~~~~~
DeePBSP 5.03 builds nodes for all games automatically with no shareware
delay for DeeP's levels.
There are TWO different nodebuilding modes. One is the original TURBO
mode (slightly faster yet) and is used in the development stages (and all
the way if no problems are noticed). The second method is slightly slower
and may be required by HEXEN. HEXEN is sensitive to nodeline splits for
the polyobjects. If you look at MAP01, you'll notice some "junk" lines
that were added to fix the nodes using their node builder. DeePBSP can
make MAP01 work fine when the extra lines are deleted in FINAL mode.
The nodes depth is more important for speed than the number of nodes
created. DeePBSP's node depth in FINAL mode is very close to Id's
levels.
Normally, if you have a node problem AND you pass all the checks, it's
either a DOOM engine limit/error or you could have something that is
misleading the algorithm. 2-sided linedefs should normally be drawn
counter-clockwise if you have a choice. HEXEN is sensitive to multiple
Node references to a Sector and sometimes this is a problem. We will
work some more on HEXEN details, but the editor came first.
Having a large number of visible varying heights can cause various
problems. Both the Tutor and Online help discuss this some.
===========================================================================
Credits
~~~~~~~
* Great STRIFE help by Bob Lauver.
* Drive limit suggested by Mark St. Hiliare.
* Jens Nielsen for wonderful levels and great ideas.
* Luc Cluitmans for DEACC.EXE.
* David Bruni for Zoom to Window and some future ideas.
* Rainer Knijfff for the filter selection, unpegged Y alignment and more...
* Timothy Palmer for relaying the latest Heretic info.
* Jim Quinlan for helping discover the DPMI problems ahead of time!
* All the users for many good ideas and showing me what things were not
clear just hope I don't forget them. (I'm sure you'll remind me.)
* Those who wrote in a confused state made me change the intro screens
and help system. Without those complaints, we'd never have known how to
address the issues.
The following people contributed to the original DEU program and thus should
be recognized for their part in helping to make DeeP since they made our job
a LOT easier:
* Brendon Wyber
The first version of DEU was written by Brendon Wyber.
* Matt Fell (matt.burnett@acebbs.com)
Author of the great Unofficial Doom Specs.
* Trevor Phillips (rphillip@cc.curtin.edu.au)
Original Textures viewer in 256 colors
* Colin Reed (colin@argonaut.co.uk)
Author of BSP node builder.
* Hank Leukart (ap641@cleveland.freenet.edu)
Author of the DOOM FAQ. Publisher of Matt's Unofficial DOOM Specs.
=============================================================================
Copyrights
~~~~~~~~~~
Copyright (C) 1994-1996 by Sensor Based Systems, Inc. (SBS)
Refer to the file DeeP.LIC for further information.
DOOM and DOOM II are trademarks of id Software
HERETIC and HEXEN are trademarks of id and Raven Software
Duke Nukem 3D is a trademark of 3D Realms
ACC.EXE is Copyright (C) 1995 Raven Software
UniVBE is Copyright (C) 1992-1995 SciTech Software and is a shareware
product requiring separate reqistration.
DEACC.EXE is by Luc Cluitmans.
DeeP and DeePBSP are trademarks of Sensor Based Systems Inc.
DeeP and DeePBSP were made by SBS and has nothing to do with Id,
Raven Software or 3D Realms.
Disclaimers
~~~~~~~~~~~
Id, Raven and 3D Realsm can't answer questions pertaining to this program.
They MAY not help you with problems encountered while using a file created
by DeeP.
DeeP works on the registered and shareware copies of DOOM, DOOM II,
HERETIC, HEXEN and DUKE NUKEM 3D (no level design yet for DUKE NUKEM 3D).
Modified shareware levels CANNOT be saved.
It is illegal to distribute the registered version of the DOOM.WAD,
DOOM2.WAD, HERETIC.WAD, HEXEN.WAD, or DUKE3D.GRP file in any form, and
Sensor Based Systems Inc. does not encourage you in any way to make illegal
copies of DOOM, DOOM II, HERETIC, HEXEN or DUKE NUKEM 3D.
SBS reserves the right to add or remove any functionality of the DeeP
software.
===========================================================================
> Change Window's SYSTEM.INI to run DeeP in Windows. <
> If you have QEMM, remove QDPMI.SYS or it won't work <
You must have HIMEM.SYS in CONFIG.SYS
And at least FILES=20 in CONFIG.SYS
For Windows 95, see README.DOC
- Review HEXSPECS.DOC for more HEXEN information (scripts). -
- DEEPFAQ.DOC for frequently asked questions and solutions. -
===========================================================================
Ordering Registered DeeP
~~~~~~~~~~~~~~~~~~~~~~~~
1. Register Online with CompuServe GO SWREG reg id = 5392
The current ShareWare version is found in the ACTION forum (GO GAM586).
Email Internet address : 75454.773@COMPUSERVE.COM
Latest & Greatest : http://www.wolfenet.com/~sbs/
2. Print ORDER.FRM for Mailing Instructions.
3. Register voice with MC, Visa or COD (206) 827-8794 voice
Call Today and start your new adventure as a
DOOM, HERETIC, HEXEN, STRIFE or DUKE NUKEM 3D author.
============================== The End ====================================