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1994-01-08
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DOPE v1.2
Doom Object Placement Editor
(C) 1994 Chris Carollo
(ccarollo@magnus.acs.ohio-state.edu)
INTRODUCTION
~~~~~~~~~~~~
Introducing DOPE v1.2 : A program that will allow you to completely
edit where all objects appear in all levels. You aren't just restricted to
places where objects originally were; this isn't an object mixer, but rather
a complete object placement editor.
DISCLAIMER
~~~~~~~~~~
I take no responsibility for anything that may occur before, while, or
after you run DOPE, including, but not limited to, screwing up your .WADfile,
screwing up Doom in general, screwing up your computer, causing your computer
to become a sentient entity who tries to manifest itself in your little
finger, etc. This program was designed to run with the registered version
of Doom ONLY. If you try to use it with the shareware version, do so at your
own risk. You are allowed to freely distribute these files, as long as no
changes are made to any of the files in this archive.
FEATURES
~~~~~~~~
o 640x480 256-color SVGA mode. A VESA driver is required to run DOPE. If
you can't find one, try UNIVESA. It supports many chipsets and should
work with DOPE.
o Mouse-driven interface. If you don't have a mouse, buy one.
o Fast .WADfile patching - does not create a separate .WAD file.
o More to come!
OPERATION
~~~~~~~~~
The DOPE program needs to be in your doom directory and a directory
named DUMP needs to exist in your doom directory. DOPE will extract
it's files into this directory when run. It will leave them there if
you want to mess around with them, but they're not necessary after
DOPE has been run.
Make sure you place Player #1 wherever you want to start. If you
fail to place Player #1 anywhere, bad things could happen. Bad things,
man. (apologies to Dennis Hopper <G> )
You can place objects ANYWHERE. Inside walls, doors, other objects,
completely off of the map. I don't see why you'd want to do this, but
be advised, you can.
You can't place more objects in a level than were originally there.
This allows fast patching of the .WADfile rather than creating a separate
.WADfile.
Once you're done editing the file, it will prompt you for a filename.
This will write a datafile into the current directory. You can then
patch the .WADfile with this datafile by using MERGE. Simply type
MERGE <datafile> and it will write the new data to the .WADfile. Be
warned these changes are permanent, so you might want to make a backup
.WADfile. You can also distribute just the datafiles to all your friends
and they can patch your levels into their .WADfile!
General operation of DOPE is fairly simple. All the mouse and key
meanings are as follows:
Left Mouse Button : Place currently selected object type at pointer
location on map. It will appear in a color
corresponding to the category of the object.
Right Mouse Button : Pan around map. The map will appear centered at the
point where the pointer was when the right mouse
button was clicked.
+ : Zooms the map in.
- : Zooms the map out.
1-7 : Selects object category. Each number corresponds
to one of the seven object categories.
T : Cycles the current item in current category forward.
R : Cycles the current item in current category backward.
E : Cycles where the current object will appear. If an
object appears in an easy level, it will appear in
all more difficult levels.
A : Changes current item angle.
D : Toggles delete mode. Crosshairs will turn red, and
will delete any object left-clicked on.
I : Will inquire of any object. The current item
statistics (type, angle, etc) will become the
statistics of the object the crosshairs are on.
H : Pans map upward.
N : Pans map downward.
B : Pans map to the left.
M : Pans map to the right.
Q : Quits editor with save.
X : Quits editor without save.
MISC
~~~~
As always, please report any bugs that you find to me at the email
address at the beginning of these docs. Here are a few of the things I
know don't work 100% and some ideas I have for the future:
1) The zoom function doesn't always zoom toward the center of the screen.
This is because the maps aren't centered around the point (0,0).
2) With some mouse drivers, the mouse pointer seems to 'jump' in 3-5 pixel
increments. If this happens, try another mouse driver.
3) Object intersection checking. This will prevent items from being too
close to each other and walls.
4) Load partially designed levels.
5) I don't have a complete list of the item numbers, especially deathmatch
starting positions.
6) Editing wall positions (stretching, moving, rotating). First step on the
road to an actual doom level editor!
7) Bitmap editor. Ceilings, floors, walls, and possibly creatures!
GREETINGS
~~~~~~~~~
-Pawn of Society...send me some email!
-Nighthawk
-Don Mattingly, Felix the Cat, CWRU
-Hawk
-Ricki & Sherwood
-Everyone at ID software...can't wait for Quake!
THANKS
~~~~~~
-Randy Spangler (for LOTS of help with VESA graphics programming)
-Hank Leukart (for releasing the semi-specs)
-roggerffff@aol.com (for compilingthe semi-specs)
-chrisp@halcyon.com (for some specs info)
-tmkk@uiuc.edu (for file editing help)
WHAT'S NEW
~~~~~~~~~~
v1.01
~~~~~
-Key assignments for panning are different
-New enemies and ammo types
-Objects only appear when on level status where they would actually
appear. (e.g. An Imp would not show up on the map if it was placed on
Ultra-Violent and the current level is Not Too Rough)
v1.02
~~~~~
-Delete mode added!
-You can now determine the statistics of any object by using the
inquire command!
v1.1
~~~~
-You can restore partially finished levels. Just use the datafile name
on the command line instead of ExMy!
v1.2
~~~~
-The graphics code FINALLY works on all video chipsets! It has been
tested!
-DOPE won't let you save a datafile in which you haven't defined a
player one starting location.
-Bug in level placement has been fixed.
Any bug reports, suggestions, tips, complaints, etc are welcome!