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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 ====================================
-
-