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Cream of the Crop 20 (Terry Blount) (1996).iso
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1996-05-28
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478 lines
-----------------------------------
DCK 3.61
Release notes and Readme file
e-mail me (Ben Morris) regarding DCK at:
dck-help@islandnet.com
-----------------------------------
---------------
Introduction
---------------
Don't forget to check out READTHIS.DOC - it contains fairly important
information about DCK and Hexen Editing.
DCK can edit all five id/Raven games:
- Doom: Knee Deep in the Dead
- Doom 2: Hell on earth
- Heretic
- The Ultimate Doom
- Hexen: Beyond Heretic
DCK will never support Strife.
--------------------------------
Changes since the last release
--------------------------------
05-28-96 Release 3.61
Bugs Fixed:
- Some of the arguments for Hexen linespecials did not show up; fixed.
- If a tool was run and it changed the directory, DCK screwed up; fixed.
- Putting a for() loop in a Hexen script crashed DCK sometimes. The ACC
compiler doesn't support for() loops at all, actually, contrary to the
information I received from Raven. Placing a for() loop in a script
will now generate an "unrecognised token" error.
- I placed an Earthquake special in SPECIALS.ACS. It is exactly the same
as Radius_Quake.
- There is no Find+Mark Items feature, contrary to previous versions of
DCK.HLP.
- The unregistered version of DCK had problems with the Item Filter
feature; fixed.
- Changing a line to one-sided did not update the screen immediately;
fixed.
- Some Hexen Items were checked for collision detection with other items
when they should not have been; fixed.
New Things:
- I have added Consistency Checker features that check for:
- A Hexen PolyObject Anchor that does not have any matching
PolyObject StartSpots;
- A Hexen PolyObject Anchor that has the same PolyID as another
Anchor.
Other Stuff:
- I stopped making big version changes for small bug fixes -- wow!
05-18-96 Release 3.6
Bugs Fixed:
- I don't quite understand how this happened, but deleting lines did NOT
decrement the count of valid lines. "What?!" -- that's what I said! I have
no idea how this bug got in there or why I just noticed it now: after
deleting the four lines that made up the only room in a new level, moving
the mouse cursor around highlighted 0-length lines _all over the level_.
Anyway, it's fixed, but I still don't get it.
05-03-96 Release 3.5
Bugs Fixed:
- DCK used to hang sometimes when the Consistency Checker was searching
for "Sectors Not Closed." haha .. the reason for this was that DCK
couldn't handle Sectors in memory that weren't referenced by any
linedefs (ie: leftover Sector definitions.) Duh; fixed.
Changes:
- You can now enter a number for a linespecial easily (in Doom/Heretic) by
typing the number and pressing ENTER twice. This didn't work before, but
it should have :)
- Due to some changes recently, DCK had problems working in very high
zoom settings. Fixed.
- I've removed the "Auto-Detect video card" selection: it caused more
problems than it solved.
- The consistency checker kept tellin' everyone that lines had a type, but
no tag -- fact is, it was WRONG. WRONG. I have fixed its insubordinate
bee-hind.
04-18-96 Release 3.4
Bugs Fixed:
- Creating a secret door in any game but Hexen set the Door Lines' type
to -1, which would cause DCK to crash when the lines were edited; fixed.
- Switching to a game that had already been used in the current DCK session
told you that a bunch of Motif textures were invalid; fixed.
- Some people experienced a crash when moving into the PolyID field of
PO_xxx Items in Hexen; fixed.
Other Stuff:
- The "Load File" dialog box now starts in the directory that the loaded
.WAD is located in; if there is no loaded WAD (untitled), it starts in
the current game's directory.
- I've made the texture names on the status bar stand out a bit more.
They're also coloured in the background instead of the foreground, a la
2.x.
04-05-96 Release 3.3
Bugs Fixed:
- Due to the recent (3.0) conversion to C++, DCK would sometimes crash
when the 'new' operator returned NULL because there was no memory left.
Now, DCK saves your work to _CRASH.WAD (as usual) and tells you there's
no memory left ...
- ... BUT, if the low memory situation was preventing you from running
DCK, read on! Borland's PowerPack documentation says that the DPMI
server will use virtual memory (temporary hard drive storage) if no real
memory is available. This is correct, but ONLY if the MAKESWAP utility
is run first. This _minor piece of information_ was left out of the
documentation, and I've only just been told about it by the _third_ tech
support person I've queried regarding the problem.
IF you don't experience any crashes or "out of memory" problems, you
don't need to worry about MAKESWAP.
If you DO have problems, simply run the MAKESWAP utility in DCK's
directory. I've written a replacement for Borland's utility that
not only performs the same function but also modifies DCK.BAT in order
to tell DCK to use the swapfile.
MAKESWAP creates a permanent swapfile of specified size in megabytes on
your hard disk -- the default size is 4 megabytes. You can delete the
swapfile (DCK.SWP) if you're not using DCK, but you will have to re-run
MAKESWAP if you want to use DCK again. If you buy more memory, you can
probably delete the swapfile permanently. Hard drive space may be at a
premium on your system, but it's far easier to come by than RAM.
- The "Snap Objects to Grid" command (Ctrl+V) did not work correctly;
fixed.
- Editing a linedef, picking a special and then editing another linedef
would crash DCK; fixed. What a dumb bug -- thanks to all the people who
convinced me it wasn't some low memory thing =)
Other Stuff:
- I've neglected to mention the full capabilities of DCK's cut and paste
operation for some time now (about a year!) --
- If you cut or copy outside sectors to the clipboard, and then
paste them inside an existing sector, DCK will convert all the
appropriate one-sided lines from the original outside sectors
into two-sided lines whose second sides now reference the sector
they were pasted into.
- Vice-versa: cut or copy inside sectors, and paste them outside --
DCK will convert the appropriate two-sided lines into one-sided
lines.
This is really really useful in some situations. Next time you need to
move outside sectors inside, or vice-versa, try it. Remember, you must
be in Sector mode when you CUT/COPY and PASTE.
- The clipboard's behavior has also been changed. If you cut or copy
lines to the clipboard, DCK will always switch to line mode to paste
the lines. This is basically unchanged from previous versions except
that the editor automatically switches modes now.
The difference arises when you cut or copy sectors: if you paste the
Sectors you copied while in Line mode, DCK will always switch to Sector
mode to paste copied Sectors. It was too easy to forget that you wanted
to cut/copy/paste entire Sectors, and the undesirable results of pasting
Sectors in Line Mode weren't immediately apparent, causing many
irritating problems.
So, the rule stands clear now: if you want to copy/paste Lines while
maintaining their sides' sector references (eg: one-sided pillars), you
must copy the Lines while in Line mode. And if you want to create new
Sectors by copying existing Sectors and pasting them elsewhere on the
map, you must copy the parts of the map in Sector mode. I think this
arrangement makes the most sense.
03/18/96 Release 3.2
Bugs Fixed:
- All the game parameters (when you run your map) are now written to a
response file by DCK (I should have done this ages ago...) -- all the
settings work p