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1994-12-06
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DMapEdit v2.1 - a doom map editor!
-------------
DMapEdit is my trademark
Doom is a trademark of id Software Inc.
Vesa.bgi is copyright (C) 1991 Jordan Hargraphix
UniVesa - Universal VESA TSR is copyright (C) 1993 Kendall Bennett.
Ms-window is a trademark of Microsoft
Copyright (C) 1994 Jason Hoffoss. All rights reserved.
You may freely distribute this program, as long as it is distributed
intact (all 8 original files) and unmodified. You may not sell this
program, for profit or any other purpose.
This Editor is not a product of id Software and id Software cannot and
will not provide support it, nor for maps created with it, nor for DOOM
itself if you modify the DOOM.WAD (IWAD) file.
-------------
Welcome to DMapEdit. DMapEdit is a true, full-featured map editor, and
not just a thing editor. DMapEdit can now generate Nodes, Sectors and
Blockmaps.
I've decided to make this product shareware. Therefore, this is the
shareware 'demo' version. The registered version can be obtained from
me by sending a $5 check, money order or whatever to my address.
My address is:
Jason Hoffoss
10321 110th st. N.
Stillwater, MN 55082
When later versions become available, I will distribute patch files
electronically through the Internet and Bulletin Board systems. If you
can't get the patches through these methods, you can register for $10
and I will send you the next 2 upgrades by postal mail. If you want me
to send it by some special method (Express Overnight or whatever), then
make sure you send me enough money to cover such mailing methods. I
will send it to your e-mail account, if you wish. Be sure to tell me so
if that what you want, since I will assume normal postal mail. And
hey, send me a letter if you want. Tell me you love/hate this editor,
or whatever. I don't have unlimited ideas, and many improvements and
idea for DMapEdit come from the users. Tell me how to make it better
for you! E-Mail can be send to me on these BBSs:
The Death Cookie: (612) 773-0646 (In wildcat part)
The Express Lane: (612) 422-3707 or 422-1585
At the moment, I beleive I have an Internet account, but I don't yet
know what the password for my account is (it's being sent to me in the
(postal) mail). The account is actually set up, though, so you should
all be able to send me mail there. The address is hoffo002@gold.tc.umn.edu
and I'll read it as soon as I get the password. (should have it next
week, April 4-8).
--------------------
New stuff since v2.0
--------------------
* Shareware version will allow you to save maps of limited size now. A
map such as E1M1 is too big. In fact, all the original maps are too
big. This has been done so that people can test it out and verify
that it does actually work (with the distrust of current node
generations lately, I needed to provide this save ability)
* Bug fixes. Ok, so I guess I didn't get all the bugs. I planned to,
but forgot to do so with everything else on my mind. Sorry. Got
them now, though. I'm sure this time, because unlike last time, I
fixed them before I am writting this. :)
* Ability to flip lines now, (and flip line & sidedefs). Because of
dooms pickyness with a sidedef on the right side, you can do this. I
really don't think it will be needed anymore, though. DMapEdit will
automatically handle these problems for you, but in case I'm wrong (I
didn't write Doom, so I can't be sure what will and will not cause
problems), this options is here.
Note: Be sure to line error-check any map from other editors or previous
versions of DMapEdit. Can't hurt anything, and it will fix any
minor problems a map may have. (such as a map causing doom to
hang or reboot when it loads the map, which happened to me, and
thus I was able to fix DMapEdit to repair them)
--------------------
New stuff since v1.1
--------------------
* Fix of all know bugs! If there's still any around, then let me know,
since I can only fix bugs I know about, and if there still are any
in there, I don't know about them.
* Sector edit mode has been improved. You can add/delete sectors with
the proper add/delete mouse buttons (or ins/del keys). There is also
a sector blend/copy function now (requested by Rod McCabe, in the
first postal letter I have received of 2 total to date :) For
information about this function, see below under 'sector editing'.
* A new misc/advanced functions menu (F9 key), with several options:
* Error checking options: Use these to check over a new map to
identify any errors that might exist (and fix some of them). If
you get a new PWAD from somewhere, you should error check it before
you start messing around with it in DMapEdit. Strange thing might
happen if you start editing a map with errors.
* Line Fixer: This option will correct any errors or inconsistancies
it detects with the lines/sidedefs. It may change things that
are meant to be the way they are (the less common special effect
type things), so it should probably be used mainly for a major
overhaul, or to setup sidedefs for a new map that you have laid out
the lines for (easier than doing it by hand!)
* Sector generator: This options will reconstruct, from scratch, all
the sectors. This should really only be used for a major overhaul,
or on a new map without any sectors yet, since any existing sector
information will be lost, replaced with a standard sector definition.
* Fix sectors: Not yet available, this will attempt to correct any
problems with existing sectors, and create new sectors in any
empty polygons. The result will be pretty much the same as with
the sector generator, except the current sector info will not be
trashed, but incorperated.
* Node generator: Before a new or line changed map can be played, a
node structure must be generated. That is what this option will
do. I have fixed all the bugs in it, and tested it out on several
maps, and it has worked fine on them all.
* Blockmap generator: When you complete a new map, or finish changing
an existing map around, the last two steps are to create a Node BSP
tree, and a blockmap, before you can play it. The blockmap
generator works flawlessly, but the node generator..you know..
* Working PWAD/datafile name and editing mode is now displayed at the
bottom of the screen.
* Picklist now is scrollable in 2 directions. The old selection is also
in the middle of the displayed list now, instead of the top. (for
example, the current thing is an ammo clip, and you select picklist,
then the ammo clip will be in the center of the displayed list).
----------------
Future expansion
----------------
What can you expect from future versions of DMapEdit? I plan to add in
the rest of the routines that are currently not available in the
advanced/misc options menu.
I plan to add texture picklists, to help you decide what textures to use
where. It should be much faster than DEU's texture displaying routines,
too. I'm not sure how he got it to be as slow as he did..
I plan to add template support, so you can add standardized wall
formations (doors, columns, staircase, etc.) easily, without having to
make them all yourself.
I plan to add help information to explain whatever you are dealing with
at any perticular time. Thus, if you come across something you don't
understand, you can request help about it.
I plan to add 'ini' file support (a file that lists your default setting
for DMapEdit to use whenever you edit a map)
I plan to add the ability to mark items (an item being a thing, line,
sidedef, vertex or sector) and delete them as a group, change them all
as a group (for example, make all the sidedefs middle texture 'startan3'),
etc. Because o