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1994-12-06
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Note to archiver: This zipfile (DMPS_13A.ZIP) replaces the previous version,
DMPSSWB1.ZIP. Please delete the old file.
DMPS: The Doom PostScript Map Generator, Version SWB 1.3a
---------------------------------------------------------
Original program for Unix and copyright (c) James Bonfield, March 3, 1994.
Modified for PC by Gerhard Karnik, March 29, 1994.
Extensive modifications & enhancements by Steve W Brewer, May 2, 1994.
Minor bugfix by Steve W Brewer, July 18, 1994.
----------------------------------------------
Sorry these fixes took so long. I had intended for this release to include
some of the nice enhancements mentioned below in the notes, but the problem
of shading in the textures has turned out to be a tough one. After getting
a lot of email on the PWAD problem, I decided not to wait any longer and to
just release a quick fix until I can get the nice features working.
Description
-----------
This program produces PostScript maps of Doom levels, extracted from the WAD
file.
Thick lines represent solid walls on the map.
Black circles represent objects. The letters inside represent what kind of
object it is.
Black circles with arrows represent the enemy. The direction of the arrow is
the direction the creature is initially facing.
Grey lines represent secret areas.
Usage
-----
DMPS [options]
/D Enable debugging.
/W wadfile.WAD Wadfile to read from. (Default: DOOM.WAD)
/L level Level to draw. (Default: E1M1)
/S1 Draw things present at skills 1 & 2.
/S3 Draw things present at skill 3.
/S4 Draw things present at skills 4 & 5.
/MUL Draw things present in multiple player mode.
/NO Don't draw objects.
/NM Don't draw monsters.
/NS Don't draw player start positions.
/? Display command-line options.
The PostScript will then be displayed to stdout.
Compiled using Borland C++ 3.1 using 'bcc -mh'
Notes
-----
More enhancements are in the works, including:
* Option to print a Legend page, so you know what's what on the map.
* Option to fill in areas where you can't go (like outside the map area,
between rooms, and inside thick walls) with dark gray, to make the map
a little easier to read.
* Option to put a title on the map, so you can tell quicker which mission
it belongs to.
* Redesigned monster and object icons that are easier to read at small
sizes.
* Option to remove lines that don't represent a change in floor or cieling
elevations (like those used for shadows and such).
* Option to fill in hazardous sectors (like nukage) with light gray.
* Better designed interface that doesn't require you to use ".WAD" and lets
you save the PostScript directly to a file instead of having to pipe it
to one from stdout. Don't worry, the stdout format will remain as
default behaviour.
Don't hold your breath on any of these; I don't have a lot of free time to
spend on this program, but they'll get done eventually.
If you have any comments, questions, suggestions, or (ack!) bug reports, feel
free to email me at swbrew01@starbase.spd.louisville.edu.
Revision History
----------------
1.3a DMPS now works with PWADs. Also, a /? switch has been added to
bring up the help screen.
1.3 This is my original release, based on the PC version of DOOM_PS by
Gerhard Karnik, which was based on the Unix version by James
Bonfield. New to my version is a more graphical (and acuarate)
representation of objects and monsters, a finer dithering for gray
that is easier to see, a friendly help screen, and a few more
command-line options.