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1994-12-06
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25KB
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597 lines
M.D.E. - "My DOOM Editor"
by Patrick J. Steele
Copyright (c) 1994, Patrick J. Steele
Version 1.0
Additional design/input by Steven Spalding and Kevin Plancke
** NEW TO VERSION 1.00 **
-------------------------
* PWAD support! MDE will now create a PWAD instead of
modifying your original DOOM.WAD. A PWAD is a small
WAD file with only the information for one level -
great for uploading to bbs'!
* Enhanced user interface! Now objects, wall textures
and floor textures have a "windows-like" listbox from
which to make your selections.
* The listbox mentioned above has a "preview" option to
look at the floor/ceiling textures as well as the wall
textures!
* The floor/ceiling texture display (as well as the new
wall display) have been greatly speeded up!
* Color-coded objects! The map is easier to view and
setup with the addition of color codes for the
different objects.
* Deaf creatures! You can now modify the behavior of
the DOOM creatures. Deaf creatures will not move until
they actually see you, while "non-deaf" creatures will
start hunting you down as soon as they hear all the
racket you're making!
* Thanks to the new DOOM specs (v1.2) all of the
Linedef attributes are known, and modifiable, in MDE.
* A "Use Last" button when changing wall textures!
This button allows you to quickly copy wall textures to
different walls.
* MDE now has a batch file to load/unload the video
driver automatically.
FASTGRAPH/LIGHT
---------------
This program is using FastGraph/Light, a powerful graphics
library for C/C++, BASIC, PASCAL and FORTRAN. I highly
recommend it to all programmers looking for a fast graphics
library that supports a *lot* of video cards/modes.
Contact:
Ted Gruber Software
PO Box 13408
Las Vegas, NV 89112
Orders/Info (702) 735-1980
FAX (702) 735-4603
BBS (702) 796-7134
The one drawback is the external driver needed to run
FG/Light applications. It's included with MDE and it must
be loaded before running MDE. It takes about 120k of
conventional memory. The full blown version of FastGraph
does not require this driver (and it has a lot more
features), but it was $150 more than FG/Light ($49). So, I
hope you have enough memory to run MDE. I still need to do
more testing to determine the minimum amount needed to run.
LEGAL NOTICE
------------
MDE will only work with the registered version of DOOM. If
you only have the shareware version, I strongly suggest you
register. The $46 is well worth it. Episodes 2 and 3 are
fantastic!
MDE is Copyright(c) 1994 by Patrick J. Steele. MDE is not
an id Software product and id Software cannot provide any
support or assistance for MDE. Also, id Software cannot
provide any support for any levels modified by MDE.
THANKS
------
A special thanks goes out to Steven Spalding and Kevin
Plancke for beta testing MDE and providing some really neat
ideas. Thanks guys!
INSTRUCTIONS
------------
To run MDE, simply enter, "MDE" at the DOS prompt. The
FastGraph video driver will be installed and MDE will run
(NOTE: The driver will automatically be unloaded after you
exit MDE). You will be prompted with a selection screen.
You can use the arrow keys to select the episode and level
number you want to edit. Any other keys will be used as
input into the bottom field where the location of your
DOOM.WAD is located. You need to include the DOOM.WAD in
the filename. Example: If you have DOOM installed on the E:
drive in a directory named "DOOM", your path would be:
E:\DOOM\DOOM.WAD
Once you've entered the location of your DOOM.WAD and
selected a map, press <Return> to edit the map.
You will be given an overhead view of the map. The red dots
are creatures, the blue dots are objects you can pick up or
interact with (ammo, weapons, keys, health, etc.), the
yellow dots are the rest of the miscellaneous items (trees,
candles, dead bodies, etc.) and the green points are
vertexes. Move the mouse to the edges of the screen and the
map will automatically scroll.
Press the left mouse button while pointing to an object or a
vector to bring up detailed information.
FOR OBJECTS:
You may change what the object is, the angle it faces,
what skill levels it will appear on and whether it will
show up only in network play.
For setting the angle, the following numbers are used:
9 0
135 | 45
180 -+- 0
225 | 315
270
The option to set a deaf creature is also available. A
deaf creature will not attack you, no matter how much
noise you're making, unless he can actually see you. A
"non-deaf" creature will start moving and searching for
you once he hears you shooting. This option is great
to create an ambush situation. Place about 5 "non-
deaf" sergeants around a corner. Then place a former
human at the end of the hall leading to that corner.
The DOOM player will take a few shots at the former
human, and the guards will growl to life and suddenly,
the player is faced with 5 angry sergeant blasting away
at him!
FOR VERTEXES:
In the DOOM maps, two vertexes form a line (called a
"linedef" in the WAD file). A line consists of a
"from" vertex and a "to" vertex. When you select a
vertex, MDE will display a green line that corresponds
to a linedef. MDE assumes the vertex you selected was
the "from" vertex.
NOTE: Some lines are formed by two vertexes at the same
x,y location. Example:
1
|
|
|
2------------4
|
|
|
3
This map shows a line going from 1 to 2, a line from 2
to 3, and a line from 2 to 4. If you select vertex 2,
MDE will find the first line that uses vertex 2 as the
"from" vertex. If the line from 2 to 3 was the first
one, that line would always be selected. To tell MDE
to ignore the first instance of the vertex, hold the
ALT key down while pressing the left mouse button on a
vertex. In this example, the result would be the line
from 2 to 4 being selected.
Once a line is selected, a dialog box will display
information for that "linedef". A sample dialog box is
show below:
+------------------------------------------------+
| Attrib |Impass | |MBlock | |2-sided| |BlkSnd | |
| |Up-Upeg| |Lo-Upeg| |NoMap | |StrtMap| |
| |Secret | |
| |
| Type 000 |+| |-| Trigger 000 |+| |-| |
| |
| |Edit R Side| |Edit L Side| |
+------------------------------------------------+
NOTE: The "Edit L Side" button will only be displayed
if there is a left sidedef (explained later) for this
line.
"Impass" - This toggle button will make a line
impassable by the DOOM player. This is generally
used along walls and the edge of the DOOM
playfield.
"MBlock" - When pressed, this toggle button will
block a monster from passing this line.
"2-sided" - This attribute tells the DOOM engine
that this line has two sides - so if no wall
texture is defined, the wall is transparent. Wall
textures are discussed later