This program requires Windows 3.1 To install: Copy all of these files into a directory. From Windows, run DOOMED.EXE Configuration questions will be asked at run-time. ---------------------------------------------------------- This is a beta version of 2.60, and your comments are requested. Send comments to pringler@cuug.ab.ca Have FUN!!!! I had released this beta on the 19th, and pulled it back due to a few slight problems. Here is what was changed at the last minute: 1) Recompiled using HUGE memory model, since LARGE doesn't allow data objects greater than 64k. That means that you can now load and edit E2M7, or WANTON.WAD 2) Fixed the memory allocation problem in the Nodes builder. This was not a Microsoft C problem, it was a Deu problem. Non-beta release will use the ID Nodes builder, thus avoiding this entirely. Sorry, Microsoft! Here is a list of known problems. If you find more problems, and can DUPLICATE the problem so I have some chance of fixing it, let me know. 1) Nodes builder breaks on some maps. This will be fixed as soon as possible, likely within a week. Keep your eye out for DE_260B1 or above, or DE_260R (release) 2) 3D Wireframe display breaks if you zoom into an object. Also, the image is a mirror image of your level. Rather than fix that one today (I'm too worn out...) I'll nail it down tomorrow. Note: hold the left mouse button down and move: Left&Right to rotate, Up&Down to move Up or Down, hold the right mouse button down and move Up&Down to move the level, or Left&Right to move closer or farther. 3) Zooming on a bitmap image makes the background black. This is a Windows color problem, it works fine on my card at 16 or 24 bits, but not at 256 Color. I'm working on it, but can't promise anything yet. 4) Help compiler breaks with large number of bitmaps, which means my help is restricted. The message I get is "Unsufficient memory to build help file", even though I have 8Mb, and the RTF file is only 512k. This seems strange... I'll be calling MS support in the morning. 5) Multiple selection of lines, things, and sectors for editing, moving, or deleting will be in the next beta. The code is there, but was a little unreliable so it has been removed for this release. I know, it's clumsy doing it one at a time. 6) To stitch wall textures properly, note that I am joining them when you join sectors. In order to have the lower texture work right, the opening must be the same size as the wall texture. This is because wall textures are only broken at an opening, and continue unaltered below it. 7) User definition and modification of standard sector wall, floor, and ceiling textures will also be in the next beta, and of course, the release version. I ran out of time, and already am late anyhow.