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- __ __ ___ __ __ ____ __
- | ||\ | ||___\ \ \ / / || | |
- | || \ | | ____ \ \ / / || | |
- | | \ \ | ||____\ \ \ / / || | |
- | |___\ | | |______ \ \/ / || | |____
- |_________| |_________\ \__/ _||_ |_______\
-
- A Tutorial for editing DESCENT levels with DEVIL (V0.99)
-
- Compiled by Boris Postler (ub0u@rz.uni-karlsruhe.de).
- DEVIL was made by Achim Stremplat (ubdb@rz.uni-karlsruhe.de).
-
- This article is (C) Copyright 1995 by Boris Postler. All rights
- reserved. You are welcome to make copies and redistribute this article,
- as long as it is kept in its original form.
-
- DEVIL is (C) Copyright 1995 by Achim Stremplat. All rights reserved.
-
- All specific names included herein are trademarks: Descent, Interplay
- Productions, Parallax Software, Pentium, Intel, Id Software, Doom, OS/2,
- Microsoft Windows.
- Any trademarks not mentioned here are hypothetically acknowledged.
- I hope nobody wants to sue me but I may forget some of them.
-
-
- Disclaimers
- ~~~~~~~~~~~
- Parallax Software cannot and will not provide support for DEVIL.
- Parallax Software will not provide support for ANY file that has been
- modified or created by DEVIL.
- DEVIL will not allow you to modify the shareware version of DESCENT.
- (It may be allowed but we'll ask Parallax first.)
- The author of DEVIL will not provide support or be liable for damage
- caused by the use of DEVIL.
- It is illegal to distribute the registered version of the DESCENT.HOG
- file in any form, original or modified.
- The author of DEVIL reserve the right to add or remove any functionality
- of the DEVIL software.
-
-
- Okay, I'm trying to write a Tutorial for building levels with DEVIL so
- that you get prepared for the challenge of building levels for DESCENT
- (which is rather more difficult then building 2D levels for DOOM). By the
- way, I'm writing this without an english dictionary so that there may be
- some severe faults (spelling/gramatical/ethical/political/...). Please
- don't mind and have a nice day.
- Thanks go to
- Interplay/Parallax for this great game
- ID Software 'cause I still think DOOM is the best kick-ass game ever
- Thomas Axelsson for the first two letters of the ASCII title
- XX-Thanks go to
- Achim Stremplat for coding DEVIL (best DESCENT-editor I know)
- (and if I don't get XXXX-Thanks for coding this file he'll be in deep
- trouble)
- Now let's start:
-
-
- CONTENTS:
-
- [1]. ABOUT DEVIL
- [1a] What is DEVIL ?
- [1b] What is this file ?
- [1c] How do I start DEVIL ?
-
- [2]. THE MENU STRUCTURES
- [2a] Areas on the screen
- [2b] The different modes
- [2c] The substructures
- [2d] The pulldown menus
- [2e] The Internal menu
-
- [3]. LEVELS IN DESCENT
- [3a] Cubes
- [3b] Points and corners
- [3c] Sides
- [3d] Walls
- [3e] Textures
- [3f] Things
-
- [4]. MOVING AROUND
- [4a] Moving in the level
- [4b] Moving objects
-
- [5]. YOUR MOUSE AND DEVIL
-
- [6]. HOTKEYS
- [6a] All time favorites
- [6b] Cube-mode
- [6c] Side-mode
- [6d] Wall-mode
- [6e] Thing-mode
-
- [7]. EDITING
- [7a] Cubes
- [7b] Points
- [7c] Sides
- [7d] Walls
- [7e] Textures
- [7f] Things
- [7g] Light
- [7h] Direct editing
- [7i] Macros
- [7j] Side effects
- [7k] Specials
-
- [8]. DESCENT ACTS FUNNY - WHY ?
-
- [A]. LAST NOTES
-
- ----------------------------------------------------------------------------
-
- Part [1]. ABOUT DEVIL
-
- --[1a]------ What is DEVIL?
-
- DEVIL is a program for editing DESCENT levels and building own levels
- 'from the scratch'. It was made by Achim Stremplat (not identical with
- the author of this humble file) for all you weirdos who want to build
- levels. DEVIL is GREAT, it is that GREAT that I could ..//censored//..
- ..//censored//.. ..//censored//.. ..//censored//..
- OK, I've calmed down a bit by now, so let's continue.
-
- --[1b]------ What is this file?
-
- I've build some levels for DOOM (using DEU) which are considered 'not
- too bad' by my friends and since I was one of the beta-testers I think
- I should give some tips and hints concerning level-building. This is,
- as I mentioned, a bit more difficult because of 3D-effects.
-
- --[1c]------ How do I start DEVIL?
- You do that by typing D-E-V-I-L at the DOS-Prompt. You can't start
- DEVIL with a mouse unless you are in Windows or OS/2 and we don't know
- if it works there (don't know, don't care ;).
-
- ----------------------------------------------------------------------------
-
- Part [2]. THE MENU STRUCTURES
-
- --[2a]------ Areas on the screen
-
- To the left is a big Window: this is where your level is shown. The
- upper line consists of pull-down menus. I will say more to that later.
- The lower line is the status line where the messages will be shown. If
- you don't have an OK there your Computer has an Pentium inside - bad
- luck. To the right there are several displays: in the lower right the
- texture of the actual side is shown. The arrows are for mouse-
- controlling. Below the arrows is shown wether you are in modify- or
- move-mode. Above that are the different editing modes: cubes, sides
- (a side is a cube-side with no adjacent cube), walls (a wall is a cube-
- side with an adjacent cube), points, things and internal. In the upper
- right corner the actual editing-mode is displayed and below that the
- substructures of cubes/sides/walls/... (and so on).
-
- --[2b]------ The different modes
-
- DEVIL has six different modes. They are:
- -CUBES for cube-editing and moving
- -SIDES for side-editing and moving
- -POINTS/THINGS/WALLS dito
- -INTERNAL for changing internal constants of DEVIL
- You change mode by pressing '[CONTROL]+first letter of mode'.
- Some actions act different in different modes, e.g. INSERT in cube-mode
- inserts a macro, in thing-mode a thing and in point-mode ....
- NO! Not a point. You can't insert points :).
-
- --[2c]------ The substructures
-
- Each mode has a different substructure. You change the substructures
- using the cursor-keys and [RETURN]. (Ok, ok: for mouse-users: just move
- the little arrow to the substructure you want to change and press a
- mouse-button.) Then you got either another menu (e.g. of different
- robots) or you have to enter a number (e.g. light). (This is really the
- last time I will mention mouse in this file but no, you can't enter
- numbers with the mouse. :) Since some substructures are a bit complica-
- ted, I will explain them later in 'EDITING'
-
- --[2d]------ The pulldown menus
-
- The pulldown menus are activated by pressing '[ALT]+highlighted letter'
- (for mouse-users now and for ever: just click and be quit, OK?). The
- menus are:
- -FILE for loading/saving/quit (hope this is self-explaining:)
- -EDIT for insert/fast insert/delete/delete all/fit bitmap/tag/tag all
- INSERT: to insert a macro/thing/door/...
- FAST INSERT: as INSERT but in cube-mode DEVIL will join the sides as
- well (making a wall)
- DELETE: to delete the tagged objects of the current mode; you can't
- delete the active object (shown in green)
- DELETE ALL: to delete all tagged objects, regardless of the current
- mode
- FIT BITMAP: this is for texture-mapping
- TAG: tags an object of the current mode (shown in blue)
- TAG ALL: tags all objects of the current mode
- -EXTRA for make macro/save macro/choose macro/set exit
- MAKE MACRO: makes a macro consisting of all tagged objects (regard-
- less of current mode); reference point and side of the macro are the
- current point and macro
- SAVE MACRO: saves a macro for later use
- CHOOSE MACRO: loads a macro
- SET EXIT: set a side to exit, DESCENT needs an exit (see later)
- -SELECT is for selecting the current object
- -DRAWING tells DEVIL what is to be shown and what not (DATA is special)
- The menus are case-sensitive to prevent the deleting of the whole level
- with just one key (now you need two). Several other events can be
- activated via hotkeys, they're listed below (see 'HOTKEYS').
-
- --[2e]------ The Internal menu
-
- You won't need to change things in this menu often but when you do
- don't blame us. Exception are the grid, the moving factors and the
- sight range. The grid forces points on an angular, well, grid and the
- moving factor shows the size of your moving-steps. The sight range in-
- dicates how far you can see. When you turn it to low you'll get lost
- but when you turn it to high, DEVIL will slow down a lot.
- The other numbers show the angle when you turn, the zooming-factor,..
- Since the 'standard cube' has a sidelength of aprox. 1.3e06 some of
- the numbers are pretty high but don't worry, keep smiling :)
-
- ----------------------------------------------------------------------------
-
- Part [3]. LEVELS IN DESCENT
-
- --[3a]------ Cubes
-
- For experienced WAD-builders: cubes are sth. like sectors (not quite
- right: while it was possible to divide a sector in parts that are not
- connected, this is not allowed with cubes). A cube has always eight
- corners but you may arange these points (almost) as you want. You have
- to keep in mind:
- 1.) Cubes need to be convex. Well, what does that mean? Take the inte-
- riour of a ball: it is convex. That means, you can draw a line from
- every point inside the cube to every other point and this line DOES
- NOT LEAVE THE CUBE. This is important for DESCENT. Let me show you
- some examples:
- ________ __________ ___ ___
- | | \ / \ \ / /
- | | \ / \ \/ /
- YES:| | CLOSE THING: \ / NO: \ /
- | | \ / \ /
- |________| \/ \/
-
- Luckily, DEVIL handles this thing automatically, so you won't have
- to be bothered.
- 2.) Take a normal cube and push one corner inwards. This will not only
- make the cube 'lesser convex' but it will also bent the adjacent
- sides of the cube (try it for yourself). DESCENT has problems with
- highly bent walls (e.g. the laserbolts won't collide with the wall)
- but DEVIL won't allow such walls and will refuse to move a point
- further.
- You don't have to think about wether or not this cube is allowed be-
- cause DEVIL does it for you (thanks, Achim!). I just mentioned these
- problems so that you can understand why DEVIL refuses to execute a
- command.
- I'll often refer to a so-called 'standard cube'. This is a cube with
- a sidelength of ca. 1300000 units. The cube in 'new.rdl' is such a
- standard cube. Since this number is pretty high and since the cube is
- just about the average corridor size in DESCENT, you'll have problems
- estimating the actual size of a level (in contrary to DOOM).
-
- --[3b]------ Points and corners
-
- I hope that I won't have to explain what a point is, but corners are a
- bit more tricky. A point belongs to three sides (if it's only one cube)
- but when you have adjacent cubes there could be LOTS of sides belonging
- to one point. Each of these sides has a corner at the point of the
- point (:). Every corner has a seperate light level, concerning only
- this one side. Most of the time you'll just change the light level of
- the side but it is possible to give seperate light levels to the
- different corners of a side. IMPORTANT: light is only available for
- sides (cube-sides without adjacent cube); walls (cube-sides with
- adjacent cube) don't have light levels. More to light in 'EDITING'
-
- --[3c]------ Sides
-
- A side is a cube-side without an adjacent cube (this is the last time I
- mention it, but it IS important to notice the difference). You can
- place two cubes wall-to-wall, as long as you don't change the sides into
- walls DESCENT will just ignore this (infinitessimal thin walls are no
- problem). A little trick: if you build a big room and a corridor through
- this room DESCENT will ignore the existence of the corridor when you are
- in the room as long as you doesn't mend the sides. (Perhaps I'll have
- enough time to build a level that shows this, you can make pretty weird
- things with this one. :))))
-
- --[3d]------ Walls
-
- A wall is a cube-side with an adjacent cube. Walls can act in many
- ways: as doors, switches for producers, energy rechargers (the yellow
- dots in the air), ....
- More to the different functions in 'EDITING'
-
- --[3e]------ Textures
-
- A side has allways a texture, a wall may have a texture. Textures in
- DESCENT are a bit more 'powerful' than in DOOM (they are not only
- textures). E.g. the lava-texture behaves like lava, this is only
- because of the texture. Also, when a side doesn't have a texture, you
- can fly through it (including, of course, the infamous 'hall of mirror'-
- effect). Notice that you can't fly back then: when you get 'out of
- bonds', you're sure to stay there.
-
- --[3f]------ Things
-
- Things have different types: startpoints (each level has to have at
- least one of them :), items (keys, weapons and suchlike), robots (blow
- 'em up) and hostages (pity you can't blow up these).
-
- ----------------------------------------------------------------------------
-
- Part [4]. MOVING AROUND
-
- --[4a]------ Moving in the level
-
- To control your movements with your mouse just click on the arrows to
- the right: left click is turn and right click is move. On the keyboard
- the commands are (you have to switch the NUMLOCK ON):
- A/Y (perhaps Z ?) forwards/backwards (sorry, german keyboard)
- 1/3 banking
- 2/4/6/8 turn around
- [SHIFT]+2/4/6/8 gliding
- IMPORTANT: when I refer to NUMLOCK ON or OFF, I assume that you change
- the Move/Modify-mode ONLY with your NUM-key. If you keep clicking with
- that mouse of yours this will switch the mode but not the numlock-light
- (of course) so that the default is inverted (this will be fixed in a
- later version (perhaps, I keep pestering him all the same :)).
-
- --[4b]------ Moving objects
-
- If you want to move something else instead yourself you have to switch
- the NUMLOCK OFF (or click on the button below the arrows). You can only
- move tagged objects. This is because it may happen very fast that you
- move something you didn't want and this may mess up your level quite a
- lot. You can move all objects around. Cubes may only be banked (well,
- you know what I mean) around the current side because when you turn
- them, nobody knows around which axis. Items have a symmetric structure
- therefore it is useless to turn them. Things with orientation behave
- different: when you move them, you steer them. That means when you
- press left, this isn't left from your point of view (as with items
- /cubes/points/...) but left from the things point of view. Just try it.
- It only affects starting points, robots and the reactor.
-
- ----------------------------------------------------------------------------
-
- Part [5]. YOUR MOUSE AND DEVIL
-
- Moving around has been explained before, now to the difficult part:
- choosing objects. You choose a thing with the left mouse-button and a
- cube with the right mouse-button. Try to aim for the center of items
- when you choose them but aim at the lower backside (what do you think
- now ?!?) of a thing with orientation (robots and suchlike). It's easier
- when you're far away and almost impossible when you're near the robot.
- For cubes: aim at a poit and DEVIL will take this point, the side next
- to this point and nearest to you and the cube of this side and point
- nearest to you (uff). This works most the time but you'll have to
- move around sometimes until you get the righ angle. You can only click
- at things and points that you see.
- When you want to choose a wall, you have to press [SHIFT] and click
- with the right button on the cross of the wall.
-
- ----------------------------------------------------------------------------
-
- Part [6]. HOTKEYS
-
- --[6a]------ All time favorites
-
- These hotkeys are available in every mode:
-
- [F1] activate help, cursor scrolls, any
- other key exits
- [CONTROL] + [SHIFT] + s/l save/load level
- [SHIFT] + [ESCAPE] end DEVIL (you're crazy! :)
- [SHIFT] + a/y increases/decreases sight
- NUMLOCK * / increase/decrease moving factor of
- yourself or of objects depending of
- the current mode (move/modify)
- NUMLOCK +/- increase/decrease zooming
- NUMLOCK 9/7 increase/decrease rotation angle
- [ALT] + g switch grid ON/OFF
- [SHIFT] + g increase grid size
- g decrease grid size
- [SHIFT] + m make macro
- [CONTROL] + m save macro
- m choose macro
- [CONTROL] + c/s/w/t/i/p changes mode
- [SHIFT] + c/s/w/t/p previous cube/side/wall/thing/point
- c/s/w/t/p next cube/side/wall/thing/point
- [CONTROL] + [SHIFT] + c/s/w/p/t enter number of current cube ...
- [SPACE] tag untagged object or
- untag tagged object
- [SHIFT] + [SPACE] tag all objects if none are tagged or
- untag all objects if one is tagged
- [CONTROL] + key command only for current object,
- ignore tagged objects
- [SHIFT] + key no side-effects
- [SHIFT] + [DELETE] delete all tagged objects (be careful
- with this one!)
- [END] insert exit wall in current side
- cursor up/down move in substructure-menu
- [RETURN] edit substructure
- f fit bitmap of current side (f also
- exits the bitmap-fitting)
-
-
- --[6b]------ Cube-mode
-
- [INSERT] insert a macro without joining the
- sides
- [SHIFT] + [INSERT] insert a macro and make a wall between
- the cubes (deleting the sides)
- [DELETE] deletes all tagged cubes but not the
- current cube
-
- --[6c]------ Side-mode
-
- [INSERT] separates to cubes
- [DELETE] joines tagged and current side to wall,
- matches tagged to current side
-
- --[6d]------ Wall-mode
-
- [INSERT] inserts a door/switch
- [DELETE] deletes all tagged walls
-
- --[6e]------ Thing-mode
-
- [INSERT] inserts a thing (default: energy)
- [DELETE] deletes all tagged things but not the
- current thing
-
- ----------------------------------------------------------------------------
-
- Part [7]. EDITING
-
- Properties of an object are changed with the cursor-keys and [RETURN],
- regardless of the current mode. When you tag several objects, the
- changes (and movements) will affect all tagged objects.
-
- --[7a]------ Cubes
-
- You can move and bank cubes (as mentioned before). The cube substruc-
- ture consists of: type/cube light/pnt light. The light will be ex-
- plained later (see below), the type is one of those:
- - normal : just a plain cube
- - producer : these nasties produce robots (3 robots, 3 times default)
- - reactor : the cube which contents the reactor has to be marked
- - energy : energy recharger (in special, it's a different byte)
- When the cube is changed to producer you'll have to enter the kind of
- robot(s) this producer shall produce. You can mark more then one type
- (with [SPACE]) and press [RETURN] when you're done. DESCENT will choose
- one of the give robot-types when a robot appears. Since the fat ones
- end a level they tend to behave funny when they appear in masses out
- of a producer (could be done but shouldn't).
-
- --[7b]------ Points
-
- You can move points in all directions (while the cubes are still convex
- and the walls ain't weird). The substructure is pretty unimportant
- (except the light, see below).
- If the grid is switched ON, all points will lay on the grid. If you
- try to move a point but can't, the moving factor is below the gridsize.
-
-
- --[7c]------ Sides
-
- Each side has two textures: texture 1 is the 'main' texture, texture 2
- overlays the first texture. Texture 2 is used for lights, monitors,
- doors, signs,... The complete texture (1+2) is shown in the lower right
- corner. The orientation of the texture is shown by the two blue lines
- on the current side and on the image of the textures. You can change
- the orientation of the second texture (e.g. to level monitors). You can
- also change the orientation of the whole side using 'fit bitmap' (in
- the pulldown-menu or hotkey 'f').
- The joining or seperating of cubes is also done in side-mode. This is
- because it changes sides to walls and vice versa and does not affect
- the cubes as such. To join two cubes tag one wall of one cube and make
- one of the sides of the other cube to the actual side. When you press
- [DELETE], DEVIL tries to delete the two sides and make a wall of them.
- If the two sides don't match, DEVIL will change the size and position
- of the TAGGED side (within certain limits of course), the actual side
- will remain where it is. To separate two cubes, just choose the side
- and press [INSERT].
-
-
- --[7d]------ Walls
-
- A wall may have max. two functions (or none): door and switch.
- The different wall-types are:
- - blow door: standard jail door (hostages) enter hitpoints in hex
- (the door in level 1 has 64 hex = 100)
- - normal door: clear
- - only texture: like in energy stations
- - only switch: no texture, just switch
- - shoot through: but not fly through (windows, grates, ventilators)
- If it is a door, there are four door-types:
- - stay open, laser: once opened, this door stays open
- - stay open, switch: can only be opened with switches or at the end of
- the level
- - open/close w. laser: standard door, closes after a few seconds
- - open/close w. switch: same as with laser, only with switch
- The open at end- and the key-structure won't need explanation, but
- there are several switch-types:
- - no switch (default)
- - alternate/normal exit: when this switch is activated, the computer
- will attempt to steer the ship to the exit-wall (ends level)
- - producer/doors: starts producer/opens doors
- The doortype defines the animation sequence. This is only needed for
- doors. Since it works with side effects (see below) there may be some
- minor problems (well, I've had some but maybe I'm just a bit clumsy).
- Concerning switches: when you want to trigger an event (start producing
- robots or open door(s)), first insert the switch-wall. Then tag all
- objects you want to trigger (cubes for producers and doors for doors).
- Then go again to the switch and change the switch to the event. It will
- show how many objects are affected. If you want to add another object,
- you have to tag all previous objects as well; if you want to trigger
- the event with another switch just do the same procedure again ... and
- again ... and again ...
- A wall has two sides and so it has two doors and switches (one for each
- side). Therefore you can trigger different events depending of your
- flight-direction. When you want to trigger an event by flying through a
- corridor from the left to the right, you should set the switch to the
- left side (see demo level for examples).
- IMPORTANT: Doors that are opened with switches can't be opened with la-
- serbolts (normaly). So if you got a door of the type 'open/close with
- switch' it may happen that the player is trapped without the possibili-
- ty to trigger the switch again. So be sure to make the other side of
- such a door 'open/close w. laser'. You have to press the [SHIFT] key to
- prevent the side effect (if you don't, DEVIL will change both sides).
- The alternate exit-switch is only of use when you're in a level which
- has an alternate exit (this is e.g. level 10 for secret level 1). When
- you use it in level 1 it will just end the level and go to level 2.
- An exit-corridor isn't needed for this kind of exit because DESCENT
- doesn't steer the ship after passing the alternate exit: the level just
- ends.
-
- --[7f]------ Things
-
- There are several different kinds of thing-types: robots, hostages,
- start, items, reactor, coop start. I think hostages, start, reactor and
- coop start should be clear 'cause you can't change them much.
- An Item consists of an effect and a graphic which may differ. So you can
- make an energy boost and disguise it as mega-missile. The default is
- energy boost.
- A robot is a bit more complicated. It consists of the type (clear), the
- drop thing and (somtimes) the drop number. The drop thing is a bit
- uncertain, but it seems to work: DESCENT distinguishes between
- drop nothing: robot destroyed -> no item
- drop sth. : robot destroyed -> random item (depends on robot,
- mostly energy boost and shield)
- drop item : robot destroyed -> item(s)
- When you choose 'drop item' you can select the item out of a list. The
- drop number is the number of this thing the robot drops when destroyed.
- It may vary between 0 and 127. (DESCENT will become a bit slow when 127
- items are on screen.) Ever destroyed a class 1 drone and recieved 127
- mega-missiles? :)
- For people that want to help: ther're still some unknown bytes in the
- robot- and the reactor-structure. If you know some of them, just mail.
- There should be something like an 'agressive byte' which rules the
- behaviour of the robot (some just lurk behind a corner while others
- will follow you through the whole level). See the room in level 1 with
- the red key: the light hulks will just stand and cover the entry while
- the class 2 drone darts out and chases you (or the reactor room
- and the different behaviour of the three light hulks).
- Another thing: the gopher robot can only be inserted as a laser-
- shooting robot. But in some levels of DESCENT the same robot will fly
- through the corridors, leaving proximity-bombs behind. Perhaps first
- is agressive, second is defensive behaviour? Check it out!
-
- --[7g]------ Light
-
- There are two different kinds of light: cube-light and point-light.
- Point light is only available on sides, NOT on walls, and it can be
- edited in the following modes:
- Point-mode: change the light level of the corner of the current side
- Side-mode : change the light level of all 4 corners
- Cube-mode : change the light level of all corners in the cube
- Now we have a problem. Imagine a cube with 6 adjacent cubes (on each
- side of the cube). Such a cube has only walls and no sides and there-
- fore no light level. But 'lo! Parallax has made something called 'cube
- light'. This sets the light level in the cube. It is only available in
- cube-mode. So it is possible to make a big, dark room (point-light set
- to 0) with a floating reactor in the middle in bright light (cube-light
- to aprox. 6000). Looks GREAT!
- The light is entered in hex and ranges from 0 to 8000 (that is 32768).
-
- --[7h]------ Direct editing
-
- This is for pro's only. You can choose this mode via the pulldown menus
- (Drawing -> Data). Then the hex-code of the current object is displayed
- on the right of the screen. You may edit them directly by mouse-clicking
- on the hex-code and entering new values. [PAGE UP] and [PAGE DOWN]
- scrolls up and down. The coloured numbers are known, the black ones
- ain't (they're set to zilch by DEVIL). So if you know what a certain
- address stands for, e-mail us. We will ask Parallax about the unknown
- bytes but I think if there are many people asking, things will go
- faster for us ;-)
- We've just seen that Parallax has published the Specs so don't bother
- them just now, read the Specs first and ask afterwards.
-
-
-
- --[7i]------ Macros
-
- Macros are powerful tools with wich you may copy parts of a level on
- disk and inserting them later in another level. Still, DEVIL is not
- 100% steady when using macros so that there may be some minor problems
- (up to, and including, a formated hard disk). Well, not really. But you
- should save your level before an extended using of the macro function.
- Remember: save early, save often. There are different groups of macros
- so that you won't have to search several hours just to find a 'piece of
- corridor, 8 cubes long'.
- When you make a macro, it will not be saved until you choose the menue-
- point 'Extras -> save macro'. A macro consists of all tagged cubes and
- other objects that are tagged. The current side and point (at the mo-
- ment when you make the macro) will be reference side and point. When
- you insert a macro, DEVIL lays the reference point of the macro on the
- current point and tries to match the reference side and the current
- side. I think it would be nice if everybody would add a standard cube to
- his macro and save the macro with reference side and point on this cube
- so that all macros in the Internet are compatible between each other.
- You can make a macro regardless of the current mode but you have to be
- in cube-mode when inserting one. When you make a macro it will consist
- of ALL objects (including switches, special areas, things, ...).
- All inserted macros are tagged. This is because most of the time the
- macro has been wrong inserted and the only thing you have to do in this
- case is pressing [DELETE] to delete the macro (since it is possible
- to insert different objects with one macro you may need to press
- [SHIFT] + [DELETE] to delete all objects and not only those of the cur-
- rent mode). A foresight is in work but will take some more time.
- If the macro contains an exit, it won't appear in the macro structure.
- This is because only one exit per level is allowed.
-
- --[7j]------ Side effects
-
- Side effects have nothing to do with sides (hence the name :). It means
- that when you do one thing, DEVIL will modify another thing. It's name
- comes from the german word 'Seiteneffekt' which means what I've said
- before but I don't know if that expression does exist in the english
- language. It is best explained with an example:
- When you change the animation sequence of a door (that is: the way it
- opens) you'll want to do that on the other side as well. Well, DEVIL
- does it for you. Same with the things: when you change the type of an
- item, DEVIL changes the graphic as well.
- Sometimes it doesn't seem to work even if he says it does, but my doors
- still tend to have two different animation sequences.
- You can avoid side effects when you keep [SHIFT] pressed when you
- change the substructure.
-
- --[7k]------ Specials
-
- Some objects in DESCENT just are 'special'. Here is a list:
- 1) The exit
- It seems that DESCENT needs an exit 'cause it keeps crushing down
- when a level without exit is included (but not always, sometimes it
- just works). An exit consists of several parts: the exit-door (with
- 'stays open, switch', 'open at exit') and the switch 'normal exit');
- the exit-corridor which seems to must have a certain length (look at
- the original levels) and the exit-wall which is the last side in the
- exit-corridor and the only wall not adjacent to another cube. This
- wall has no texture and should therefore be invisible from the point
- of the door (DESCENT won't crash but it looks better). This can be
- made by curves in the exit-corridor or by just setting the light
- level very low. Also, the exit-corridor shouldn't have sharp turns
- because DESCENT will refuse to steer the ship through such hazardous
- areas (again, look at the originals).
- 2) The reactor
- The reactor needs a special cube so be shure to change the cube-type
- as well. You should place it next to the floor so that it doesn't
- float (not nessesary but ...).
- 3) Switches
- They can open doors or activate producers. You may group several
- switches to activate one producer/door or one switch for several
- producers/doors. Switches work only for one side, so you may trigger
- two events with one wall depending of the direction in which the
- wall is flown through (that's good english??).
- 4) The producers
- A producer produces 3 times 3 robots. When you choose more than one
- type of robot, DESCENT will decide randomly which robot will appear.
- 5) Traps
- A trap consists of a big room and several adjacent small cubes (con-
- nected via secret doors, 'not normally open'). When the player flies
- through the big room, a switch is triggered. This opens the secret
- doors and (surprise, surprise!) robots will pour out of them.
- 6) Secret vault
- It's a secret room with a switch-triggered door that closes after
- some seconds. If the player is really fast he may reach the vault
- *just* in time to see the door closing between him and the extra
- life (:))).
-
- ----------------------------------------------------------------------------
-
- Part [8]. DESCENT ACTS FUNNY - WHY ?
-
- DESCENT will exit to DOS when
- - ther is no exit-wall (took us some hours to get a grip on it 'caus
- DESCENT still works sometimes)
- - reactor not in reactorroom
- - big boss and reactor in the same level (except level 7: there is a
- reactor in multiplayer and a big boss in single player mode)
- In this cases the screen will turn black. Just type 'mode 80' or 'mode
- co80' to reset the screnn. You will need earplugs when you use DEVIL or
- play DESCENT right after such a crash, so it would be a good idea to
- reset your soundcard.
- DESCENT will set you in white fog if the start is out of bounds. This
- should now be prevented by DEVIL so don't bother about it.
- If the exit-corridor isn't straight enough, the computer will fail to
- steer the ship through and just ending the level without the last ani-
- mation sequence.
- Hall of mirror effect (HOM) when: no sidetexture, no first texture or
- only a second texture and a walltexture on side. You may fly through
- a side without texture but you won't be able to enter the level again.
- Walls are black with little dots on them: DEVIL hasn't calculated all
- of the wall's points. Just move one of the side-points to force a new
- calculation.
-
- ----------------------------------------------------------------------------
-
- Part [A]. LAST NOTES
-
- Sorry, but I've just seen that you've get an older version of this
- file with the first publication of DEVIL. This is the fault of
- campus security guard dragging me from the PC's at the uni (my only
- access to the Internet). Well, maybe they just wanted to close for
- this day. But so things went a little on the hectic side while we
- tried to upload it and send word to the newsgroup. So this is the
- complete version of 'DEVIL.DOC' including even an explanation how
- to handle walls (pretty unimportant anyway ;).
- Also, DEVIL will be in the wrong directory (DESCENT\DEVIL095 and not
- just DESCENT\DEVIL) and our upload session wasn't very effective.
- Achim tried to do same work later with his (very slow) modem, but
- connections to US are veeeery slow from here (he achieved the maxi-
- mum performance of 1.63 bytes per second).
-
-
-
- Ok, that's it...
- Have fun!
- Don't panic!
- The turtle moves!
- Bye, Boris
-