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DoomEdit/PM - OS/2 PM DOOM MAP Editor
[ WEIRDWARE Release 1.06 ]
IMPORTANT: BEFORE USING DEPM to create your own PWADs, make sure you go
through the Tutorial; DEPM is very powerful, but there are some
tricks to using it. If you do not know about these tricks,
you can really mess yourself (and your PWAD) up.
CONTENTS:
-------------------------------------------------------------------------------
[1.0] A Note from the Author
[1.1] Disclaimer
[1.2] Reporting Bugs
[1.3] Changes From 1.00
[1.4] Performance Hints / Known Bugs
[1.5] Comments
[2.0] Introduction to DEPM
[2.1] Installation
[2.2] Starting Up
[2.2.1] Parameters
[3.0] What Now?
[4.0] WeirdWare
[5.0] History
-------------------------------------------------------------------------------
[1.0] A Note from the Author
After countless hours of designing, programming, testing and debugging,
DEPM V1.06 is finally done. This project has been a real learning
experience for me; not only have I learned a great deal about OS/2 PM
programming, but I have created a high-quality application which makes
DOOM map editing fun and easy, and which I can take pride in.
Enjoy!
[1.1] Disclaimer
DEPM runs under OS/2 2.1 and OS/2 WARP, and supports DOOM and DOOM2.
A 256-colour display driver and use of the mouse is required. DEPM
will not behave properly on systems using a 16-colour display driver.
It may even crash! On my system it works with 16-colours, but the
textures are difficult to recognize. With 64k colours, the wood
actually looks like wood.
DOOM is a trademark of id Software. If you are playing with an illegal
copy, please shell out the cash to register.
Any damages incurred by using DOOM or DEPM are solely your reponsibility.
DEPM is extremely stable, but nothing is ever bug-free. No, there isn't
any code in here which could hit your DOOM.WAD or format your disk, but
if it crashes after a couple of hours of editing, and you have disabled
autosave, I'm not going to drive to your house to reconstruct your lost
map. I would appreciate it if you let me know, though.
[1.2] Reporting Bugs
If you find bugs, please let me know what exactly you did, and how
DEPM messed up.
My Internet mail address is: Gerald.Callow@WPCUsrGrp.MB.CA
or: callow@mbnet.mb.ca
[1.3] Changes From 1.00
Some of the windows were taking too long to dismiss. I've changed this
so hopefully it'll improve dismiss time.
Added a Memory Owned thing to let you know how much memory DEPM thinks
it's using.
Right-click on an object now brings up a popup which allows you to
delete the object (or flip/swap for linedefs).
Put in INI version recognition in so DEPM doesn't try to use
incompatible profiles from previous versions.
Put in semaphores to stop the rendering thread from locking out
the main thread.
Added palette saving and loading. Some invisible (to you) bugs were fixed.
Added light level on sector identification, and sector properties
applicator.
Added preload textures and render into bitmaps pereferences.
Added colour preferences dialog and functionality.
[1.4] Performance Hints / Known Bugs
The Palette requires approximately 15 meg of memory. If you're low on
memory or swap space, DISABLE it. I was not aware that the palette was
quite this large because the memory for the bitmaps is owned by the
system and DEPM doesn't know about it.
If you use the Palette, and have 15 meg of disk space that you don't mind
losing, save the Palette to disk. The palette will be loaded from disk
automatically the next time you start DEPM. The file will be called
<profile>.DTP; if you want, you can delete it: DEPM will just start
rendering the palette again the next time you start it up.
Don't use MEMMAN=...,COMMIT under Warp, or else!
Performance improves when DEPM has less to draw, so don't edit at
10% scale.
Rebuilding levels takes a while and may interfere with "mode hopping"
(jumping out of linedefs mode for two seconds, then jumping back
in again). I recommend you turn off Autobuild and then turn it
back on to rebuild your map before you save it.
Autosave also cleans up memory, so don't disable it.
Sometimes when the node builder starts up while textures are being
rendered, these two threads "block" the main thread for whatever
time your MAXWAIT is set to. Once the main thread gets control back,
everything is OK. I use MAXWAIT=2. I've put in mutex semaphores
in an attempt to keep the other threads from running amok. If this
happens to you, just wait a few seconds until the main thread gets
control again.
[1.5] Comments
It has been reported that under Warp, there is a memory leak in some
of the video drivers. I cannot verify this because it seems fine
on my system (using Cirrus Logic 800x600x64k / 800x600x256).
Warp swaps more than 2.11: quite a bit more, actually.
Heretic lookup tables will be put in when I get my grubby little paws
on the registered version.
[2.0] Introduction to DEPM
DoomEdit/PM (DEPM) requires practice to use, mainly because the optimal
method of building a level from scratch is completely the opposite to
that of other editors. For instance, in other editors you add vertexes
then linedefs; in DEPM, you can add vertexes only to existing linedefs.
DEPM provides you with a Tutorial as well as fully-functional online
help. This .DOC will not reproduce all of the information in these
documents, so it is suggested you go through the Tutorial and use DEPM's
online help to clarify anything you aren't clear on.
Remember, if you get stuck, or the help is unclear, or you want to know
how to do something, you can always send me mail. Turnaround time will
be a day or two, so it might be worth your while to experiment a little
before giving up. Try going through the help/Tutorial first.
DEPM makes all sorts of backups for you in case you do something you
really didn't want to: it creates an AUTOSAVE.WAD every so often, and
any PWADs you read in are copied to <name>.BWD (Backup WAD). You can
enable/disable these options if you like.
[2.1] Installation
Make a directory called DOOMEDPM and put all the files in it.
Create a program object for DOOMEDPM.EXE. Stick the
program object in a folder, or on the desktop. Set the working
directory to the DOOMEDPM directory.
[2.2] Starting Up
Double-click on the DEPM icon to open the program. It will display a file
dialog asking for the DOOM.WAD. Find your DOOM.WAD and hit "OK". DEPM
saves the location of the DOOM.WAD to its INI file for subsequent runs.
If you don't move your WAD or erase DOOMEDPM.INI, you shouldn't have to
do this again (unless you create a new profilel, or move to a new version
of DEPM in which the profile changes).
[2.2.1] Parameters
There is one parameter only, and it is optional. The parameter is the
"profile" you want to use within DOOMEDPM. Only the first eight (8)
characters are significant. This key is used to uniquely identify the
profile within DOOMEDPM.INI; each time you pass DEPM a unique profile
key, a new profile is created. This allows you to create multiple program
objects on your desktop (for example, DEPM for DOOM and DEPM2 for DOOM2).
One program object can default, the other can explicitly pass a different
profile key (for instance, DOOM2). You can have as many different
profiles as you wish. The Default is "DoomEdPM".
[3.0] What Now?
Start DEPM and go through the Tutorial! The whole idea of having online
help is that YOU don't have to read how to do things here, and even
better, I don't have to write how to do things here.
[4.0] WeirdWare
Feel free to give copies of this program to anyone who has OS/2 and DOOM.
Feel even more free to give copies of this program to anyone who works at
id Software. Or any branch of IBM devoted to writing games for OS/2.
Or anyone else who might hire me and pay me lots.
This program is "WeirdWare"; this is a concept I invented and which can
be a lot of fun: if you like this program and continue to use it, please
send me something. If you want to send money, go right ahead. If you want
to e-mail me UUENCODED PWADs, that's fine too. If you want to send me rude
postcards, marbles, pocket lint, Elvis souvenirs, women, bits of cardboard,
skateboard wheels, tapes, books of T.S. Eliot poetry, ABBA 45's, car parts,
and/or pieces of string, that's even better.
The object of "WeirdWare" is to send me something that I would not expect
to get in the mail, and which will make me laugh. No human body parts
or fluids, please. My mailing address is:
Gerald Callow
633 Melrose Avenue West
Winnipeg, MB
R2C 1P6
CANADA
Gerald.Callow@WPCUsrGrp.MB.CA
callow@mbnet.mb.ca (or Gerald_Callow@mbnet.mb.ca)
[5.0] History
Pre-DEPM - Kev says "Write an OS/2 doom editor or I'll break your
face." I say "Um...yes, I will do this thing."
Version 0.00
Implemented basic skeleton, file dialogs and menu progressions for
WAD files.
Version 0.10
Implemented skeleton routines and dialogs for map selections
and dialogs for editing. Most window routines defined. Basic
IWAD recognition and palette loading. Most menu functionality
put in place and coded.
Version 0.2
PWADs can be loaded and saved.
Version 0.3
WAD menu functions fully implemented and crash-tested. Everything
seems to work fine. NEW, OPEN, IMPORT, SAVE, SAVE AS, QUIT, DROP,
and ALTER now work correctly. Large multi-level PWADS can hog quite
a bit of memory and will cause the SWAPPER.DAT to grow.
Version 0.4
Map functions (except sectors) have been implemented. These include drawing
IWAD and PWAD maps, fully-functional scroll, zoom, grid, and snap. Map
elements (things, vertexes, linedefs) are identified by pointing to them
with the mouse. Linedef direction indicators have been implemented. Mouse
performance becomes impacted when moving over active map elements, due to
object correlation. I'm not sure how sectors will work yet.
Version 0.5
Drag and drop editing has been implemented. Linedef drawing is in place.
Some polishing needs to be done on the UI behavior, but this can wait until
a functional beta is in test.
Version 0.6
Worked bugs out of texture rendering. Implemented multiple drops and
imports. Implemented Autosave and the Nodes Builder.
Version 0.7
Implemented preferences dialogs and released as Beta 0.70.
Version 0.8
Implemented compression, checking and support for extra stuff and Doom2.
Released as Beta 0.80.
Version 0.9
Contains complete online help and tutorial. Many bug fixes. Behaviors
corrected, Autobuild preference enabled. Many more bug fixes.
DOOM <--> DOOM2 wall/floor texture conversion implemented. Texture
rendering and texture palette implemented. Applicator implemented.
Accelerator keys implemented. Other goodies added.
Version 1.0
Leaned and cleaned to run in less memory, some user requests implemented.
Version 1.06
Performance enhancements, popup menus, light level indicator for
sectors, sector applicator, palette saving and loading, render into
bitmaps preference, preload textures preference, colour preferences.
About the Author
----------------
Gerald Callow is a professional programmer who rushes home from work every
night to continue programming. His interests include drinking ludicrous
amounts of coffee, playing DOOM, writing OS/2 stuff, and sending mail to
asian girls. So how the hell are ya?