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==========================
Instruction Manual for DEU
==========================
* First draft *
[0] INTRODUCTION
================
I don't have the time to write better docs for DEU. But you should be able
to use DEU with the info given below. If you are better than me at writing
doc files, please get in touch with me and send your contribution to this
manual. Thanks!
[1] COMMAND LINE PARAMETERS
===========================
"-d" or "-debug" enters debug mode. Use this if you want to have the Segs
and Nodes editors. These two editing modes are not useful in normal
use of DEU.
"-sb" or "-swapbuttons" swaps the left and middle mouse buttons. You might
find this more suitable. No, this has nothing to do with the
SoundBlaster!
"-q" or "-quiet" suppresses the sound made when you select or mark an object.
"-e" or "-expert" doesn't ask for confirmation of some operations, like
deleting an object. This also helps people who need an "expert mode"
just to show that they can use it...
"-file" may be used to load some patch WAD file(s), just like with DOOM.
There are three ways to start DEU:
* DEU [options]
This will start DEU with the default IWAD file, DOOM.WAD and no PWADs.
* DEU [options] -file <PWAD file> [<PWAD file>...]
This will start DEU with the default IWAD file and the PWAD file(s) given.
* DEU [options] <IWAD file> [<PWAD file>...]
This will start DEU with the specified IWAD file (DOOM.WAD or DOOM1.WAD)
and load the optional PWAD files.
[2] MAIN MENU
=============
(See DEU.TXT for explanations. Sorry, I don't have the time to write all docs)
The parameters for the EDIT command are now optional. You may just enter "E"
for "EDIT" and a list of available levels will pop up.
The new command "READ" ("R") may be used to load a PWAD file from the main
menu. You may start DEU without any parameters and load all PWAD files from
the main menu.
The new command "DUMP" ("D") gives an hex/ascii dump of any object in the main
directory (WAD file).
[3] THE EDITOR
==============
[3.1] Keyboard
--------------
The following keys may be used in the editor:
F1 Help screen.
Q Quit, saving changes. You will be asked for the name of the PWAD file.
Esc Exit without saving. If you have unsaved changes, a warning message
will pop up.
Arrows Move the pointer.
Space Toggle slow/fast movement speed (if you use the keyboard arrows).
+, - Change the map scale.
Tab Switch to the next editing mode.
T Switch to the Things editor.
V Switch to the Vertexes (vertices) editor.
L Switch to the LineDefs/SideDefs editor.
S Switch to the Sectors editor.
N, > Jump to the next object.
P, < Jump to the previous object.
J, # Jump to a specied object (enter number).
M Mark/Unmark current object.
C Clear all marks and redraw map.
D Toggle Drag mode (for Things and Vertexes only).
G Show the grid and change its scale.
H Hide the grid.
Enter Edit current object or group of objects. A menu will pop up and you
will be allowed to change every attribute in the object(s).
Ins Insert a new object. This will copy the last selected object at the
current cursor position, or insert a default object. There are two
special cases, when a group of objects is selected and you press
"Ins": if several Vertexes are selected, the editor won't add new
vertices but new LineDefs between the vertices, then you will be put in
the LineDefs editor. Likewise, if several LineDefs are selected, a new
Sector will be created and one SideDef in each LineDef will be bound to
this Sector.
Del Delete the current object. This will only delete the current object,
even if several objects are selected. But all objects bound to it will
also be deleted (i.e. if you delete one Vertex, this will also delete
the LineDefs that used this Vertex). Except for Things, you will be
asked for confirmation before the object is deleted.
Notice: if you want to move the pointer and keep the current object highlighted
(even if the pointer is put on another object), just press the "Shift" key.
For example, if you want to copy a Thing: put the pointer on it, press "Shift",
move the pointer while the "Shift" key is down, then press "Ins" where you want
to insert the new Thing. This will work even if there are lots of other Things
in the way.
[3.2] Mouse
-----------
If you have a mouse, you will have the following actions bound to the buttons:
Left button: Mark/Unmark object (same as "M").
Middle button: Edit object (same as "Enter").
Right button: Drag object (like "D" when you press or release the button).
You may swap the left and middle buttons if you use the "-sb" command line
parameter.
[3.3] LineDefs attributes
-------------------------
Some abbreviations have been used for the LineDef attributes:
Im (bit0) Impassible by players and monsters.
Mo (bit1) Monsters cannot cross this line.
2S (bit2) Two-sided wall/may shoot through.
Up (bit3) Upper texture is "unpegged". Try it with moving ceilings or doors.
Lo (bit4) Lower texture is "unpegged". Try it with moving floors or lifts.
Se (bit5) Secret. This line appears as normal on the map.
So (bit6) Blocks sound. The sounds won't travel past this line.
In (bit7) Invisible on the map. Even with the "computer map" power-up.
Ma (bit8) Already on the map at startup.
[3.4] LineDef types
-------------------
The first two letters in each LineDef type give its features. The first letter
may be:
D Door. Press the spacebar to open it.
S Switch. Press the spacebar to activate this LineDef.
W Walk across this LineDef to activate it.
G Gun. You need to shoot that LineDef to activate it.
Except for doors ("D") and the "end level" LineDefs, all types need a "Sector
tag" number and at least one Sector with the same tag number to operate.
The second letter may be:
R Repeatable.
1 Works only once.
Some abbreviations are also used in the type name. They refer to what happens
to the Sector when triggered by this LineDef:
O Stays Open. Used only for doors.
N Neighbor. Usually, this means that the floor rises or lowers until
it reaches the floor height of an adjacent sector on its way. In the
menus, I have used "Ne." instead.
T Texture and Type change. Same as above, but the texture and type of
the Sector are also changed.
C Ceiling. This means that the floor rises until it reaches the ceiling
height of one adjacent Sector.
<,> Used as modifiers for the above letters. "<N" means that the floor
will stop just below a neighboring floor.
[4] HOW TO...
=============
[4.1] Doors
-----------
A door is a Sector which usually starts with its ceiling at that same height
as its floor (door closed). When the player presses the spacebar, the ceiling
will rise, opening the door. On both sides of the door, you need one of the
"D" LineDefs types. You don't need to give a tag number to the Sector or the
LineDefs.
If you want to be able to open this door with a switch, then you need to
give the same tag number to the Sector and the switch. Just pick any number
that is not used by another LineDef or Sector.
[4.2] Lifts
-----------
A lift is a sector surrounded by LineDefs with the "Lower lift" or "Raise lift"
type. All LineDefs between the upper floor and the lift will have the
"Lower lift" type. All LineDefs between the lower floor and the lift will
have the "Raise lift" type. Usually, you also have some "Lower lift" LineDefs
on the lower floor, a few steps away from the lift.
The "Raise lift" type is a special case: when you cross this line, the lift
will go up. But if the lift is already up, it will act as a switch that lowers
the lift. Warning: this only works if the LineDef has the right orientation.
In the editor, you will see an arrow when you select a LineDef. In the game,
a player that comes near the lift should have this arrow on his right.
Don't forget to give some tag number to the Sector and the LineDefs!
[4.3] Teleporters
-----------------
You need two things to make a teleporter:
- One LineDef with the "Teleport" type and a Sector with the same tag number.
- A special Thing in this sector, called "Teleport exit"/"Teleport landing".
You may have several LineDefs that point to the same Sector, but you must
have one and only one Sector with the same tag number.
This only works if the line is crossed from the right side. If the teleporter
worked on the two sides of the LineDef, you wouln't be able to exit from it!
[4.4] Stairs
------------
Raising staircases are activated by some LineDef. As far as I can see in the
original WAD file, the first step (Sector) needs to have the same tag number
as the LineDef. Then the following steps alternate between 0 any other tag
number. Most stairs use the "special" values 99, 999 or sometimes the original
tag number. But you may put any value, as long as you keep the alternance
between 0 and another number.
[4.5] Secret areas
------------------
All you need to create a "secret" area is to give the special type "Secret" to
some Sector. When the player steps on that Sector, his secret ratio will be
credited.
If the secret sector is behind a secret door (one that has nearly the same
color as the other walls), you probably don't want the door to be shown on
the map (the automap uses different colors for walls and doors). You will
need to toggle the "Secret" flag in the LineDef attribute. Then the door
will be shown as a normal wall on the map.
[5] MORE INFO
=============
You think that something is missing in this file? Fine! Write it and send
it to me... I will welcome any contribution to this manual.
Raphael Quinet
quinet@montefiore.ulg.ac.be