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1994-05-23
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DMapEdit v3.0 - a doom map editor!
Welcome to DMapEdit. DMapEdit is a true, full-featured map editor, and
not just a thing editor. With it, you can create new maps from scratch,
from the ground up, or just modify existing WADs. It has many powerful
features that other editor don't have. It is also one of the easiest to
use editor around. Want the power of DEU, with the ease of use of
DoomCad? Give this a try; it might just answer your prayers.
This is the shareware version of DMapEdit v3.0. It can do everything
the Registered version can do, except it is limited to saving only small
maps (subfiles 4k or smaller). If you evaluate this editor and decide
to register, it only costs $5, one time payable for the rest of your
life. Not too bad, eh?
--------------------
New stuff since v2.1
--------------------
* memory usage has been drastically altered. You should be able to use
it with less memory now, and with larger files, as long as you have
memory for it all. The old limits I had for everything are now
gone. It still uses base memory, and not EMS or XMS. Until I know
how to use these memories, it will stay this way. If your map gets
too big to for DMapEdit, it's probably too to play with Doom without
it being slow on the average pc. Split into a few missions instead!
* texture picklists! No need to try and remember/figure out all the
wall texture names. If you become familiar with the names, though,
and know just what texture you want, you can still just type it in,
(for power users like myself), by clicking with the right mouse
button instead.
* zooming, roundoff, and the grid has been changed around. Zooming has
"half-steps" now. The grid now displays to the scale of the roundoff
level, unless the space would fall below 7 pixils between lines. In
this case, every other line/fourth line, eighth/etc is drawn instead.
* made a new hilight method, which is now the default. If you liked the
old way better, though, it is still possible to use that. Just put
"flash mode=old" in the INI file. Which brings us to:
* INI file support. You change all sorts of default settings in the
"dmapedit.ini" file. Take a look at it. A list of all INI file
variables and values is discussed in "dme_ini.doc".
* There is now a crosshare that shows where adding things, etc will be
put. With roundoff values greater than 1, this position can be
different from the mouse hotspot. ("roundoff" is know and "snap-to
grid" in some other editors) If it gets on your nerves or something,
you can turn it off with the 'x' key.
* node generator has been improved to eliminate the "sliver" effect it
used to produce. The "sliver" effect is a very narrow vertical line
that you can see through while playing doom. The speed hasn't been
changed from v2.1. This will be worked on for the next version,
hopefully.
* loading/saving to a working datafile is no longer supported. Such
files are obsolete, and PWADs should be used instead. The new
load/save routines have been greatly improved as well. "L" and "S"
are now used to load/save to/from a PWAD, which is first prompts
your for. "Alt-L" and "Alt-S" will also load/save to/from a PWAD,
but it doesn't prompt you for the name first, unless this is the
first time it has asked you.
* ability to re-configure the mouse buttons. Key to do this is <tab>.
Then just click the function button with the whatever mouse button
you wish that button to be used for.
* ability to mark objects (an object is a Thing, Vertex, Line, Sidedef,
or Sector). Except for Things, all marked objects affect the marking
of the remaining object. Thus, if you mark a sector, it also marks
all the lines touching the sector, all sidedefs facing the sector,
and all vertexes involved. Once you have marked object(s), you can
do several things with them as a group. See the appropriate section
below for more information.
* Ok and Cancel buttons have been added to the relevent windows. The
<enter> key simulates the Ok button, and <esc> for Cancel also.
* Most of the edit modes have been changed around a little to be more
intuative and useful.
* More error checking routines have been implemented.
* many bugs have been corrected from v2.1, including: change level bug,
which reported inability to open "", display filter buttons wouldn't
light up, "sliver" bug in node generator, creating 'donut sectors.'
That's all I can remember offhand.
Ok, so this isn't at it's full potential yet, but it's been a long time
since the last version, so I figured it was time to get this version
out, even if it is a little hap-hazard. The next version should be a
little better organized and less rushed. I figured you'd rather have
this version as it is, then just use v2.1 instead. But, if that what
you want to do, you still can. If you do, though, you are wierd.
There is still plenty of things needing improvements, but I'm not going
to sit on this version any longer. I'll have a follow-up version v3.1
or v3.2 a little later with these improvements. Anyway, let me know if
you have any wishes in this area. Look at the future expansion section
first, though. I have worked hard (along with joost schuur) to try and
insure this version is bug free. Well, I beleive it is, though some
things could be a little better. Anyway, enjoy.
-Jason