home *** CD-ROM | disk | FTP | other *** search
Text File | 1995-07-16 | 178.1 KB | 5,956 lines |
- _HLP <<------ this line must be here ----------------------------
- * Copyright 1995 Sensor Based Systems Inc.
- *
- * This is the Online Documentation for DeeP and HeeP
- **
- ** >>> --------- Use DeeP/HeeP to view and print it. ---------- <<<
- **
- ** DeeP or HeeP can print this file without the controls showing.
- ** See Readme.1st and Readme.DOC and DeeP.INI (HeeP.INI) for instructions.
- ** Add to this information for your own use if you like.
- ** If you make it too wide, it won't SHOW, so trim accordingly!
- ** Please do not distribute your modified copy.
- *
- ** To receive the Registered version of DeeP or HeeP
- **
- ** 1. Register Online with CompuServe :
- **
- ** DeeP (GO SWREG ID = 5392 )
- ** HeeP (GO SWREG ID = 4553 )
- **
- ** 2. See ORDER.FRM for Mailing Instructions.
- **
- ** 3. Register online with Master card or Visa at
- **
- ** (317) 662-8122
- **
- ** Fighting Eagle BBS
- ** Home board of DEEP and HEEP
- ** 14 lines, over 10,000 Wad Files
- ** Game play and support Conference
- **
- ** Call Today and start your new adventure as
- ** a DOOM or HERETIC wad author.
- **
- **************************************************************************
- **
- ** Sensor Based Systems, Inc.
- ** 17010 NE 190th ST
- ** Woodinville, WA 98072-8237 (206) 827-8794
- **
- ** CompuServe : 75454.773@COMPUSERVE.COM
- **
- **-------------------------------------------------------------------------
- **
- ** These are the current rules for this file.
- **
- ** There are fourteen colors available:
- ** a=darkgray A=lightgray
- ** b=blue B=lightblue
- ** c=cyan C=lightcyan
- ** g=green G=lightgreen
- ** p=magenta P=lightmagenta
- ** r=red R=lightred
- ** w=white
- ** x=black
- **
- ** The first position controls the background color for any colors.
- ** is the start of the text color followed by the color.
- ** terminates the current color and reverts back to black.
- ** 54,47
- ** Do not put comment lines between sections for now.
- ** Don't go all the way across, cause it won't show!
- **-------------------------------------------------------------------------
- ||MAIN
- **-------------------------------------------------------------------------
- x y
- x B (c) 1995 Sensor Based Systems, Inc.
- x B
- x y rDeeP DoomEnhancedEditorProgram x
- x y rHeeP HereticEnhancedEditorProgram x
- r y ┌──────────┐
- r y █████████ │ DPMI │ █████████
- r y ██ █ │ V 7.11 │ ██ █
- r y ██ █ └──────────┘ ██ █
- r y ██ █ ██ █
- r y ██ █ ███████ ███████ ████████
- r y ██ █ ██ ██ ██
- r y ██ █ █████ █████ ██
- r y ██ █ ██ ██ ██
- r y █████████ ███████ ███████ ██ tm
- r y 75454.773@COMPUSERVE.COM
- r y
- x G If you Registered, Thank You!
- x y See ORDER.FRM for Order Information
- x y
- x y Register Online with CompuServe for
- x G DeeP (GO SWREG ID = 5392 )
- x G HeeP (GO SWREG ID = 4553 )
- x y
- x y rSensor Based Systems, Inc. x
- x y r17010 N.E. 190th St x
- x y rWoodinville, WA 98072-8237 x
- x y (206) 827-8794
- x y
-
- rDOOM levels are named E#M# (#=number)
- rHERETIC levels are named E#M# (#=number)
- rDOOM II levels are named MAP##
-
- r y Please DO NOT distribute
- r b the REGISTERED or LITE Versions of DEEP or HEEP
- r x Report software piracy to the SPA 1-800-388-PIR8
- r y Thank you for your support.
- r x See -Next Page- for all the
- r y Additional Features in Registered Versions
-
- DOOM and DOOM II are trademarks of id.
- HERETIC is a trademark of Raven Software.
- p yDeeP is a trademark of Sensor Based Systems
- p yHeeP is a trademark of Sensor Based Systems
-
- a
- a w All the Help is available at this Level
- a w
- a w F1 is Help in EDIT mode
- a w H (at command) is Help on loading options
- a
- b y
- b y Please read the Note/Definitions
- b y for general guidelines.
- b y Review Testing Notes under File.
- a
-
- p y
- p y Additional Features in
- p y Registered and FULL Versions
- p y
-
-
- y1. bNo forced rabout screen so you start faster.
-
- y2. rTEST DOOM or HERETIC blevels directly without
- exiting.
-
- y3. bNO LIMIT on File Sizes. The Shareware version
- is limited to around 1500 LineDefs/2500 Sidedefs.
-
- y4. rMERGE bdifferent PWADS using the ClipBoard, the
- Shareware version clears the Clipboard each time.
-
- y5. bThe DOS DIR command works so you can find those
- pesky WADS easier.
-
- y6. rPRINT Maps bof any level at all magnifications.
-
- y7. bLockout of DOOM II features when using the DOOM
- WAD so you can still create DOOM levels without
- accidently using a DOOM II only feature.
-
- y8. bEdit and Save rall 32 blevels at the
- same time. The Shareware version does only 2.
- The LITE version does 6.
-
- y9. bEdit and Save rGrouped PWAD levels without
- having to use the Group Command.
- The Shareware and LITE versions do none.
-
- y10.bGroup and Replace rall 32 blevels at the
- same time. The Shareware and LITE version do none.
-
- y11.bAdd/Replace textures/sounds/graphics and save
- them automatically.
-
- The Shareware and LITE version displays external
- textures but will not save files with additional
- items.
-
- y12.bBuild a New IWAD with rup to 32 blevels .
- The Shareware and LITE version do none.
-
- y13.bThing percentage replace. This is useful to add
- new weapons to old DOOM levels by converting just
- some to new weapons and monsters.
-
- y14.bThe latest online help and docs.
-
- y15.b1/2 price Upgrades!
-
- py
- py This document's goal is how to use DeeP/HeeP for
- py editing PWADS. It is a reference guide with some
- py guides for making levels.
- py
- py It is organized for use in F1 Help.
- py You can read this file but it does not flow from
- py one section to to next. We recommend that you
- py browse the file for command information and tips,
- py realizing it doesn't read like a novel <g>.
- py
-
- py
- pyBe sure to test your system for basic compatibility.
- pyPlease review all the README files for suggestions.
- py
- pyWe try to catch all the typos, but there may be some
- py areas we didn't catch! So be sure to test!
- py
-
- a
- B y Line Commands available in Character Mode
- a
-
- yr+ -
-
- ZOOM in or out (change the picture size) for
- BPicture and BView.
-
- Increase/Decrease size in Rotate/Scale B< and >.
-
- yxB[uild] B<wadfile>
-
- p yRegistered only
-
- Build a new main WAD file (all umpteen megabytes)
- y replacing levels with any PWAD you have bRead.
-
- yxDir B[drive:][path][filename]
-
- p yRegistered only
-
- List any DOS directory
-
- The default drive:\path\filename is the directory
- set by the bpatch option + b*.WAD.
-
- If you do not have a bpatch entry, your current
- directory is listed.
-
- You can temporarily override the bpatch path
- path and view the files in any directory by
- entering the complete path:
-
- Example:
-
- bDIR C:\MYDIR\somewad.wad (.wad optional)
- bDIR C:\MYDIR\ (for now the ending \ is req'd)
-
- The search syntax is similar to the DOS DIR
- command with defaults especially suited for WAD
- file names. The file name portion can contain
- wildcard match characters (? and *). If no suffix
- is entered, *.WAD is automatically appended to
- the name.
-
- yxDirA B[dirname] [outfile]
-
- List all Master and Patch WAD directories.
-
- yxDirM B[dirname] [outfile]
-
- List Master directory wadfile only
-
- yxDirW B[dirname] [outfile wadnumber]
-
- List wadfile directory.
-
- yxDumpM B<dirname> [outfile]
-
- Dump Master directory entry in hex
-
- yxDumpW B<dirname> [outfile wadnumber]
-
- Dump a Wad directory entry in hex
-
- yxE[dit] B[episode/mission level]
-
- Edit a game level saving results to a patch wad
- file. You may enter the level ahead of time and
- bypass the selection screen.
- G Example: bE 1.
-
- p The yShareware version always displays the
- about screen, but it will accept a level that is
- entered ahead of time.
-
- p The yLITE version displays an introduction
- screen one-time only and accepts keying ahead.
-
-
- yxG[roup] B<WadFile>
-
- p yRegistered only
-
- Group all patch wads together in one file. When
- you BRead in more than one PWAD file, you can
- combine them into one big PWAD. This way you can
- combine all your favorite levels into 1 file that
- contains all of them.
-
- Example : You have created 3 levels called
- SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
- time in the past (ok, you spent the last 4 week-
- ends making them).
-
- 1. BR SLIDE11.WAD
- 2. BR STORM12.WAD
- 3. BR GLORY13.WAD
- 4. BG MIXEDBAG.WAD <- group them (you're done)
-
- To replace levels in a Bgrouped PWAD with
- different (new) levels:
-
- 1. Read the grouped PWAD (the levels it contains
- are shown).
- 2. Read in another PWAD with the level you want
- to replace. (If the PWAD does not have the
- correct level number yet, read it in first
- and then SaveAs choosing the level you want.)
- 3. Group the PWAD again choosing a different name
- than what you started with (otherwise you
- would destroy the very file you are copying
- from).
-
- To edit levels in a Bgrouped PWAD :
-
- 1. Edit the level you want to change.
- 2. Save using the same name as before and copy
- ALL the data when prompted.
-
- You can also edit and save each one changed as
- individual files (the way you created them to
- start with). The same original name can be used.
- This also lets you reassign the level identi-
- fication, for example, from MAP03 to MAP11.
-
- Example : Assume you read MIXEDBAG.WAD and
- change SLIDE11.MAP (level = MAP11).
-
- 1. BE 11 make the changes desired.
- 2. Save the level as SLIDE11.WAD (any name you
- like of course).
- 3. BG MIXEDBAG.WAD and now you're done!
-
- Group reads the information in the files, not
- what's in memory. That's why you have to save
- them again (not a bad idea if you changed the
- levels to keep from getting confused, we do).
-
- All levels that do not belong to the Master WAD
- file are written to the bwadfile selected.
-
- y For the best backup bSave modified level(s)
- with their own names before you group all the
- levels!.
-
-
- yxH[elp] Help for setting DeeP options
-
- yxI[nsert] B<RawFile> <DirName>
-
- Insert a raw file in a patch wad file (advanced).
-
- Copies the data in RawFile and makes it into
- a PWAD file named bDirEntry.WAD containing
- the directory entry name and RawFile data.
-
- bRawFile is any existing file with data in a
- format usable by DOOM/HERETIC.
-
- The resulting name cannot be the same name as any
- PWAD you have read already.
-
- bDirName represents a directory entry name. If
- you intend to replace a directory entry with this
- file, choose an existing directory name.
-
- This is useful only if RawFile is in the correct
- format for use by DOOM. You can then read this
- file in as a replacement for DirEntry.
-
- yxN[ew] B[episode/mission level]
-
- Create and edit a New (empty) level. Same as New
- under File in Edit mode.
-
- yxP[icture] B[Picname]
-
- Display any Picture in the DOOM file.
- (See +/- above).
-
- yxQ[uit]
-
- yxR[ead] B<wadfile>
-
- Read a new wad patch file. The default directory
- is set by the "patch" option. If not set, the
- default follows DOS rules (usually where you
- started DeeP).
-
- The level edited is automatically set to the
- first one found.
-
- p yRegistered only
-
- The level may contain only sound, sprite or
- texture modications. These can be saved with any
- level with the bGroup command.
-
- Up to 32 PWADs may contain levels and 10 more
- for additional sound/texture/sprite modifica-
- tions. If you do not use the 32 levels for Maps,
- then the rest can be used for more sound/
- textures/etc.
-
- y The characters b.WAD are automatically
- y appended if no b. is found.
-
- yxS[ave] B<DirName> <WadFile> [newDirName]
-
- Save one object to a separate file (advanced).
-
- Copies the data in the object DirName and makes
- it into a PWAD file named bWadFile.WAD con-
- taining the object's name and data.
-
- WadFile now contains the object in the format for
- use by DOOM or DeeP. You can then read this
- file in as a replacement for DirEntry.
-
- bDirName represents a directory entry name.
- This name has to represent an existing directory
- entry in any of the WAD files you have read.
-
- bWadFile is any valid file name and will be
- overwritten if it exists.
-
- You cannot use the same name as any PWAD you
- have read already.
-
- bnewDirName is an optional new name to give
- the directory entry. This is a quick way to
- export data from one WAD to another. So you
- can "borrow" textures between different versions
- by renaming the texture patchname from a name
- that doesn't exist in one to a name that does
- exist in the other.
-
- You use this as follows:
-
- a. In the File Menu Reset all the Levels.
- b. Read in some PWAD you want to use replacement
- textures in.
- c. You read in all the textures you borrowed
- using the PWAD file names you gave them (as
- described above).
-
- If you have lots of texture files, you will
- exceed the file limit of 42. The solution is to
- read in 42 textures at a time and then group them
- into a new file.
-
- Then you use only 1 file for all 42. You can
- repeat this process again and now have 84
- textures in a file, etc.
-
- You can add exactly as many entries as there are
- entries to start with. In other words, you can
- double the size.
-
- You can do as many replacements as there are
- entries (of course).
-
- Heretic has a different color palette, so the
- colors will not display correctly, although you
- can swap textures as described.
-
-
- yxV[iew] B[SpriteName]
-
- Display all the sprites (see +/- above).
-
- yxW[ads]
-
- y Display open wads( shows the bwadnumber )
-
- yxX[tract] B<DirEntry> <RawFile>
-
- Save (extract) one object to a raw file. This is
- similar to bSave but no extra PWAD or directory
- data is added.
-
- The ending Name cannot be b.WAD!. DeeP defaults
- to b.RAW and automatically changes .WAD to
- .RAW.
-
-
- b y
- B y Note/Definitions
- b y
-
-
- yrdirname
-
- The names in the WAD file are in a "directory". Each
- level is assigned a name, for example, E1M1 is the
- first level in DOOM or HERETIC and MAP01 is the
- first level in DOOM II. Pictures, sound, and level
- entries are more examples of directory entry names.
-
- The dirname when listing directories can have b* and
- b? characters similar to the DOS DIR command.
-
- Examples:
- gDIRA MAP1*, lists all entries starting with MAP1
- and the rest doesn't matter.
-
- gDIRA E1?3, lists all entries starting with E1,
- the 3rd position doesn't matter and the fourth
- location must be a 3.
-
-
- yrOutfile
-
- Directs output to the devices of your choice. The
- default (or *) is the screen. For example, PRN,
- represents output to the printer attached to the
- parallel port. Similarly, if you enter MYFILE.DAT,
- the file MYFILE.DAT is created.
-
- yrwadnumber
-
- The number (not name) of the PWAD file. The first
- one read is 1, the 2nd 2, ...you get the idea. It
- is possible that the numbers will change if you
- replace the same level with different PWADS.
-
- Use the Wad command to see the numbers assigned.
-
- Enter b* for outfile to keep output on the screen
- and then enter the bwadnumber.
-
- Example: gDIRW * * 2 lists all entries in the
- 2nd PWAD file.
-
- For repetitive commands to the same wadnumber,
- you do not have to enter the wadnumber again.
-
- Example: gDIRW MAP* , lists all entries in the
- second PWAD file, if the prior example was first.
-
-
- p y
- p y WAD file description
- p y
-
-
- DOOM store its information about each of the levels
- yin rWAD files. DeeP edits these files.
-
- There are two types of WAD files.
-
- y rIWAD File
-
- The main file, DOOMx.WAD, contains all the infor-
- mation about the graphics, sound, level maps, etc.
- for the game. This file is an bIWAD file. There
- is one IWAD file called DOOM.WAD or DOOM2.WAD. For
- HERETIC the name is HERETICx.WAD.
-
- It is in the current directory when DOOM is run.
-
- y rPWAD File
-
- DOOM supports additional files that bpatch the
- IWAD file, hence PWAD. It contains updates for the
- IWAD file.
-
- PWAD files created by DeeP contain an updated map of
- a game level. PWAD files can be called anything, but
- it's nice to call them bsomelvl.WAD where somelvl
- is any name you like.
-
- DOOM must be told to load a PWAD file. The -FILE
- parameter does this. It is added after you type
- ybDOOM.
-
- Example : bDOOM -file myown.wad -warp level#
- (level# represents a number)
-
-
- p y What makes up a Level
-
-
- The best way to learn the details that follow is to
- play a level, see what happens and then examine the
- level with DeeP. Start with the first level and
- work your way up.
-
- There's a lot of information, but each step is
- pretty simple. Learn from other levels the "tricks"
- used to get those spectacular scenes.
-
- Print the file TUTOR.DOC and load file TUTOR.WAD to
- learn the basics of WAD files and how to make them
- using DeeP.
-
- pyIf you want to make a quick level just to see what
- py this is all about, select Help from the top menu
- py bar and select Quick Start.
-
- It helps to use the Grid when designing a level. The
- Grid makes it easy to align everything and maintains
- the sizes that work best for wall and ceiling
- textures (explained later). A grid size of 8 is
- recommended for most work. Use a larger grid when
- making beginning large areas.
-
- A level is created from smaller components, much
- like a house is built from 2x4's, nails and siding.
- Here's the names of the parts you will be using.
-
- The five components are Vertices, LineDefs,
- SideDefs, Sectors and Things.
-
- y rVertices
-
- Vertices are x,y coordinates on a map. DOOM maps are
- 2 dimensional. The height comes from Sectors, as you
- will see soon.
-
- Vertices are used as the starting and ending points
- of LineDefs (next). These are the bdots on the map
- in Vertex mode. Vertexes are usually NOT created by
- themselves (as in DEU), but rather are created
- automatically when you draw lines.
-
-
- bDoom Units
-
- A bDoom Unit is the name we give the coordinates
- numbers and the distance between two vertices. Just
- a made up name, but everyone asks "what do those
- numbers mean?"
-
-
- y rLineDefs
-
- LineDefs "glue" two vertexes together.
-
- LineDefs are the lines in the map. These lines
- define the borders of a Sector or the location of a
- trigger that you walk across.
-
- Bear with me a bit on Sectors. For now think of a
- Sector as the room or area where you are fighting
- for your life. A more precise definition about
- Sectors is later, so keep on going and come back
- and review this area again. I think it will be
- clearer the 2nd time (if you didn't get stuffed
- by the monsters).
-
- Each LineDef has a starting vertex and ending
- vertex. This is similar to putting two dots on a
- piece of paper and connecting them to draw a line.
-
- These lines end up being walls you see in the game.
- The walls have at least one side and to be seen,
- require a texture graphic.
-
- Transparent LineDefs do not need any texture, since
- they are invisible. A common use is for a btrigger
- activated when you walk across the LineDef. When you
- walk across the LineDef, it behaves like a tripwire.
- A transparent LineDefs has a texture of b-, which
- is none.
-
- A btrigger causes the Sector assigned to it to move
- up or down according to the type of LineDef. These
- cause the special effects as you blunder into
- things. (See Sector and LineDef tags below.)
-
- Another common use of transparent LineDefs is to
- highlight an area or simulate lighting. You can draw
- letters in the "sand" or anything else you dream of.
- There are no walls, so all you can see if the floor
- and ceiling. If the floor and ceiling are different
- from the surroundings, they "stand out".
-
- It may help to stop here and edit a level, mess
- around with the different modes and see all the
- possibilities. The first level is suggested, since
- it doesn't have as many things going on and is easy
- to test since it's the first level.
-
- If the wall can be viewed from both sides we need to
- describe the second side also (for example, a room
- within another room that you can walk around and
- enter through a door).
-
- These sides are called rSideDefs. The first side
- is called SideDef1 and the second SideDef2 (isn't
- this amazing).
-
- The SideDef1 side of the LineDef is the side with
- the line sticking out of it in LineDef edit mode.
-
-
- b y All LineDefs go the same Direction
- b y (Most of the time)
-
- The line sticking out from the side, should be the
- same for all 1-sided LineDefs. Normally the arrows
- point in the clockwise direction for rooms and the
- opposite for an object in a room (see stair help).
-
- LineDefs with two sides may go in either direction
- and be mixed in direction. If you have textures
- that like to "follow" you, try flipping the LineDef
- (do not flip the SideDefs!).
-
-
- y rSideDefs
-
- SideDefs "glue" LineDefs to Sectors.
-
- A LineDef must have at least one SideDef. The
- SideDefs define the wall textures (the way the wall
- looks) and the floor/ceiling textures and heights
- via a Sector reference number.
-
- When ALL the SideDefs (of LineDefs) form an enclosed
- area and share the same Sector reference number, we
- see a Sector. If other areas use the same Sector
- number reference (which is perfectly fine), they all
- light up in Sector Edit mode too.
-
- SideDefs also "glue" to all the textures.
-
- There are three possible texture locations for a
- SideDef: bupper, normal and lower, representing
- what you see above, straight ahead and below your
- field of view. The upper and lower textures are used
- when the floor and ceiling vary in height between
- different Sectors/rooms.
-
- ayUpper Texture : Texture you can see above the
- ceiling of a Sector.
-
- ayNormal Texture: Texture you see between the ceiling
- and floor of a Sector.
-
- ayLower Texture : Texture you can see below the floor
- of a Sector.
-
- If everything was the same height, you would only
- need normal (a boring level, yes?)
-
-
- y rSectors
-
- Sectors "glue" Ceiling and Floor Textures together and
- define a bottom (floor) and top (ceiling).
-
- A Sector appears visually on the map when 3 or more
- LineDefs connect together to form an enclosed area.
-
- A Sector appears similar to a room or an area within
- a room but is by itself not the area.
-
- Sectors determine the ceiling and floor height and
- the ceiling and floor textures (the last part to get
- the 3D look of a level).
-
- A Sector adds the depth to the LineDef/SideDef
- connections. A Sector can be shared by many LineDefs
- that form independent areas, lending the same
- floor/ceiling heights and textures to those areas.
-
- So don't think of a Sector as being the actual room
- (sorry about their choice of words) since it can
- describe many rooms and areas. When you see more
- than one area "light" up in Sector edit mode, it
- signifies the same sector is used to describe the
- highlighted LineDefs.
-
- Sharing Sectors is a good way to speed up the game
- by limiting the work required by DOOM to calculate
- where you are (going).
-
- Special Sector information (damage/secret?) is also
- available.
-
- Sectors are the only structure that move UP/DOWN in
- DOOM. Lifts, Staircases, Doors, are all specially
- defined Sectors. If you recall, the SideDefs connect
- all the LineDefs together to the same sector. So the
- area described by the LineDefs/SideDefs is the area
- that will move.
-
- The LineDef+SideDefs look at the Sector types you
- used and acquire the property you assigned. So if
- it's Damage, all the LineDefs with that Sector
- assigned have health damage. If it says to move up,
- they all move up, even areas that are not where you
- are!! (If they have the same Sector.)
-
- In HERETIC there are even more things you can do.
- The floor can scroll, you can have a nice breeze
- blowing (throws off the aim of shots) and to top
- it off, you can make it slippery too!
-
-
- pyPlease See Sector Not Closed in Check for more
- py information.
-
-
-
- y rThings
-
- Things are the objects that lend the final touch to
- a level.
-
- Weapons, enemies, ammo, keys and decorations are
- visible Things. The places where players start the
- game and Teleport landings are also called things.
-
- You can display a picture of the ALL the things on
- the Map by pressing T again after you are in Thing
- edit mode (you get there by pressing T or selecting
- from a menu).
-
- The display can be interrupted at any time by pres-
- sing any key. After the first display all the
- images are cached for improved performance.
-
-
- p y HOM errors
-
-
- Hall of Mirror errors are what you get when some-
- thing is messed up in your level. It looks like
- you're replicated a zillion times and the world
- won't stop turning.
-
- We didn't invent this cute name. Matt Fell, the
- author of the unofficial DOOM specs mentions it.
- (Review his document for technical information.)
-
- Here are some common causes for HOM:
-
- 1. You forgot a texture (easy to fix)
-
- 2. Transparent Wall, 2-sided wall using a texture
- with more than 1 patch. Also called 'Medusa
- Effect' - Looks like snakes and turns you to
- stone (can also 'Tutti Frutti').
-
- 3. 'Tutti Frutti', an attempt to display part of
- a Texture not covered by a texture Patch. Weird
- sparkles (typically pinks and greens, thus
- 'Tutti Frutti'). Typically caused by new
- textures.
-
- 4. A LineDef is shared by 2 sectors, but the
- 2-sided flag is not set (F10 menu will fix).
-
- 5. A LineDef/Sector is sticking its nose across
- another LineDef/Sector (move it back).
-
- 6. Too many 2-sided LineDefs are visible from any
- point (fixed in 1.666 and DOOM II 1.7).
-
- 7. The Sector heights are messed up.
-
- 8. A node building error (rearrange the area).
-
- 9. You didn't (re)build the Nodes?.
-
- 10. If you see a "flash" you may have too many
- different upper textures visible in the line of
- sight. For example, creating stairs with over
- 16 steps with different ceiling heights may
- produce this symptom.
-
- Areas with large numbers of directly visible
- walls are the most prone to this error. This
- also give visi-plane overflows!
-
- 11. DOOM has an error (especially DOOM, see stairs).
-
-
- p y Sector and LineDef tags
-
- A bTag number is a number that is used to connect
- LineDefs and Sectors. The connection is required so
- that the LineDef knows what Sector you're talking
- about.
-
- Question: If you have a switch that you want to
- use to operate a door, how will Doom know what door
- to operate?
-
- Answer: You give the LineDef with the switch a
- number and give the door Sector the SAME number.
-
- These numbers are called bTags. Tag numbers have
- nothing to do with anything else.
-
- The tag in a LineDef is called a Sector Tag. It
- refers to a tag number in a Sector. The tag number
- in the LineDef and the Sector are the same.
-
- The tag in Sector is called a LineDef tag. It refers
- to the tag number in a LineDef. The tag number in
- the Sector and the LineDef are the same.
-
- Each Tag number is unique, that is, it is not used
- by any existing LineDef/Sector. (You can have one
- LineDef tag point to multiple Sectors, but for now,
- we are assuming you are starting from scratch.)
-
- So the first available number (on a new level) is 1,
- the next 2,3, and so on. You can skip around if you
- like.
-
- The menus automatically show you a free number with
- the ( ). In other words, that number is not used
- anywhere.
-
- Once you give the LineDef this tag number (Sector
- Tag), go to the Sector with the Door (or anything
- that works with "tags", and give it the same Tag
- number (LineDef Tag). This connects the LineDef to
- the Sector.
-
- Use the Search for LineDef/Sector tag to locate a
- tag number if you forgot where you used it.
-
- In LineDef mode, a LineDef with a tag shows the tag
- number and the Sector number it is connected to in-
- between the (). The Sector also lights up in Red.
-
- In Sector mode, a Sector with a tag shows the tag
- number and the LineDef number it is connected to
- inbetween the (). The LineDef also lights up in Red.
-
-
-
- p y MAP Object Colors
-
- When an object is selected (by Left clicking) it
- will change color and the object select count
- (upper right top line) is increased by one. Refer
- to this to keep track of your work.
-
- Things with the same color are all the same type.
-
- LineDefs of different colors signify tags or
- possible texture problems. Look at the information
- displayed on the bottom texture boxes to tell.
-
- Press F1 help in the Mouse/Line Color option menu
- for detailed color information.
-
- All the same Sectors will turn Yellow, so you can
- readily spot where they are used. Red indicates an
- Tagged Sector/LineDef relation or an error in the
- SideDef where it appears.
-
- See Color Options (press F1 in that menu ) for a
- definition of all the colors on the map.
-
-
- p y
- p y Design and Shaping of Areas
- p y
-
- Note: This area is an overview of design and shaping.
- Review each command for specific instructions.
-
- You should have a bPLAN before you start drawing.
- This will minimize the amount of work you have to
- do. Even for first time users, decide what area you
- are going to modify and what your goal is.
-
- We suggest modest goals and don't try to immediately
- make doors and teleports. Instead, make a room
- larger and extend the walls some. Learn about the
- difference between walls with only 1 side and those
- with 2 side. For example, on 1-sided walls you can
- use any of the textures, but on 2-sided walls use
- only the textures that say "TRANSPARENT".
-
- You can change your mind, but it's like building
- a house. If after you build a house and you decide
- the bathroom doesn't belong there, you have the tear
- it all down along with some adjoining structures, so
- you can see the mess you might get into!
-
- Any Intricate design is made in Vertex mode. Press
- Ins (or quick double Left mouse click) and start
- drawing! Draw clockwise for rooms and counter-clock
- wise to make objects in rooms. Most of the details,
- such as Sectors and SideDefs will be made for you
- as you progress.
-
- In the next stage you start tuning your level by
- changing the heights of floors and ceilings. At this
- step, you have to add textures for the walls that
- are exposed from differences in heights. DeeP can
- automatically supply missing textures, but this is
- only for beginners. It has no idea what the scene
- should look like, so use the check instead and make
- it as you intended.
-
- You can also create predefined shapes such as
- rectangles, polygons, stairs and teleports using
- the F9 (Object) menu. This is called bTOOL mode.
- There are also Pools, Pedestals/Boxes, Windows and
- Teleport pads available.
-
- bTOOL mode is productive for both the beginner and
- the expert. It gets rid of the work and gets you to
- the creative part of your design quicker!
-
-
- In bTOOL mode, the objects can be drawn to size
- and placed anywhere by using a combination of mouse
- buttons and keys.
-
- Press F1 help when using the Tool for more details.
-
- Objects made using the Object menu are meant to be
- SEEN and have most of the required textures when
- created. You may have to supply additional textures
- depending on the final heights of everything. The
- check menu can do this automatically.
-
- Rectangles and polygons made from the Mode menu (or
- from quick double Right clicking mouse menu), are
- meant to supply floor and ceiling textures for
- Room effects. They are created as 2-sided with no
- textures when made inside an exisiting Sector.
-
- These can be made into objects if you change the
- floor and ceiling heights and add the required
- textures.
-
- Design and shape areas after they are made by drag-
- ging the vertex points (using the right mouse
- button) to any location. This is the most flexible.
- In LineDef and Sector mode (read on), lines and
- areas are dragged/shaped.
-
-
- p y
- p y Texture GuideLines
- p y
-
- Please select Texture Defaults (F5) and press F1.
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||F1EDIT
- **-------------------------------------------------------------------------
- b y
- b y DeeP Editing Help
- b y
-
- Use the bmouse or the bcursor keys to move around.
- The map scrolls when the pointer reaches the edges
- of the screen.
-
- p yIf you want to make a quick level just to see what
- p y this is all about, select Help from the top menu
- p y bar and select Quick Start.
-
-
- a w Map Scroll Limits
-
- The maximum scroll in any direction is slightly
- less than the "edge" of the map in that direction.
- This "brick" wall prevents the map from flying off
- your screen.
-
- If you are making a very large area, reduce the
- zoom or extend the area after you make it as large
- as you can. The new area automatically extends the
- scroll limits, so you can make it bigger again.
-
- The maximum bDoom Unit X / Y size is about
- 8000 x 8000. This is pretty large! It might be
- somewhat larger, but 16k x 16k does not work.
-
- If you scroll to the edge and magnify with Auto
- Center turned off, you may loose sight of the map!
-
- Press alt+Z or alt+X to get your bearings again.
-
-
- y b
- y b Function Key Commands
- y b
-
-
- yrF1 Display bHelp on current topic.
-
- There are three levels of Help available.
-
- Use the PageUp/PageDown, Up/Down arrow keys or
- the mouse scroll bar to page the help.
-
- a w1. Main Help screen (this one)
-
- a w2. Top Menu Bar Help
-
- Context sensitive Help for all items on the top
- menu bar. Select the menu item and press F1 to
- see detailed help for each selection.
-
- a w3. Object / Command Help
-
- Context sensitive Help for the first sub-menu
- that comes up when Enter is pressed in any of
- the edit modes. Press Enter (or press mouse
- button 2 once) to edit the object and then
- press F1.
-
- Press F1 within many commands.
-
- Each item is explained in more detail in the
- context sensitive help section.
-
- You can view ALL the help at once by selecting
- Help on the top menu bar and then select
- bAll Help.
-
- yrF2 Save level in a PWAD file.
-
- yrF3 Save As... Reassign level of a map.
-
- yrF4 Search/Change for Object.
-
- yrF5 Texture/height default values.
-
- yrF6 Print Map (see end this section).
-
- yrF8 Miscellaneous Operations.
-
- yrF9 Insert standard shapes.
-
- yrF10 Check Level for errors.
-
-
- yrAltF1 Screen Saver, key press stops
-
- yrAltF2 Save Level and always build Nodes
-
- yrAltF3 Save as.. and always build Nodes
-
- yrAltF4 Exit (same as Esc)
-
- yrAltF5 Set Options for sound, grid, etc.
-
- yrAltF6 Set Colors for mouse, grid, etc.
-
- yrAltF8 Go into Scale/Rotate (same as < >)
-
-
- yrShiftF1 Test Level
-
- yrShiftF2 Edit a different Level
-
- yrShiftF3 Create a new level from scratch
-
- yrShiftF4 Reset all PWAD files read
-
- yrShiftF5 Read a new PWAD file
-
-
- y b
- y b Special Key Commands
- y b
-
- yrEsc
-
- 1. Exit without saving changes if you are not in
- any submenu. You are only warned if changes
- were not saved. Cancel if you want to save your
- changes.
-
- 2. Exit any submenu. If any item was selected, it
- is saved. You can also click the right mouse
- button to exit.
-
- 3. Cancel any current active drag object.
-
- The objects are returned to the starting
- locations.
-
- All the objects selected are still active. You
- can restart dragging by clicking the Right
- mouse button again. Press bC to clear the
- object selection.
-
- 4. Cancel any current active Scale/Rotate object.
-
- The objects are returned to the starting
- locations.
-
- 5. Cancel any current active Tool object;
- Rectangle, Polygon and Stairs.
-
-
- a 6. In yIns Vertex mode, the last LineDef is NOT
- drawn to close the polygon (if it is missing).
-
- Ins Vertex is reset to the next area to draw.
- Press Esc again to exit Vertex insert mode.
-
- yrIns
-
- a yThing mode : Insert a new Thing at the current
- cursor position. Copies the last selected object
- or insert a default object (see Edit F1 help).
-
- a yVertex mode: Starts Insert mode for creating
- Vertices, LineDefs and Sectors (Sectors optional,
- set in Options).
-
- A quick Double Mouse Click also enters Vertex
- Insert mode.
-
- This is the workhorse mode for drawing areas!
-
- Press the Left mouse button to start creating
- Vertexes and LineDefs. You can start on top of an
- existing Vertex. That's the way you connect
- Sectors. (Also see Mouse buttons.) You can also
- trace on top of other Vertexes/LineDefs to make
- them 2-sided.
-
- If you are making Door sides, Press bIns to stop
- (see below).
-
- When you place a Vertex on top of an existing
- LineDef, the LineDef is split at the location of
- the new Vertex. This is how you can quickly make
- Door sides (see Misc Help).
-
- To place only 1 Vertex, press the Left mouse
- button and then press the Right Mouse button.
- (What are you going to do with 1 vertex?)
-
- If you select 2 vertexes and then press Ins, a
- LineDef is created connecting the 2 vertices.
- No Sidedefs or Sector is made. You are then
- asked if you want to Split the Sector or make
- a 2-sided LineDef.
-
-
- p ySplit Sector / 2-sided LineDef
-
- After you create a single LineDef (from only 2
- vertexes) a prompt automatically comes up asking
- if you want to split the sector or make the Line-
- Def 2-sided. Choose exit to do nothing, but be
- sure to come back and fix it!
-
- bSplitting a Sector takes the area on one side of
- the line just created and assigns all LineDefs
- a new Sector number (this is automatically
- created and is a copy of the original one).
-
- In this manner you can quickly change an area and
- make the new (or old) sector have a new behavior
- without changing the rest of the area.
-
- The "split" LineDef has to be drawn following the
- conventions for Sectors. So follow the flow of the
- existing area. A message will come up if it fails
- for any reason.
-
- b2-sided Linedefs are commonly used for "triggers"
- to activate a Sector somewhere else when you walk
- across them.
-
- Do NOT split a sector if you don't know what that
- means right now. It will get very confusing!
-
-
- p yFinish/End
-
- There are 4 ways to finish a Line/Side/Def/Sector:
-
- 1. Press the Right button to close the last
- LineDef (if you haven't made a complete loop).
- A new SideDef1 is created for each line drawn
- and they all share a new Sector .
-
- You connect two sectors by sharing a LineDef
- (you trace over an existing LineDef), the
- shared LineDef is automatically made 2-sided.
-
- Tracing over an existing LineDef is automatic
- if you think ahead a bit and end up where the
- last LineDef made automatically will "cross"
- over the existing LineDef.
-
- 2. Press Shift+Right button to close the last
- LineDef (if you haven't made a complete loop)
- and EXTEND an area if Sector Join is OFF.
-
- A new SideDef1 is created for each line drawn
- and they all share the SAME Sector as the one
- used by the LineDef shared.
-
- The opposite is true, if Sector Join is ON.
-
- (Draw over only 1 LineDef).
-
- 3. Press the bIns key to do everything you did
- in 1 above. The difference is, any LineDef you
- traced over is NOT made 2-sided. You do this if
- the LineDef is being traced over because you
- are making a Door.
-
- Door sides (the thin part) are normally 1-sided,
- so you don't want the process to make it
- 2-sided. If you forget, you have to eliminate
- the SideDef2 created. You delete SideDef2 by
- changing the reference number to -1 (that's
- deleting it).
-
- 4. Press the bEsc key to do everything you did
- in 1 except the LineDef is not automatically
- closed.
-
-
- a wLineDef mode: All the LineDefs you selected that
- are 1-sided, will be made 2-sided with a new
- sector assigned. Do not select any LineDefs that
- are already 2-sided.
-
- If you want to define an existing area that has
- mostly 1-sided LineDefs, but one of them is
- 2-sided, remove the 2nd SideDef from the offender
- (set the reference to -1), then select all (now)
- 1-sided LineDefs, press bIns and a new area is
- created with its own new Sector.
-
- a wSector mode: Creates a new sector. Look at F10
- number of sectors (minus 1) to get the new sector
- number. Use this to create a new sector for an
- area ahead of time.
-
- It is safer (since you can't accidently delete) to
- change the sector reference in SideDefs to this
- new Sector. The old sector is purged when you do
- the final Check on the Level (always do the
- complete Check). You won't need to do this very
- often (rarely as you get better).
-
- yrShift
-
- Prevent auto-object selection temporarily
- (see rShift+A for permanent setting)
-
- yrShift+Tab
-
- Switch to the previous editing mode.
-
- yrShift+H
-
- Set grid scale to 0.
-
- yrDel
-
- Delete the current object(s).
- (See next for Vertex mode variation).
-
- yrshift+Del
-
- For Vertex mode only, deletes the opposite
- of Del (see VertexDel Join option, alt+F5)
-
- yrEnter
-
- Edit the current object. Same as Right mouse
- button.
-
- yrTab
-
- Switch to the next editing mode. If objects are
- marked, they remain marked with both forms of
- tabbing.
-
- yrSpace
-
- In Map display mode, toggles the move/scroll speed
- from slow to fast. Set the Map scroll speed in F5
- options.
-
- In Tool Mode (Rectangle, Polygon, Stairs, Rotate)
- toggles the scale increment size between 1 and .01
- and the angle increment from 4 to .04.
-
- yrArrows
-
- Normal Edit mode: Move the cursor position (and
- Map if on an edge)
-
- Up/Down select entry in Menus.
-
- In Tool modes changes values as appropriate.
- (Press F1 in the Tool for help).
-
- yrHome
-
- In Edit moves the Map Right.
-
- In Menus, moves to the first item.
-
- In Help, moves to the top.
-
- In File name entry moves to the beginning of text.
-
- In Tool modes changes values as appropriate.
-
- yrEnd
-
- In Edit moves the Map Left.
-
- In Menus, moves to the last item.
-
- In Help, moves to the bottom.
-
- In File name entry moves to the end of text.
-
- In Tool modes changes values as appropriate.
-
- yrPageUp
-
- Move the Map Down.
-
- In menus, moves down.
-
- In help, moves up a page.
-
- In Tool modes changes values as appropriate.
-
- yrPageDown
-
- Move the Map Up.
-
- In Menus, moves up.
-
- In Help, moves down a page.
-
- In Tool modes changes values as appropriate.
-
- yrScroll Lock
-
- Turn on/off the autoscroll feature.
- Keeps the screen from moving accidently when
- you touch the edges.
-
-
- y b
- y b Character Key Commands
- y b
-
- yr+ - Zoom in or out (change the map scale)
-
- Zoom levels range from 50 to 16000 scale. Use the
- bZ command for instant zooming (see below).
-
- If you hold and press the + or - keys, inter-
- mediate zoom levels are skipped and the final
- zoom level is shown. For example, if you press and
- hold the + key, the map zoom to the maximum level.
-
- Experiment with this to find the optimum "hold"
- time for your system.
-
- yr[ ] Change the map scroll speed delay
-
- Delay ranges from 0 to 500 in 10 ms increments.
-
- Value is displayed on the bottom line.
-
- yr< > Enter Scale/Rotate mode (except for Things)
-
- All objects selected can be rotated by pressing
- the b< and b> keys and scaled by pressing the b+ and
- b- keys. To move the map, use the cursor keys.
-
- Press the space bar to toggle between an increment
- of 1 and 4.
-
- This rearranges objects by spinning them around
- (rotation angle) or moving them closer/ further
- apart (scale).
-
- Press C or Esc to cancel the changes.
-
- Press and hold the Right Mouse button to move the
- Map.
-
- You can also rotate by using the mouse.
-
- Left click or press Enter to accept the changes.
-
- The Angle/Scale Value is displayed on the top.
-
- TIP: After you create an object it is automatic-
- ally selected. For example, after you create a
- stair all the LineDefs are selected. You can
- scale/rotate all of them or drag them right away!
-
- yr< > Change Thing direction
-
- Interactively change the direction of Things.
-
- yr/ Toggle Snap-To-Grid
-
- Automatically snaps objects to the active grid.
- Also set by the top menu button (s). See Grid
- command for a discussion.
-
- yr\ Toggle Auto Center
-
- Automatically center objects when zooming. Centers
- the map on the object. The bottom line displays a
- symbol when Auto Center is active.
-
- yrshift+A Toggle default auto-object selection
-
- Enables individual object selection. (This was rA
- but many accidently pressed it and had no idea how
- to fix it.)
-
- Auto object selection selects an object as soon
- as the cursor moves close to it. The bottom line
- displays a symbol when Auto Object is active.
-
- You may wish to turn this off if when you want to
- edit objects by clicking the picture(s) displayed
- on the bottom of the display.
-
- Pressing the Shift key temporarily disables auto-
- object selection!
-
- yrC Clear all selections and redraw map
-
- Cancel any current active drag, rotate or
- Tool command.
-
- The objects are returned to the starting
- locations.
-
- Holding the Left mouse button for over 2/10* of
- a second and then releasing it also clears.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- All the objects selected are cleared.
-
- This also cancels Vertex insert mode. NO SideDefs
- or sectors are created!
-
- yrF Repeat last Find or Change
-
- yrG Change the grid scale
-
- A grid is a series of squares on the screen. They
- are visible if the grid is not hidden. Use H to
- view/hide.
-
- A grid size that result in a screen size of less
- than 4 pixels is never shown. When the 4 pixel
- limit is reached, the visible grid fluctuates in
- size and changes to dark-gray.
-
- If Snap-to-Grid is active (see /) and the grid size
- is not 0, each vertex coordinate is rounded to a
- multiple of the grid. For example, if a vertex has
- coordinates of x=121, y=22 and the grid size is 8,
- the final coordinates are : x=128 , y=24. That
- example was for Vertex mode.
-
- Tool mode also snaps to the grid. So you will see
- the objects "jumping" on the screen as you move.
-
- In the Line and Sector editing modes, coordinates
- are only shifted in increments of the grid. To
- force them into alignment would cause a lot of
- grief (Vertices could be overlaid)!
-
- Grid is use recommended when linedrawing. It auto-
- matically aligns objects the grid (if Snap-to-Grid
- is active). When using the Tools you may wish to
- turn it off ( / key command) to make the object
- more controllable. Also when performing some detail
- work, such as placing vertices on top of an
- existing line, it is easier if Snap-to-Grid is OFF.
-
- If the original LineDef or Sector was not aligned,
- switch to Vertex mode to align each Vertex.
-
- TIP: If you have a Sector object and you want to
- force it into the grid coordinates (meaning the
- vertices will "snap" to points) do the following:
-
- 1. Select the Sector by left clicking (in Sector
- Editing mode of course).
-
- 2. Switch to LineDef mode (L), now all the LineDefs
- are selected.
-
- 3. Switch to Vertex mode (V), now all the Vertexes
- are selected ready for your commands!
-
- (Note: you have to bmove past 1/2 the grid size
- to make it snap, so move "too far" and move back.)
-
- A grid size of 8 is recommended for most work. Use
- a larger grid when making beginning large areas or
- when making Teleports (for floor texture alignment).
-
- yrH Toggle display grid (hides the grid)
-
- yrI Toggle display object information
-
- Show the information bottom bar while editing.
-
- Show texture pictures while editing.
-
- Speeds up display and shows more of the Map.
-
- yrJ Jump to a specific object #.
-
- yrK Bring up thing masK menu. Select the items
- you want to display by clicking on the boxes.
-
- yrL Switch to the LineDefs/SideDefs editor.
-
- yrM Mark/unmark current object (select)
-
- If you don't have a mouse, select an object by
- pressing bM. Move the cursor over the object
- until it lights up then press bM.
-
- To unselect it, press bM again.
-
- yrN Jump to the next object.
-
- yrO Copy group of objects selected.
-
- After all the objects have been selected, position
- the cursor to the target location and then press
- bO to make a copy. After the copy completes you
- can bdrag the copy some more using the Right
- mouse button.
-
- bshift+Left Mouse button, bO and bctl+C are all
- the same.
-
- yrP Jump to the previous object.
-
- yrR Toggle display ruler
-
- yrS Switch to the Sectors editor.
-
- yrT Switch to the Things editor.
-
- If you press T when you are already in THING mode,
- the display switches to display the actual Sprite!
- Press T again to switch back to plain circles.
-
- Any key press interrupts the display so you don't
- have to wait for a complete screen to fill up.
- If you accidently stopped the display, press
- C(lear) to redisplay.
-
- yrV Switch to the Vertexes (vertices) editor.
-
- yrZ Zoom IN/OUT instantly.
-
- Zooms according to the limits set in speed options
- under Edit/Options. Instantly centers the object
- selected at the zoom value you selected.
-
- yr1...0 Set Edit ZOOM level from 1 to 10 directly
- (100 to 1000)
-
- y 0 In menus with numbers, exit the menu.
-
- yralt+X Center the Map at current size.
-
- yralt+Z Zoom to Extents.
-
- Make the map fit the screen.
-
-
- xyNOTE : Detailed explanations of the following are
- xy available in the Edit submenu.
-
- yrctl+B View the contents of Clipboard.
-
- Things are shown as X's only.
-
- yrctl+C Copy objects.
-
- Copy the selected objects to the bClipBoard. For
- the Registered version, you can use this to Merge
- different levels together.
-
- You should always try to get complete objects, that
- is, they should form a closed loop.
-
- yrctl+M Mirror the object(s) selected
-
- Mirrors the selected object(s) to the current
- cursor location. A copy of the original object is
- also placed in the bClipBoard.
-
- You should always try to get complete objects, that
- is, they should form a closed loop.
-
- yrctl+V Paste objects.
-
- Copy the objects in the bClipBoard buffer to the
- current cursor location.
-
- Please see the discussion in the Edit submenu for
- guidelines when Pasting or Mirroring objects.
-
- yrctl+X Cut objects (same as Del).
-
- Deletes all the selected objects. The type of
- objects deleted vary by Edit mode. A copy of the
- object is placed in the bClipBoard.
-
- yrctl+Z Undo, restore level to prior state.
-
- There is only one level of Undo. If you repeat
- the command, it flips between the new and prior
- states.
-
-
- y b
- y b Top Menu Buttons
- y b
-
- The five buttons on the top bar represent:
-
- yr+ Same as + command (zoom)
-
- yr- Same as - command (zoom)
-
- yrc Same as C command (clear)
-
- yr# Same as G command (grid)
-
- yrh Same as H command (hide grid)
-
- yrs Same as / command (Snap-to-Grid)
-
-
- y b
- y b Bottom Menu Symbols
- y b
-
- On the bottom left there is a box with up to
- 3 symbols and the word bDelay.
-
- 1. The first symbol has indicates if the
- level has had any changes.
- a. Blank = none
- b. Smiley face= Things/Textures changed
- c. Diamond = Geometry changed.
-
- 2. The second symbol shows the status of the
- Auto Select option.
- a. Blank = not active
- b. Square with circle = active
-
- 3. The third symbol shows the status of the
- Auto Center option.
- a. Blank = not active
- b. Star Burst = active
-
- 4. The value after Delay indicates the time
- in milliseconds to delay refreshing the
- screen with a new map when scrolling (see
- b[] command).
-
-
- y b
- y b Mouse buttons in MAP editing
- y b
-
- a w Left Button has multiple uses
-
- yrLeft button
-
- 1. Mark/unmark the current object (select/unselect)
- Quickly press the Left button to mark or unmark
- object(s).
-
- Marked objects (speaker clicks and the object
- changes color) are all changed as a group when
- you make changes.
-
- The right side of the top menu bar shows the
- total number of objects currently selected.
-
- 2. Create selection box.
-
- If the Left button pressed and held down for over
- 2/10* of a second, Select box mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- Move the mouse to change the size of the outline
- you see to encompass all the objects you want
- selected/marked.
-
- All the currently selected objects are cleared
- when you enter Select mode and the new objects
- in the Selection box are now active.
-
- All these objects can now be edited at once or
- moved/copied.
-
- If you do NOT have additive select active (see
- shift+F5 options), then pressing the Left mouse
- button for a long duration and then releasing
- it, is a quick way to clear current selections!
-
- 3. Add an object (same as Ins key).
-
- For Vertex and Things only, Quickly press the
- left mouse button twice in a row.
-
- You will Add an object of the current type.
-
- a y What does Selecting an Object do
-
- Each time you click an object it is added
- to a list of selected objects. When you edit
- any of the objects in the list, all the objects
- selected receive the edit changes. Similarly, if
- you drag or copy when the cursor is over one of
- the objects in the list, all the objects are
- dragged or copied.
-
- You do bnot have to click to edit only one
- object. Move the cursor over the object to edit.
- When you see that it is selected, press Enter
- (or press the Right button quickly), select the
- options in the sub-menu and press Escape (or
- click the Right button) when you are done to exit.
-
- Similarly for copying or dragging only one object,
- make sure the object is automatically selected and
- press bO for copying it or press the Right
- button and hold down to drag.
-
- To unselect an object, click on it again or press
- bC to clear all.
-
- If you have turned Auto Select off by using the bA
- command, no objects are automatically selected as
- you roam the map. Turn it back on if you want to
- edit as described above.
-
- yrLeft button Direct Picture Editing
-
- Left clicking the Sector, LineDef or Thing picture
- displayed on the bottom, pops up the corresponding
- object images/texture selection menu.
-
- This is a fast method of adjusting the final look
- of a level!
-
- Only the object displayed is changed. Additional
- objects you may have selected are ignored.
-
- You may wish to temporarily turn Auto Select of to
- keep the same object displayed on the bottom.
-
- yrLeft button Insert Vertices
-
- If you quickly* click the Left mouse button twice,
- bIns mode as described next is automatically
- entered. You may prefer this to pressing the Ins
- key.
-
- Press the Left button after you press bIns in
- Vertex mode to create Vertices for LineDefs.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- yrshift+Left button (see bctl+C)
-
- Copies the current selected object(s) to the
- current cursor location.
-
- bshift+Left Mouse button, bO and bctl+C are all
- the same.
-
- yrctl+Left button (see bctl+M)
-
- Mirrors the current selected object(s) to the
- current cursor location.
-
- A mirrored object is created as if a mirror
- was placed at the current cursor location.
-
- bctl+Left Mouse button and bctl+M are the
- same.
-
-
- a w Right Button has multiple uses
-
- yrRight button
-
- 1. Edit the current/selected object(s).
-
- Quickly press the Right button to edit the
- current object(s).
-
- 2. Drag the current/selected object(s).
-
- If the Right button is pressed and held for over
- 2/10* of a second, drag mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- All the selected object(s) are dragged.
-
- Drag the object(s) selected by pressing the Right
- mouse button (and holding it down) and at the
- same time moving the mouse to the desired loca-
- tion. Release the Right mouse button to place it.
-
- If you have a group of objects selected (either
- by individually selecting them with the Left
- mouse button or using the Left Mouse drag
- selection box), they are all dragged at the same
- time.
-
- If you press and hold the Right mouse button when
- you are over a rNew object (it "lights" up) and
- it is not in the current select list), the new
- object is dragged and all the prior ones are
- dropped.
-
- 3. Drag tool object.
-
- When creating a Rectangle, Polygon or Stair from
- the Tool menu (not from Objects), pressing the
- Right mouse button drags the object over the map.
-
- In rotate mode, the Right mouse button drags the
- whole map .
-
- 4. Change Edit mode.
-
- Quickly* clicking the Right mouse button brings up
- a sub-menu that allows you to change Edit modes.
- Select a new mode or Right click to exit.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
-
- yrRight button Insert Vertices/LineDefs
-
- Press the Right button to stop inserting vertices
- and drawing LineDefs in Vertex mode (see above).
- The LineDefs are automatically closed. Press bEnd
- if you do not want to close the LineDefs.
-
- In this mode only, rShift+Right button connects
- the area drawn to the Sector whose LineDef you have
- shared. Use this to extend areas using the same
- Sector. (The opposite is true if Sector Join is
- ON.)
-
- (Draw over only 1 LineDef).
-
-
- yrShift+Right button (see bDel)
-
- Delete the selected object(s).
-
- For Vertex mode only, the Vertex and all connected
- LineDefs are Joined OR if the VertexDel Join option
- is turned OFF, the Vertex and all connected
- LineDefs are deleted (see VertexDel).
-
-
-
- y b
- y b Mouse buttons in Menus
- y b
-
-
- yrLeft button
-
- Select the current name or number when
- the mouse is in the objects window.
-
- yrRight button
-
- Cancels the currently selected menu when
- clicked outside the area.
-
-
- y b
- y b Menu Selections
- y b
-
- Items from a menu can be selected three different
- ways:
-
- yb1. Use the arrow keys to select the option and press
- Enter.
-
- yb2. ba. For menus without numbers in front, press the
- highlighted character (and nothing else).
-
- y bb. For menus with numbers in front, press the
- number (and nothing else).
-
- yb3. Use the mouse to select the item. Move the mouse
- cursur to the line and click the left button.
-
- To cancel the selection, press Esc or click the
- right mouse button.
-
-
- y b
- y b Automatic Selection
- y b Difficulties
- y b
-
- The first thing to do is increase the Magnification
- using the +/- keys, Z or the numbers. This makes it
- easier to see, the mouse movement is easier to
- control and DeeP automatically narrows the "search"
- for something.
-
- If you have automatic object selection turned on
- (bshift+A), objects automatically get selected
- when you get close to them. Some Sectors may be
- difficult to select if they have irregular shapes.
-
- Switch to LineDef mode, select a LineDef and switch
- back to Sector mode. You can also Jump to a Sector
- (or any object) with the bJ command.
-
- If you have extra Sectors in one location, you will
- also have trouble, but in that case you have to
- delete the extra Sector. Run F10 Check to get rid
- of the extras automatically.
-
-
- x yPlease review the F1 help for each subject.
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||EXE
- **-------------------------------------------------------------------------
- b y
- b y Help Options when loading DeeP
- b y
-
-
- xyDeeP [-n]
- [-m <MainWadFile> ]
- [-f <PwadFiles>...]
- [-v <mode>]
- [-d new ]
-
- yThe b- commands are used for overrides when you
- ystart bDeeP. The name surrounded by the parenthesis
- yb(..) followed by b= is the long form of the name.
-
- If no () are shown, it's the same name.
-
- yAll the overrides are bPERMANENT and do not need to
- be entered again each time (except for -n).
-
- All of these options can be set with altF5, this is
- for those that like to do it this way also and also
- to support different environments via custom batch
- files.
-
- yExample :
- yb-MAIN c:\Doom2\DOOM2.wad defines the main IWAD.
-
- yb-n (noload)
-
- Temporarily suppresses automatic DeeP restart.
- This clears all prior PWAD file names and all
- file additions. Used to start over again!
-
- Use this in the Shareware and LITE versions to
- CLEAR all the current levels you have read so you
- can start over again if you've exceeded the file
- limit of 3 or 6!
-
- The bReset Level option under File in Edit mode
- also resets all file additions to none.
-
- (See automatic restart options under Edit.)
-
-
- yb-m (main) C:\DOOM2\DOOM2.WAD
-
- Name/location of the main IWAD file. This file
- determines DOOM or DOOM II support. For HeeP it
- set Heretic support.
-
- This path also determines the location of
- DOOM.EXE, DOOM2.EXE or HERETIC.EXE when testing
- a level (registered only).
-
- If you have both DOOM and DOOM II, create a
- batch file for each version using the -Main
- option to point to a different DOOM main
- wad file. This reduces disk space requirements.
-
- If you use only one copy of DeeP to edit both
- DOOM and DOOM II, the last files you were
- editing might be for the wrong version. If you
- did not want that to happen, use the -n option
- to clear the status of all saved files. (This
- will not occur if you run DeeP from different
- directories.)
-
- Modify and make a copy of the batch file used
- to execute DEEP (DEEP.BAT).
-
- In one batch file you might enter:
-
- y bDeeP32 -m c:\DOOM\DOOM.WAD %1...
- (for DOOM)
-
- and in the second batch file enter:
-
- y bDeeP32 -m C:\DOOM2\DOOM2.WAD %1...
- (for DOOM II)
-
- Each time you change the name of the IWAD file,
- it is saved in DeeP.CFG. Thus if you start DeeP
- and do not override with a -m doom.wad command,
- the last name you used is automatically read.
-
- If you run DeeP directly by entering DEEP32, (or
- HEEP32) you bypass the batch files and you
- also CANNOT test or build nodes!
-
- yb-f (file) file1.wad file2.wad ...
-
- Add patch wad files to load. If no path is
- specified, a path is added (see PATCH).
-
- The b.wad extension is automatically added
- if no b. is used. (This also erases all prior
- saved PWAD information.)
-
- yb-v # (video)
-
- Set the default video mode number (resolution).
- This is also set in the alt+F5 menu.
-
- Experiment with this to see if your monitor is
- readable at higher resolutions ( 800x600 looks
- nice on many 15" monitors ).
-
- Values for #:
-
- 1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
-
- If the video driver detects an error, the
- resolution is reset to 640x480.
-
-
- yb-d new (driver)
-
- Change the video driver. Use this if the VESA
- driver does not work. Select the driver that
- describes your video card. If the video card is
- not listed, try to determine the chipset of the
- video card.
-
- Also use UNIVBE to try to emulate VESA! Find the
- latest version (5.1) if 5.0 does not work.
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||FILE
- **-------------------------------------------------------------------------
- b y
- b y File [Alt-F]
- b y
-
- p y DeeP / DPMI
-
-
- You may have to adjust your system to work with
- DeeP's Borland DPMI manager. Do not use QEMM's
- QDPMI (in CONFIG.SYS). You probably don't need it.
- Also you have to have HIMEM.SYS in CONFIG.SYS and
- at least FILES=20.
-
- Be sure to test before saving from DeeP! Please read
- README.DOC and README.1ST.
-
- If DeePbsp fails for any reason, you will get the
- message on returning that the file you saved is not
- a WAD file. The file is probably -0- in length. Copy
- the ~DeeP.wad or ~HeeP.wad back to the name you
- wanted so you now again have a copy of the last level
- you changed.
-
- Do NOT edit the temporary names above!!!!!
-
- DeePbsp will fail if you have overlapping vertices-
- LineDefs, so be sure to run the check for this in
- DeeP.
-
- The following information is to see if you may have
- an incorrect option in your system that is slowing
- down DeePbsp.
-
- Most of your PWADs should build in less than 30
- seconds. For reference, MAP14 (DOOM2) or E1M5
- (HERETIC) should take no longer than 26 seconds on
- a DX486/33. For faster processors, the time taken
- is proportional to the increase in speed. A DX2/66
- is about 13 seconds and a DX4/100 is about 8 seconds.
-
- A SX486/33 (no coprocessor) is about 2 minutes
- (?not sure).
-
- If your system is not within 5 seconds of this value,
- you probably did not shadow and cache your system
- BIOS. This is a big hit on all your work!
-
- One system took over 2 minutes, due to just this one
- error!!
-
-
- y b File Name Length
-
- The largest path name for any file is 42 characters!
- This includes the drive specification "C:\".
-
- For example: C:\DOOM2\DeeP is 13 characters long.
-
- The default path is always added to any file you
- read or write, so don't forget to count it.
-
- ybNew Level
-
- Erases all information so you can create a level
- from scratch.
-
- It is suggested to increase the screen refresh delay
- to at least 50 (see [] commands) to keep the map
- from flying all over the place. You may also want to
- set this for small levels or if you are running a
- very fast system.
-
- ybRead PWAD
-
- Read a new wad patch file. The default directory is
- set by the "patch" option. If not set, the default
- follows DOS rules (usually where you started DeeP).
-
- The level edited is automatically set to the first
- one found.
-
- y The characters b.WAD are automatically appended
- y if no b. is found.
-
- ybSave
-
- Save the level as a PWAD file. Enter the name of the
- file, including the complete path. If no path is
- given, the file is stored in your current directory.
- Press Esc or Cancel to not do anything.
-
- If a file has been Read in with the same save name
- it is renamed with the .BAK extension.
-
- If you save to an existing name, but that file has
- never been read, the file is overwritten.
-
- DeePbsp should be run if you have changed any of the
- map's geometry. You can ignore this if you do not
- intend to play right now, but want to go to bed
- (it is late).
-
- pyThe Shareware version saves up to 3 files with
- different names. The .BAK name counts as a name.
- If you read in 2 levels and save using a different
- name, the maximum is exceeded.
-
- pyThe LITE version saves up to 6 files with
- different names.
-
- pyThe Shareware and LITE versions do not save
- grouped PWADs.
-
- pyThe Registered version saves up to 32 files and
- directly saves a grouped PWAD.
-
- pyClear the REJECTS
-
- If you do not clear them, the existing REJECT
- information is copied. This is OK for slight
- tinkering with existing DOOM levels, but not
- recommended for big changes.
-
- The REJECTS are not always cleared to give you
- freedom to experiment easier. (DeePbsp only copies
- REJECT data to make this easy.)
-
- If you have a level that crashes, yet you can't find
- anything wrong, try using the forced BUILD nodes
- command and clear the REJECT to bFF. If your level
- no longer crashes, you need to run a REJECT program
- or reduce the number of enemies.
-
- pyDeePbsp will work on any PWAD file, just remember
- that it bdoes not clear the REJECT. DeePbsp will
- fix many levels built by other node builders that
- have bHOM errors.
-
- It is almost 100 percent reliable. It works with all
- the original levels. Be sure you run the complete
- check on a level before you build nodes!
-
- Some errors we've had in the past, turned out to be
- DOOM coding errors (such as exceeding the number of
- visible SideDefs). Even DOOM II will get the message
- "exceeded number of visible planes" (or something
- like that) for some monster levels we've built or if
- we create too many steps in a spiral staircase.
-
- If you get visi-plane overflows, build a "floor to
- ceiling wall" to restrict your line of sight in the
- area that caused the problem.
-
- If you run into bHOM errors, reduce the number of
- LineDefs and simplify the area. Play the level and
- see where you can reduce the number of visible level
- differences without making a big impact.
-
- Use the Grid feature when possible to minimize
- problems.
-
- ybSave As ExMx
-
- Save the level with a different level number.
- Select the level and the rest is the same as above.
-
- ybEdit Level
-
- Select a different existing level to edit.
-
- ybReset Level
-
- Erases all PWAD information and resets ALL levels
- to the main IWAD.
-
- ybBuildNode
-
- Save the level and always rebuild nodes.
-
- If you changed the Reject, the SaveRejectMask prompt
- will also appear.
-
- ybBuildNodeAs
-
- Save the level with a different level number and
- always rebuild nodes.
-
- If you changed the Reject, the SaveRejectMask prompt
- will also appear.
-
- ybSaveRejectMask
-
- You are given the following options:
-
- awReject Mask
-
- awSkip every How many to fill with Pattern.
- awPattern Pattern to fill the rest with.
- 255 selects all (0xFF).
-
- Clear to 255 (bFF) or any pattern you like for
- TESTING or to have random fun.
-
- Once you change either value from the default value
- of 0, this prompt appears each time you build nodes.
- To get rid of the prompt change it back to 0/0.
-
- A skip value of 0, writes all the pattern.
-
- A skip value of 1, writes one "00" then your
- pattern, "00", pattern, etc. This is 50% pattern
- coverage.
-
- A skip value of 2, writes two "00" then your
- pattern, etc, this is 33% coverage.
-
- The Pattern also controls which sectors get
- activated. For example 15 (b0F) with a skip of 0
- is also 50% coverage in a different way.
-
- This is useful to debug your level. With FF, you
- can wander around the level with all the monsters
- and yet you do not have to fight them off all the
- time (most of the time).
-
- In addition, this is a check to see if the enemies
- are causing problems in your level.
-
-
- ybTest Level
-
- pyRegistered only
-
- Load DOOM(II) or HERETIC and play a level you
- have saved.
-
- a
- a w DOOM and HERETIC can thrash your memory,
- a w either due to DOOM errors or mistakes in
- a w your Level or Hardware problems!
- a w
- a w If you are using 0 Dram wait states, you
- a w may have problems!
- a w
- a w We therefore recommend to cold-boot (push
- a w the reset switch every once in a while to
- a w minimize unexpected failures in DOOM,
- a w HERETIC, DeeP or HeeP!
- a w
-
- The parameters -devparm -file yourfile.wad -warp xx
- are automatically created. You may enter up to 80
- additional characters.
-
- For HERETIC -DEBUG is temporarily also a default,
- since this helps on 32-bit granular overflow errors.
- The normal startup screen does not appear when this
- is used.
-
- Enter or change the testing options to what you
- normally use. These are saved for the next time.
-
- If you experience testing problems, make sure you
- have a least 1 wait state in your Dram.
-
- HERETIC is touchier than DOOM on one of our machines.
- It works fine on one, yet constantly crashes on the
- other, with the same PWAD file. So, it's probably
- the machine, right?
-
- The skill level displayed by HERETIC is one less
- than the actual number you entered.
-
- Type any external PWADs you want added first,
- followed by your normal test options. The
- additional PWADS add extra graphics and sounds
- to your level (do not enter your test level).
-
- For example: (all on one line, can't do here)
-
- aw CHOOKV23.WAD CHKSTUFF.WAD
- aw -skill 3 -nomonsters
-
- If you have DOOM and it's 1.666 or later, turn on
- the Response File option. This allows you to bypass
- the limitation of how much information you can pass
- to DOOM from DeeP (DOOM II and HERETIC are
- automatic).
-
- Upon exit, you return to DeeP and everything is
- restarted if you set the option to reload (see Edit
- help).
-
- p y
- p y DOOM cheat codes
- p y
-
- During play, type the codes in with the keyboard.
- A message displays on the top showing the cheat mode.
-
- I = DOOM only
- II= DOOM II only
-
- ybidbehold Displays a menu on the top line,
- enter: S = strength
- V = Invulnerability
- I = Partial Invisibility
- A = Full AutoMap
- R = Anti-radiation suit
- L = Light amplification visors
-
- ybidchoppers Chainsaw
- ybidclev## Warp (episode/mission)
- ybidclip IIWalk through walls
- ybidspispopd IWalk through walls
- ybiddqd God Mode
- ybiddt Toggles Automap (in automap)
- ybidfa Full Ammo
- ybidkfa Full Ammo, weapons, keys, armor
- ybidmus## IIChange music (episode/mission)
-
-
- p y
- p y HERETIC cheat codes
- p y
-
- During play, type the codes in with the keyboard.
- A message displays on the top showing the cheat mode.
-
- ybkitty Walk through walls
- ybravmap Shows entire map (map mode)
- ybmassacre Kill all monsters on level
- ybskel All keys
- ybrambo All weapons, ammo, armor
- ybquicken GOD mode
- ybponce Full health
- ybshazam Weapon Power Up
- ybengage## Warp (episode/mission)
- ybgimme Menu, select item and quantity
-
- a = Ring of Invincibility
- b = Shadowsphere
- c = Quartz Flask
- d = ?
- e = Tome of Power
- f = Torch
- g = Time Bomb Ancients
- h = Morph Ovum
- i = Wings of Wrath
-
-
- ybPrint
-
- pyRegistered only
-
- Print the level to printer or a file (see below).
-
- A file is saved in the current DeeP/HeeP directory.
- You can type in any legitimate path name, for
- example, C:\mymaps\map01.hgl
-
- ybeXit
-
- Exit the editor. Prompt you to Save the file if
- changes have been made.
-
-
-
- y b Printing Maps
-
- The map printed is exactly the same as currently
- displayed on the screen for 640x480 resolution only.
- (To be resolved later.) So set the video to this
- resolution!
-
- At the this resolution you can zoom and get the
- zoomed MAP print. Similarly, scroll right and you
- get the section shown.
-
- All maps print the level as shown on the screen with
- three variations. Each type is automatically
- selected by the edit mode (Things, LineDefs, Sectors).
-
- ybThing mode : Things are shown with an X on the
- map.
- ybLineDef mode: Two-sided LineDefs are printed
- darker.
- ybSector mode: Just the map.
-
- If the grid is turned on, it is superimposed as
- dotted lines over the map at the grid size active.
-
-
- ybPrint Operation
-
- If you have an HP printer that supports the HPGL
- language, you can print directly to the printer.
- If the printer prints characters and numbers
- (e.g.,PD12,55), the printer does not support HPGL.
-
- If your printer doesn't work directly, chose a file
- for output. Then import it into Word for Windows as
- an HPGL (.HGL) graphics file.
-
- Set the page to landscape and maximize the margins.
- Use insert picture to put the map in a word document,
- importing as HPGL of course.
-
- You can then print the file from Word, using
- Windows' print drivers for your printer.
-
- You need Word's graphic import filter for .HGL
- installed (one of the options on Word setup 6.0a
- graphic filters). Download an upgrade for FREE from
- Microsoft if you have 6.0. (See Word's About Screen
- for the version number).
-
- This has been tested with Word 6.0a. Corel
- PhotoPaint can also import it, but it's pretty
- lousy. If you know of others, let us know and we'll
- include it here.
-
- On some computers, you may get an error after
- printing for a while. The message is out of our
- control, just reply Y to retry. If you are out of
- paper, put some more paper in!
-
- We can't control this right now, it's a dumb
- compiler problem, it won't tell us there is problem
- with printing!
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||EDIT
- **-------------------------------------------------------------------------
- b y
- b y Edit [Alt-E]
- b y
-
-
- y b
- y b ClipBoard Buffer
- y b Undo Buffer
- y b
-
- There are two buffers available:
-
- 1. The bClipBoard buffer contains a copy of
- the last object Copied, Mirrored or Deleted.
-
- 2. The bUndo buffer contains a copy of the
- level prior to performing any command that
- changes the level.
-
- Note: The following ctl+ commands are the same
- as used in MS Word and other programs. This
- makes it easy to remember for those familiar
- with those programs, however, if you have never
- used them, it may appear "strange". The keys are
- grouped next to the Ctrl key and are easy to
- combine for most of us <g>.
-
- yrctl+B View ClipBoard
-
- Displays an image of the current object(s) in the
- clipboard (including Things). This is the data
- copied with the Paste (ctl+V) command.
-
- yrctl+C Copy objects (same as O)
-
- Copy the selected objects to the bClipBoard.
-
- You should always try to get complete objects, that
- is, they should form a closed loop (see Paste
- below).
-
- Teleport Things are always copied when in Sector
- mode. If you move (by dragging) a Teleport landing
- Sector (destination), be sure that the Teleport
- thing stays with the Sector.
-
- If you are not in Sector mode or if the drag Things
- option is not enabled, Teleport things are NOT
- moved. The F10 check will catch this as a missing
- Teleport thing.
-
- bshift+Left Mouse button, bO and bctl+C
- are all the same.
-
- In Sector mode, Things are also copied if the
- Move Things option (alt+F5) is turned on.
-
- yrctl+M Mirror the object(s) selected
-
- Mirrors the current selected object(s) to the
- current cursor location (also see Paste).
-
- A mirrored object is created as if a mirror
- was placed at the current cursor location.
-
- There are 8 possible mirror forms of an object.
- An imaginary box is drawn around the object(s)
- to mirror. The boundaries of the box decide what
- form the mirrored object is to take.
-
- Suggestion: Before you mirror an object, check
- the level otherwise you will copy the object,
- defects and all.
-
- In Sector mode, all the LineDefs with the same
- sector are mirrored.
-
- In LineDef mode, only the LineDefs marked are
- mirrored. Sectors are created as required. It
- is possible that the area is "not closed" since
- you can select incomplete areas.
-
- bctl+Left Mouse button and bctl+M are all
- the same.
-
-
- yrctl+V Paste objects
-
- Copy the objects in the bClipBoard buffer to the
- current cursor location.
-
- Use bctl+B to view the contents of the ClipBoard
- buffer.
-
- Place the mouse where you want the pasted object(s)
- to appear, then press ctl+V.
-
- The objects can be pasted inside an existing sector
- or placed in a new area. The resulting object Line-
- Defs are adjusted according to the destination
- sector.
-
- 1. Placing objects in an existing sector.
-
- Be careful that the COMPLETE object(s) is
- enclosed by the destination sector (actually the
- LineDefs surrounding the object(s). If some
- parts stick out, the resulting object may have
- incorrect LineDefs!
-
- The exterior LineDefs of the object(s) are
- adjusted to point to the destination sector.
- Sidedefs are added as required to complete the
- object.
-
- 2. Placing objects in a new area (no sector is
- there).
-
- The exterior LineDefs of the object(s) have the
- SideDefs deleted as required, since no exterior
- sector is present anymore. This one can present
- the most amount of "fixing" required if the
- source object is in pieces.
-
- NOTE : If you somehow fool DeeP into thinking that
- you are in a Sector and you are not, move to an area
- to outside the boundaries of the Map. Paste or
- Mirror there and then drag the objects back. This
- can happen if you have partial construction else-
- where in the level. (Can also work in reverse, it
- detects no Sector and you think there is!)
-
- If you Paste/Mirror where DeeP thinks there is a
- Sector, but you meant for it to be a new area, the
- Exterior LineDefs are not correct. Same thing for
- the opposite case.
-
- If you surround them by a new area, then you are OK.
- All you have to do is change the outside LineDefs
- (sidedef) sector references to your new sector. But
- if that's true, you should have made the target area
- first and then Pasted into the area!
-
-
- yrctl+X Cut objects (same as Del).
-
- Deletes all the selected objects. The type of
- objects deleted vary by Edit mode.
-
- A copy of the object is placed in the bClipBoard.
-
- Vertex mode: Depending on the VertexJoin Del option,
- either deletes the vertex and joins the connected
- LineDefs or deletes the vertex and all LineDefs
- using the vertex (set in alt+F5 option).
-
- LineDef mode: Delete the linedef and all vertexes if
- the vertexes are not in use by any other Linedef;
-
- Sector mode : Delete a Sector, all the linedefs and
- vertices (as above) that reference the sector(s).
-
- Things are also deleted if the Move Things option
- (alt+F5) is turned on.
-
- Teleport Things are always deleted when in Sector
- mode.
-
- All the deleted items are put in the bClipBoard
- buffer. If you immediately change your mind, use
- ctl+Z to undo the delete. If you have done other
- changes, but have not reused the paste buffer, you
- can use ctl+V to paste the object back, although you
- may have to "connect" some part manually.
-
- yrctl+Z Undo, restore level to prior state.
-
- There is only one level of Undo. If you repeat
- the command, it flips between the new and prior
- states.
-
- Most commands that change the map geometry make
- a copy of the level before the change is made.
-
- a y
- a y Paste / Mirror Notes
- a y
-
- For some situations manual correction is necessary.
- The most common one occurs if 2-LineDefs point to
- each other, for example:
-
- │ sd2a sd2b │
- ─┤ ├─
- │ (sector 3 ) │
-
- Assume the sd2a is some sidedef2 that points to
- sector 3 and sd2b is another sidedef2 also
- pointing to sector 3. If you copy the LineDefs that
- contain those those sidedefs, DeeP may think that
- sd2a and sd2b are OK since the both point to the
- same sector.
-
- This is not always correct on outside boundaries.
- If they came from a section that looked like this:
-
- ┌─────────────────┬──────────────────┐
- │ Some Sector /LineDef area │
- │ │
- │ ┌──────┴──────┐ │ │
- ├─ │ sd2c │ ─┤
- │ │ │ │
- │ ─┤sd2a sd2b├─ │
- │ │ │ │
- └────┴─────┘ (sector 3 ) └─────┴─────┘
-
- In the above example, sd2a, sd2b, sd2c were
- originally a separate area all sharing the same
- sector 3. DeeP will fix sd2c, since if no sector
- 3 is found looking "South", but sd2a and sd2b look
- OK (as mentioned earlier).
-
- If the source object (in the Clipboard or from the
- selected objects for Mirror) is not complete, that
- is, some parts (LineDefs) are missing, DeeP attempts
- to determine what to do.
-
- If the object(s) selected have an open area between
- their own LineDefs (such as a spiral stair), they
- will appear as a "good" sector to DeeP, as noted
- above, but that sector was originally the sector
- that the object(s) came from.
-
- So adjust as required, by deleting those areas that
- DeeP could not determine as valid or ADD the
- missing sector by completing the pasted object(s)
- and correcting the LineDefs and Sector references.
-
-
- ybAdd Object (Same as bIns key)
-
- If you insert multiple Sectors at the same location
- they are deleted when you run the Xref check (if
- you never use them.
-
- New Sectors use the default values you set in
- Texture defaults.
-
- Also refer to the documentation of the bIns key
- for some more information.
-
-
- y rIns Vertex mode
-
- This creates the LineDefs/SideDefs/Sectors for a
- level. You can also start Insert Mode by quickly
- pressing the left mouse button.
-
- Insert Mode continues until you stop it with the
- Right Mouse button (the normal method), press the
- bEsc or bInskey. If have made some lines already,
- press either of these again to exit.
-
- SideDefs and Sectors are automatically created if
- Auto Insert Sector is turned on in Options.
-
- There are two variations in Vertex mode:
-
- b1. If 1 or no vertex is selected, press the Left
- mouse button to create Vertices/LineDefs.
-
- if 1 vertex is selected, the next vertex is auto-
- matically connected to the one selected. Use this
- method to connect multiple areas.
-
- Draw over an existing LineDef of the old area to
- automatically make the old LineDef 2-sided and
- make the new sector share the same character-
- istics as the one you are connecting to.
-
- Each time the Left button is pressed a Vertex and
- a LineDef is created (if you have 2 or more
- vertices).
-
- a y Joining Areas
-
- If you are joining areas, move the cursor over an
- existing vertex in the area to join. Make it
- select (bottom box shows it and the vertex lights
- up/sound) and then press the left button. The
- existing vertex is now selected and joined to the
- priorvertex.
-
- Go over the existing LineDef to make it 2-sided
- somewhere in your creation path.
-
- If you miss, manually move the vertex by dragging
- it on top of the other one (stop insert mode
- first by pressing the Right Mouse button).
-
- The current grid is used to align vertices
- (Snap-to-Grid active).
-
- A grid of 8 is recommended. Move an existing
- vertex to make it line up if you can't match
- because the grid misaligns it.
-
- a y Splitting Lines
-
- If you place a vertex directly on top of an
- existing line, the line is automatically split.
-
- b2. If exactly 2 vertexes are selected, a new
- LineDef connecting the two is created. Insert
- mode automatically ends.
-
- This is mostly used for odd situations where
- you are connecting two separate areas or you
- are fixing a mistake.
-
-
- Press the Right button to stop inserting. The last
- two open vertices are connected, creating the last
- LineDef to close. The SideDefs and Sector is
- automatically created (unless you turned Auto Insert
- Sector OFF).
-
- If you do not want the LineDefs closed, press the
- bEsc key.
-
- A check is made to see if any obvious overlaps exist.
- The check can be turned off in Edit Options for
- faster operation.
-
- If you press bC, the command is immediately
- stopped and no SideDefs and Sector are created.
-
- When creating an area, you should end up with all
- the LineDefs forming a complete loop. All the arrows
- should point the same way.
-
- y r Rooms and Objects
-
- Draw Rooms clockwise. An inner New sector is created.
-
- Draw Objects inside a room counter-clockwise. The
- room Sector is assigned to the LineDefs made. If you
- do this outside a room, a brand new Sector is
- assigned. This is initially not correct, but DeeP
- assumes you know what you are doing!
-
- You will fix this of course. This results in a
- Sector not closed message if you forget.
-
- Flip the LineDef (F8 Misc menu) to correct any
- errors.
-
- LineDefs that do not loop result in Sector not
- closed messages. Also LineDefs that butt heads
- (they do not all go the same direction) also cause
- Sector not closed errors (if not 2-sided).
-
- If the ends do not touch, use method 2 above to
- connect the opening or select one of the vertices
- and drag it on top of the other one. Reply yes to
- merge them together (works only if you haven't
- turned the check off).
-
- If you didn't use Auto Insert Sector, complete the
- unfinished area by selecting all the LineDefs (or
- outline a complete bclosed area). Then switch to
- LineDef mode (press bL) and press bIns again to
- create SideDefs and a Sector for the area just made.
-
-
- y rIns LineDef mode
-
- In LineDef mode when a group of LineDefs are
- selected and you press bIns a new Sector is
- created and one SideDef in each LineDef is bound to
- this Sector. The edit mode will switch to editing
- Sectors.
-
- Normally, SideDef1 already exists, so it adds
- SideDef2 to all the sides and makes the LineDefs
- 2-sided with no textures.
-
- If SideDef1 did not exist, it adds SideDef1 and
- nothing else.
-
-
- y rIns Sector mode
-
- Use this to create a new Sector that you are going
- to manually reference with a SideDef or to replace
- a Sector that was manually deleted in the SideDefs
- and now you want it to have a different sector.
-
- This is normally done, when you can't change the
- existing Sector, since it is shared by other
- enclosed areas (you would change all of them),
- so a new one is created.
-
- The LineDef/ SideDefs involved are manually changed
- to point to the new Sector.
-
- Select and modify LineDefs by using the Del key to
- get rid of Sectors/SideDefs you don't want and add
- new ones back in by pressing Ins. You may also want
- to change the references to SideDefs or Sectors to
- -1, the same as deleting them, with the advantage
- that you can tailor each individually without any
- danger of loosing it all!
-
-
- y rIns Thing mode
-
- A new Thing matching the current object selected is
- created.
-
-
- ybDelete Object
-
- Same as bDel key. Press the Del key again to
- confirm the deletion.
-
- For Vertex mode only, the Vertex and all connected
- LineDefs are Joined OR if the VertexDel Join option
- is turned OFF, the Vertex and all connected
- LineDefs are deleted (see VertexDel).
-
-
- ybClear Selection
-
- Same as pressing C to clear or hold the Left mouse
- button down for about a second.
-
- ybThing Filter Mask K
-
- Clear/Mark the boxes to display or not display the
- items shown. It also controls the Things selected
- by a selection box drawn around the Things.
-
- For example to display everything for skill level 1,
- unmark levels 3 and 4-5 and leave everything else
- marked.
-
- To display all the network only items, unmark all
- the skill/deaf boxes and then mark NET and the
- item(s) you are interested in. For example, click
- on only NET and ENEMIES to see only the enemies in
- a network game.
-
- a wAll the options below are saved in the file
- a wDeeP.Cfg. This file is automatically created
- a wthe first time you start DeeP. If this file
- a w gets damaged, delete it and restart DeeP!
-
- ybTexture Defaults F5
-
- Changes the default values for wall, floor, ceiling
- textures for the different type of objects and floor
- and ceiling heights (press F1 when selected for more
- information).
-
- ybLoad Options/Etc altF5
-
- Changes the default values for the video resolution,
- files, and various startup options. Press F1 in this
- selection to see more help.
-
- ybZoom/Mouse/Map Opt F6
-
- Set your preferences for the following :
-
- ayObject Select Range
-
- Determines the sensitivity to selecting objects
- near the cursor.
-
- ayOverlap Tolerance
-
- Determines the number of Doom unit variance to allow
- before two points are considered to have the same
- coordinates. Default = 3.
-
- Decrease if you are creating very tight areas.
-
- It is normally impractical to make it 0, since you
- have to be EXACTLY on top of a vertex to make it
- overlap. This allows some leeway to make it easier
- to merge vertices.
-
- ayRuler Radius
-
- Set the radius for the ruler. Three rectangles are
- drawn. Starting with the value given, each inner
- rectangle is 1/2 the prior size. A size of 0 is no
- rectangle.
-
- ayThing Fill Pattern
-
- You can change the pattern display of the Things to
- one of the following values:
-
- │ 0 │ Thing Color Transparent
- │ 1 │ Solid fill
- │ 2 │ ---
- │ 3 │ ///
- │ 4 │ ///, thick lines
- │ 5 │ \\\, thick lines
- │ 6 │ \\\
- │ 7 │ Light hatch
- │ 8 │ Heavy crosshatch
- │ 9 │ Interleaving lines
- │ 10 │ Widely spaced dots
- │ 11 │ Closely spaced dots
-
- ayMap Scroll Speed
-
- Determines the amount the map moves when the cursor
- touches the edges.
-
- ayMouse Sensitivity
-
- Set how fast the cursor moves. First time is the
- original value.
-
- ayMouse Click Speed
-
- Sets the double click speed in Milliseconds (ms).
- This also determines how long a button has to be
- held to enter drag or select mode.
-
- Increasing this, makes "selection" slower.
- Experiment to fit your click style.
-
- ayLower Zoom
-
- The lower zoom limit when Z is pressed. The lower
- limit is less than the normal - limit.
-
- ayUpper Zoom
-
- The upper zoom limit when Z is pressed.
-
- ayPalette Number
-
- Adjust for you monitor. Loads a different palette
- from the IWAD. 1 through 8 are redder. 0 and 9 are
- similar. 13 is green.
-
- More stuff in the future. Adjust to your viewing
- pleasure.
-
- ayBotm Texture Magnify
-
- 0 displays textures in 1/2 size, so more of it shows.
- 1 is normal size, perhaps easier to view, but less
- shows.
-
- ayBeep Browse Freq
-
- Speaker beep frequency as you move the cursor across
- the map and different items select (color changes to
- Yellow).
-
- ayBeep Select Freq
-
- Speaker beep frequency when you select an item with
- the left mouse button (color changes to Green).
-
- ayBeep Error Freq
-
- Speaker beep frequency when an error message appears.
-
-
- ybMouse/LineColors altF6
-
- This sets the colors for many items, including the
- mouse and map line colors.
-
- Press F1 in the Color Option menu for more
- information.
-
- yb Palette Colors altF7
-
- Select and set the color value for the primary color
- selections. This changes the values available in
- Mouse/Line Colors above.
-
- Press F1 help in Palette menu.
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||TEXTUREP
- **-------------------------------------------------------------------------
- b y
- b y Texture Defaults F5
- b y
-
-
- Changes the default values for wall, floor, ceiling
- textures for the different type of objects and floor
- and ceiling heights.
-
- Edit these to suit your taste. When you follow a
- theme, you may want to make the defaults follow your
- main idea. For example choose stone defaults for a
- castle theme.
-
- The textures values for DOOM are for DOOM II. Adjust
- the values for DOOM.
-
- Any textures can be used for walls with only 1-side.
- For walls with 2-sides, you have to be careful if
- you use textures on BOTH sides.
-
- Textures come in 2 flavors, single patch and multi-
- patch. All textures start out (of course) as a
- graphic. If a texture is made from only 1 graphic,
- it is suitable for use anywhere.
-
- A texture made from a composite of other textures is
- called multi-patch. That means that a combination of
- graphics combine to make the texture you see. If you
- use the Picture command (end DeeP graphic mode and
- enter the character mode prompt) you see ALL the
- raw graphic elements of DOOM/HERETIC.
-
- Some of the textures look just like the walls
- textures, but the name is not the same. If the
- graphic is exactly the same, then that graphic is
- a single-patch for that texture.
-
- If you examine the others, you'll see that by
- combining them, you have the other textures. These
- composites are multi-patch textures.
-
- The texture selection box displays the number of
- patches for a textures to help you decide if the
- texture is suitable.
-
- The default textures are all 1-sided to keep
- beginners out of trouble with textures. Bad textures
- cause weird colors and a "freezing" of action. If
- you run the Check option, it will tell you where you
- have problems automatically.
-
- You can choose textures made up from a combination
- of other textures (patches), but you have to be
- careful not to use them where you have textures on
- both sides of a wall.
-
-
- a y Ceiling
-
- The ceilings for objects are only used if you are
- making a Room. This is an object that is not inside
- an existing area. If an object is made inside an
- existing area, the current ceiling is used.
-
-
- a y F_SKY1
-
- F_SKY1 is a special texture name results in the SKY
- textures used for upper Textures and Ceilings.
-
- Teleports objects look for this name. If F_SKY1 is
- used, the Teleport ceiling is also set to F_SKY1,
- not the default value.
-
-
- a y Texture Sizes
-
- The floor and ceiling textures align on a 64x64
- grid. Most of the time you don't care. When you make
- small areas, the way the texture appears is decided
- by how it aligns on the grid.
-
- So for teleports, they look best if they align
- perfectly on a 64x64 grid.
-
- Walls have similar guidelines. Use the X-axis
- texture alignment to minimize the number of "lines"
- in a wall. For short walls it can make a big
- difference how good the walls look. Stairs are a
- good example.
-
- This is a judgement call and takes some experience
- to decide. This is normally done when you are
- finishing a level. One of the detailing steps!
-
- Top to bottom alignment is trickier. The simplest is
- to try and Unpeg the upper or lower texture (see
- the Unpegged discussion in LineDefs).
-
- For 2-sided LineDefs, unpegging the Upper texture
- draw the texture from the top down. Normally they
- are drawn from the bottom up.
-
- For 2-sided LineDefs,unpegging the lower texture
- draws the Lower texture from the bottom up.
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||OPTIONS
- **-------------------------------------------------------------------------
- b y
- b y Load Options/Etc. altF5
- b y
-
-
- The following options are toggled as shown:
-
- yb Options
-
- aySound Selection
-
- Sound when object is selected.
-
- aySound Errors
-
- Sound when an error occurs.
-
- ayLineDef Split
-
- Perform a check to see if any vertices are on top
- of a linedef every time vertices move. Disabling
- this speeds up editing large levels at the risk of
- missing mistakes you might make.
-
- An overlap check for vertices is always done.
-
- aySelect Object0
-
- Select object 0 the first time.
-
- ayAdditive Select
-
- Add currently selected objects to all in the current
- select box.
-
- ayAuto Start
-
- Automatically restart DeeP in Edit mode,
-
- Use -n when loading to temporarily suppress.
-
- ayAuto Load
-
- Automatically reloads the last PWADs you were
- editing.
-
- Use -n when loading to temporarily suppress.
-
- ayGrid Dashed
-
- Set grid lines to be dashed or solid lines.
-
- aySelect Dashed
-
- Set select box lines to be solid or dashed.
-
- ayInfo Objects
-
- Display text information about objects.
-
- bI toggles, this is for the mouse only user.
-
- ayInfo Picture
-
- Display textures and things in picture form.
-
- bI toggles, this is for the mouse only user.
-
- ayAuto Insert Sector
-
- Automatically insert SideDefs and Sectors when you
- create LineDefs in Vertex Mode. If you do not have
- this active, create the SideDefs/Sectors in LineDef
- mode by selecting the LineDefs and pressing the
- bIns key.
-
- ayThick Lines
-
- Increase the line thickness to 3. Useful when you
- use large monitors at high resolutions or use a
- white background.
-
- ayResponse File
-
- When testing, create a response file. This is always
- done for DOOM II and HERETIC. DOOM 1.666 and later
- also supports this.
-
- (See Testing help under File help).
-
- ayVertex Arrows
-
- Places direction arrows in Vertex Mode.
-
- aySnap Cursor
-
- Cursor automatically follows menus.
-
- ayExpert Mode
-
- Turn this on to not have confirmations for deleting
- anything nor a warning when you flip SideDefs. Be
- careful to catch loose fingers <g>.
-
- ayMap Border
-
- Display a line on the left/right side of the screen.
- It's up to you!
-
- ayThing Picture
-
- Display a picture of all Things in any edit mode.
- The type of Thing (circle or picture) is set by the
- last setting in bT display. See what you like!
- The default is a cross.
-
- ayMenu Nesting
-
- Keeps menus displayed until you quit by pressing Esc
- or clicking the Right mouse button.
-
- If you turn this off, all of the menus, except for
- Things, exit after you select one item. This
- behavior is similar to DEU.
-
- B y VideoMode
-
- ay 1 640x480
- ay 2 800x600
- ay 3 1024x768
- ay 4 1280x1024
-
- Sets the video resolution desired.
-
- End the Edit mode and restart (or start the screen
- saver) to active).
-
- If your video board does not support the resolution
- and the video driver is able to detect this, the
- resolution is reset to 1.
-
- The video support is changed by loading Deep -D new.
-
- B y File Locations
-
- ay 5 MainWAD File
-
- Enter the location and name of the IWAD file.
-
- For example: bC:\DOOM2\DOOM2.WAD for DOOM2.
-
- You can use the cursor, Home, Delete and End keys to
- edit the name.
-
- The maximum length is 43 characters!
-
- ay 6 File Path
-
- The default Drive and Directory path choosen when
- you read or save files. You can manually type over
- the drive:\directory when you read or save, this is
- the default if no entry is made.
-
- The maximum File path length is 26 characters!
-
- Be sure to test with a save of a level before you
- continue. This will be verified in a later release
- (DPMI was different and the old code could not be
- used).
-
- ay 7 Help File
-
- If you have DeeP and HeeP in two different
- directories or have a customized help file,
- share the file with this entry.
-
- Normally do not change this entry.
-
- aySector Join
-
- This is for Vertex LineDef drawing mode only.
-
- If this option is set, when you draw over an
- existing LineDef the Sector used by that LineDef
- is extended to the new area drawn.
-
- Press shift+Right Mouse button to override the
- setting.
-
- When this option is off, the opposite is true.
- Even if you draw over an existing LineDef, new
- Sectors are always created.
-
- To override this setting, press shift+Right Mouse
- button to join to the existing Sector.
-
- (Draw over only 1 LineDef).
-
- ayVertexDel Join
-
- This is for Vertex mode only.
-
- If this option is set, the Del key deletes a vertex
- and joins the two LineDefs (on each side of the
- vertex) into one.
-
- If no LineDef is connected to the vertex, the
- vertex is always deleted.
-
- If this option is not set, the Del key deletes all
- LineDefs connect to the vertex.
-
- Press shift+Del to perform the opposite of this
- setting. For example, if this is Join is set, press
- shift+Del to delete the Vertex and the LineDefs,
- rather than joining them.
-
- ayEnable Undo
-
- Normally you would not change this. This sets
- support for the ctl+Z Undo command.
-
- If you have a HUGE level, only 4MB of RAM and who
- knows what else, you may have to turn the Undo off
- so you have enough memory for other stuff.
-
- ayMove Things
-
- Turn this on if you want Sector copies and deletes
- to also copy and delete the Things in the Sector(s).
- This takes a bit longer, depending on the machine
- and level size.
-
- ayDrag Things
-
- Turn this on if you want Sector Dragging to also
- move the Things in the Sector(s). This takes a
- bit longer, depending on the machine and level
- size.
-
- Dragging, drags only those Things in the same
- sector(s) you are dragging. If you have sectors
- within sectors, select them ALL to drag all
- Things!!
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||COLORS
- **-------------------------------------------------------------------------
-
- b y
- b y Color Options
- b y
-
-
- ayMouse
-
- The color of the mouse. You must restart DeeP to see
- the change.
-
- ayMouseEdge
-
- Select the color of the mouse edge (note as above).
-
- ayMenu Color
-
- The background color for all menus.
-
- ayMenuHilite
-
- Select the color of the menu hilight character(s).
-
- ayButtonColor
-
- The color of buttons for all menus.
-
- ayButtonActive
-
- Select the color of the button when it is active.
-
- ayDragging
-
- The color for dragged objects.
-
- aySelect Box
-
- The color of the select box.
-
- ayHiLight
-
- The color for automatic hilighting of active objects.
-
- ayInsertVertex
-
- The color of lines inserted.
-
- ayVertex Square
-
- The color of Vertex dot.
-
- ayGrid
-
- The grid color.
-
- ayRuler
-
- The ruler color.
-
- ay2-Sided LineDef
-
- The color of 2-sided LineDefs.
-
- ay1-Sided LineDef
-
- The color of 1-sided LineDefs.
-
- ayBackGround
-
- The screen background color.
-
- If you change the background color, be sure to
- change the color of the LineDefs so they show up
- (and any others as appropriate). For example if
- you make the background white, then the 1-sided
- should be black and the 2-sided darkgray.
-
- ayBackGround Things
-
- The screen background color when displaying Thing
- pictures in Thing mode. Switch to any color you like.
- Normally a lighter color displays better, but each
- to their own taste.
-
- ayBackGround ThingLines
-
- Color of 1-sided lines when Things pictures are
- displayed. They will be invisible unless this is set.
-
- aySecret
-
- The color of secret areas.
-
- ayInvisible
-
- The color of invisible LineDefs.
-
- ayMonster Block
-
- The color of LineDefs that block monsters.
-
- aySound Block
-
- The color of LineDefs that block sound.
-
- ayTagged Line/Sector
-
- The color of LineDefs/Sectors that are tagged.
-
- ayNot Normal Line
-
- Color of any LineDef with some type of attribute
- other than normal.
-
- ayBad Tag
-
- The color of LineDefs/Sector with missing tags.
-
- ayNot Normal Sector
-
- Color of any Sector with some type of attribute
- other than normal.
-
- yb Default Color Settings
-
- SelectColor = CYAN
- color for selection box
- DragColor = RED
- color for dragging
- MouseColor = YELLOW
- color of mouse
- MouseColorEdge = BLACK
- color of mouse edge
- MenuColor = LIGHTGRAY
- color of menus
- MenuHiLite = YELLOW
- color of menu hilight char
- InsVertexColor = YELLOW
- insert vertexes line color
- VertexColor = LIGHTBLUE
- color for vertex
- HiLightColor = YELLOW
- color of hilight active
- GridColor = LIGHTBLUE
- color of grid
- 1-sided LineDef = LIGHTGRAY
- color of default lines
- 2-sided LineDef = WHITE
- color of lines with 2 sides
- BackGround = BLACK
- color of background
- BackThingColor = DARKGRAY
- color of background things
- BackThingLines = BLACK
- color of 1-sided lines
- SecretColor = DARKMAGENTA
- secret area
- InvisibleColor = ORANGE
- invisible lines
- MonsterBlockColor = DARKGREEN
- monster can't pass
- SoundBlockColor = DARKRED
- sound can't pass
- TypeTagColor = LIGHTGREEN
- linedef has a type + tag#
- LineTypeColor = LIGHTMAGENTA
- linedef has a type/no tag
- TagBadColor = LIGHTRED
- linedef has no type/wtag
- SectorSpecialColor= LIGHTCYAN
- sector is "special" type
- RulerColor = MAGENTA
- color of ruler
- ButtonColor = LIGHTGRAY
- color of buttons normal
- ButtonColorActive = LIGHTGRAY
- color of buttons when pushed
-
- Note : The following colors are used when
- browsing the map and are fixed:
-
- Matching LineDef/Sector tags = LIGHTRED
- All object selections = GREEN
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||PALETTE
- **-------------------------------------------------------------------------
-
- b y
- b y Palette Colors
- b y
-
- When a color is selected, the b+ and b- keys set
- 30 levels of Gamma Correction.
-
- The correction is for ALL colors. Use this to
- brighten your display as required.
-
- Adjust the colors after Gamma Correction is applied
- to make the appearance of the menus suitable for
- your monitor.
-
- It also changes those not directly set anywhere else.
- If you get lost, delete DeeP.CFG and start over.
-
- Press F1 when indicated in the square color panel
- (appears after you press enter/click to change a
- color) and all the colors are shown at once.
-
- Record your favorite settings here
- (print it out):
-
- Black =
- Blue =
- Green =
- Cyan =
- Red =
- Magenta =
- Brown =
- LightGray =
- DarkGray =
- LightBlue =
- LightGreen =
- LightCyan =
- LightRed =
- LightMagenta=
- Yellow =
- White =
- Gray =
- DarkerGray =
- DarkRed =
- DarkGreen =
- DarkBlue =
- DarkMagenta =
- Orange =
- LightBrown =
- Anycolor = extra choice for anything you like
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||FILTER
- **-------------------------------------------------------------------------
-
-
- b y
- b yThing Filter Mask K
- b y
-
- Clear/Mark the boxes to display or not display the
- items shown.
-
- For example to display everything for skill level 1,
- unmark levels 3 and 4-5 and leave everything else
- marked.
-
- To display all the network only items, unmark all
- the skill/deaf boxes and then mark NET and the
- item(s) you are interested in.
-
- For example, click on only NET and ENEMIES to see
- only the enemies in a network game.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||SEARCH
- **-------------------------------------------------------------------------
- b y
- b y Search [Alt-S]
- b y
-
-
- ybFind/Replace F4
-
- y bFind
-
- ayLineDef Type
-
- Find any LineDef type.
-
- Use this when converting a DOOM level to DOOM II or
- a DOOM II level to HERETIC.
-
- ayLineDef Tag
-
- Find LineDef with the tag entered.
-
- aySector Type
-
- Find any Sector type. Use this when converting a
- DOOMx level to HERETIC.
-
- aySector Tag
-
- Find Sector with the tag entered.
-
- ayThing Id
-
- Find any thing object.
-
- ayFloor Texture Name
-
- Find any Floor/Ceiling texture.
-
- ayWall Texture Name
-
- Find any Wall texture.
-
- y bReplace
-
- ayReplace Thing
-
- Find any Thing object and replace it with a
- different one. The percent replace option, replaces
- the percent Things matching. Use this to add new
- Things from DOOM levels converted to DOOM II or just
- for fun.
-
- ayReplaceFloorTx Name
-
- Search for any Floor/Ceiling texture and replace it
- with a different one.
-
- ayReplaceWall Tx Name
-
- Search for any Wall texture and replace it with a
- different one.
-
- ybRepeat last Change or Find
-
- Perform the last command again to find the next
- match.
-
- ybNext Object (N)
-
- Go to next object.
-
- ybPrev Object (P)
-
- Go to previous object.
-
- ybJump to Object # (J)
-
- Go to a specific object number.
-
- ybSearch Help ctl+F2
-
- Enter a string to search for in the Help.
-
- Press F3 to look for the next match in the Help
- (while the Help Screen is displayed).
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||MODE
- **-------------------------------------------------------------------------
- b y
- b y Modes [Alt-M]
- b y
-
-
- Changes current editing mode
-
- B
- y b Thing Mode T
- y b LineDef & SideDef L
- y b Vertices V
- y b Sectors S
- B
- y b Rectangle Tool ctl+R
- y b Polygon Tool ctl+P
- y b Stair Tool ctl+A
- B
- y b Next Mode Tab
- y b Last Mode Shift-Tab
- B
-
- y
- y x When shifting modes using Tab
- y x or Shift-Tab, all selections
- y x you have made stay active.
- y
- y x Using one of the Letters to
- y x switch modes, may lose the
- y x current selection if it's not
- y x the same as using the Tab
- y x command.
- y
- y x Tab is only for T,L,V,S
- y
-
- Please see ? help in the beginning for basic
- definitions of the above objects.
-
- y b Tools
-
- All the tools create the type of object inter-
- actively on the screen.
-
- Rectangles or Polygons drawn directly from the
- mouse sub-menu draw different LineDefs compared to
- those drawn from the Object menu selected from the
- top menu bar.
-
- 1. Shapes drawn from the mouse submenu:
-
- Tool shapes drawn inside existing areas make
- 2-sided LineDefs with no textures.
-
- Tool shapes drawn outside existing areas make
- 1-sided LineDefs with normal textures.
-
-
- 2. Shapes drawn from the top Object menu:
-
- Regular Tool shapes drawn inside existing areas
- make 1-sided LineDefs with normal textures.
-
- Tool shapes drawn outside existing areas make
- 1-sided LineDefs with normal textures.
-
-
- Move the Mouse to change the angle or size. Press
- F1 when using the Tool to see the appropriate
- commands to size the object.
-
- The Left mouse button is used to accept the object
- as drawn. bEnter also accepts the object.
-
- The Right mouse button drags the object on the map
- after it is shown. If no object is drawn yet, the
- right button cancels the Tool command.
-
- bEsc or bC also cancel the command.
-
- BE CAREFUL when making MANY SIDES! Sometimes you
- will get a visi-plane error. This is inconsistent
- and varies on when/how/where you play in the map.
-
- So sometimes it will play fine and sometimes it
- doesn't. Just depends on the sequence of events
- (a coding error in DOOM and HERETIC?)
-
- You should probably limit yourself to around 32
- stair steps and test those beyond that. We have
- built 200 steps, but the rest of the area was
- fairly empty. So try it and see what happens. The
- effort will be worth it.
-
-
- y b LineDef & SideDef L
-
- The following 2 character abbreviations are
- used in the LineDef type descriptions:
-
- The first letter :
-
- bD Door - a door, duh..
- bS Switch - a switch, same..
- bW Walk - walk across to activate
- bG Gun - shoot to activate
-
- The second letter :
-
- bR Repeatable - works every time
- b1 One time - works only once
-
-
- The following abbreviations are used in the
- shortened type name :
-
- bO Door stays open
- bC6 Door closes after 6 seconds
- bF Door opens fast
- bS Stays open when shot
- bCe Floor rises until it reaches the ceiling
- bNe Floor rises/lowers until it reaches floor
- height of adjacent Sector.
- bT Same as Ne, but the texture and type of
- Sector are also changed.
- b<> Modifiers for Ne, Ce and T to indicate
- where the it stops, < means below a
- floor and > means above a ceiling.
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||MISC
- **-------------------------------------------------------------------------
- b y
- b y Miscellaneous [Alt-I]
- b y
-
-
- The options available vary according to the editing
- mode. The second option is the same for all editing
- modes.
-
- y2. bFind First Free Tag
-
- Locates the first tag number that has not yet
- been used in this map. This always automatically
- shows when you enter a new tag as the number
- between ().
-
- The rest of the options vary by mode as follows:
-
- b yThings Mode
-
- y1. b Rotate and Scale Thing(s)
-
- Move marked Things by the degree of rotation and
- a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
-
- b yVertices Mode
-
- y1. b Rotate and Scale Vertices
-
- Move marked Vertices by the degree of rotation
- and a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
- y3. b Delete Vertex and join LineDef(s)
-
- Deletes the marked vertex and joins Linedef(s)
- that were previously connected to the vertex.
-
- If the VertexJoin option is enabled, the Del key
- does the same thing.
-
- y4. b Merge several Vertices into one
-
- Same as #3 above, with multiple Vertices.
-
- y5. b Add LineDef & Split Sector
-
- You must mark exactly TWO Vertices from the SAME
- Sector before calling this command. This adds a
- LineDef and a new Sector.
-
- See Vertex Ins mode for a second way to do this.
-
- b yLineDefs/S SideDefs Mode
-
- This can also be done by drawing a LineDef from
- one side to the other. When you end by pressing
- the Right mouse button, DeeP asks if you want to
- split the Sector or make the LineDef 2-sided.
-
- b yLineDefs & SideDefs Mode
-
- y1. b Rotate and Scale LineDefs
-
- Move marked LineDefs by the degree of rotation
- and a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
- y3. b Split LineDef (add new Vertex)
-
- Splits the selected LineDef(s).
-
- y4. b Split LineDefs and Sector
-
- Splits the selected LineDefs by adding a vertex
- at the midpoint, connecting the new Vertices with
- a LineDef which divides the original Sector.
-
- See Vertex Ins mode for a second way to do this.
-
- y5. b Delete LineDefs and join Sectors
-
- Removes the selected two-sided LineDef(s) that
- divide Sectors and makes them into a single
- Sector.
-
- y6. b Flip LineDef and Swap SideDefs
-
- Flips the LineDef(s) start and endpoints.
-
- Also swap the SideDefs. This reverses the 1st and
- 2nd SideDefs. This alters the Sector references,
- what was on one side is now on the other side.
-
- Normally, you wouldn't do both, unless you have
- big plans in mind. DEU does both at the same
- time, so that's why it's here.
-
- y7. b Swap LineDef SideDefs (ctl+S)
-
- Swaps SideDef(s) 1 and 2. This swaps the Sectors
- assigned to each side, so check that the Sectors
- match correctly!
-
- This is the same as bctl+S.
-
- y8. b Flip LineDef Vertex Only (ctl+F)
-
- Flips the LineDef(s) start and endpoints.
-
- This is the same as bctl+F.
-
- y9. b Align Textures (Y offset)
-
- Align the textures on the Y offset. The first
- LineDef selected is used as the reference point.
-
- This is for Up/Down (Y) alignment. Any textures
- that have the upper or lower texture unpegged are
- ignored.
-
- y10.b Align Textures (X Offset)
-
- This is for horizontal (left->right) X alignment.
-
- Select a group of LineDefs that follow each other.
- Select in the direction the arrows point. The
- exact sequence doesn't matter, but the direction
- arrow of each LineDef has to go to same.
-
- Also each LineDef can connect to only 1 other
- LineDef at the start or end of the line. You
- can't have an "intersection" selected.
-
- The first one in the "chain" gets the initial
- offset value. The first one is the one you can
- SEE. The beginning has no arrow. The last LineDef
- in the list has the arrow.
-
- The 2nd SideDef is aligned in reverse, but still
- selected the same way. The sequence is auto-
- matically reversed. The last LineDef selected is
- the first one aligned. They all flow in reverse
- of the 1st SideDef sequence.
-
- Textures can be checked for Identical Names or
- the names of the textures are ignored and are
- not compared.
-
- If you ignore checking textures for the same
- name, each time the texture name changes, the
- alignment offset is reset to 0 if you answer yes
- to the prompt that appears or the offset
- calculations continue.
-
- If no Normal textures is found the Upper texture
- is used.
-
- If no Upper texture is found the Lower texture
- is used.
-
- LineDefs with no textures are ignored and the
- offset is reset 0.
-
-
- y11.b Make Door from 4 LineDefs
-
- You can also use the Object menu to make a pre-
- defined Door, if you prefer or Make a Door from
- a Sector (see Sector mode menu below).
-
- Select 4 LineDefs that will be come the 4 Door
- sides and then activate this function.
-
- The LineDefs, Ceiling height, textures, etc., are
- modified accordingly.
-
- The 4 LineDefs are required to be 4 types as
- shown below. The * represents the arrow or the
- direction of the LineDefs.
-
- The LineDefs butt heads at the *.
-
- │
- *───────────────L1────────────────
- │ │
- L4── ──L2
- │ │
- ────────────────L3───────────────*
- │
-
- L1 and L3 are counter clockwise.
- L2 and L4 are clockwise.
-
- p y Working with 4 Existing LineDefs
-
- If you have 4 existing LineDefs, but one of the
- Door sides is oriented in the wrong, direction,
- use Misc Flip LineDef to fix.
-
- Don't mess with the sides. They should be going
- in opposite directions already, like in a hall.
- If you flip them, you may have to fix what they
- connect to also!
-
- It doesn't matter if all the SideDefs exist
- already or not.
-
- 1. Go into LineDef mode and select the 4
- LineDefs L1, L2, L3, L4
- (Left mouse click them one at a time.)
-
- 2. Select Misc, Create Door from 4 LineDefs.
-
- 3. You are done!
-
-
- p y Working with No Existing LineDefs
-
- We're going to assume you have a hallway already
- and want to put a door in it.
-
- This is what you have so far, it doesn't matter
- where they start or end.
-
- ...───────L1──────────────────────────...>
-
- some hallway
-
- <...──────L2──────────────────────────....
-
- Snap-to-grid normally helps place the vertex on
- top of a LineDef. However, if the LineDef runs
- at a slant, it may be easier to turn snap-to-grid
- off (/) so you can place it wherever you want it.
-
- Go into Vertex mode and Press Ins:
-
- 1. Place your first vertex right on top of L1
- where you want the door by pressing the Left
- mouse button.
-
- Move over to the right (width of door) and
- Left click again to place the second Vertex.
-
- Press bIns key to finish (to prevent a
- 2-sided LineDef from being created).
-
- 2. Place your third vertex right on top of L2
- where you want the door by pressing the Left
- mouse button.
-
- Move over to the right (width of door) and
- Left click again to place the fourth Vertex.
- Press bIns key to finish.
-
- This is what is should look like now:
- 1 2
- ...───────L1────────>─┬─>──────────────...>
-
- some hallway
-
- <...──────L2────────<─┴─<──────────────....
- 4 3
-
- 3. Place your cursor right on top of vertex 3 and
- press the Left mouse button.
-
- a. Move on top of vertex 2, Left Click.
- b. Move on top of vertex 1, Left Click.
- c. Move on top of vertex 4, Left Click.
- d. Move on top of vertex 3, Left Click.
-
- Press the bIns key to finish.
-
- 4. Press the Right Mouse button (or Ins)
- again to exit Vertex create mode.
-
- Here's where you should be:
- 1 2
- ...───────L1────────>─┬─>──────────────...>
- │ a │
- some hallway d─│ │─c
- │ b │
- <...──────L2────────<─┴─<──────────────....
- 4 3
-
- 5. Go into LineDef mode and select the 4 LineDefs
- a,b,c,d:
- (Left mouse click them one at a time.)
-
- 6. Select Misc, Create Door from 4 LineDefs.
-
- 7. You are done!
-
-
- There are other ways to get here, but this is the
- easiest. If you do not draw the LineDefs as shown,
- let's say you did only c, you'll have to fix the
- sector reference for SideDef1, since it created a
- new one.
-
- The method shown, automatically picks up the
- correct reference sector from a or b, the ones
- we drew on top of, so the bottom of the Door
- Sector is correct.
-
- y12.bMake Stair from 2 LineDefs
-
- Select 2 LineDefs that will be come the Stair
- sides and then activate this function. The
- LineDefs, Ceiling height, textures, etc., are
- modified accordingly.
-
- The word bBOTTOM indicates the bottom of the
- stair default. Reply Y to the next prompt to make
- the bottom the TOP!
-
- Enter a negative value to make the stairs go down.
- This is similar to reversing the stair direction,
- but the steps are created for going Down instead
- of Up.
-
- Check that the stair did not overlay some
- existing area. Sometimes you need to fix the
- final sector, if the steps end up overlaying an
- existing LineDef.
-
- The TOP of the stair changes the floor height of
- the old Sector! So anything that that connects to
- the old sector should be raised to match the new
- floor. Make the stairs first to avoid extra work.
-
-
- b ySector Mode
-
- y1.b Rotate and Scale Sectors
-
- Move marked Sectors by the degree of rotation and
- a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
- This will NOT move the "Things" in the sector.
- After rearranging the Sector, you may have to go
- into Things mode and select them and do the same
- rotation/adjustment on them.
-
- y3.b Make lift from Sector
-
- Select the Sector that is to become the lift and
- then activate this function. The LineDefs,
- textures, etc... are modified accordingly.
-
-
- y4.b Make Door from Sector
-
- You can also use the Object menu to make a pre-
- defined Door, if you prefer or Make a Door from
- 4-LineDefs (see LineDef mode above).
-
- Select the Sector that will be come the Door and
- then activate this function.
-
- The Sector choosen should be between 2 other
- Sectors. The original layout should resemble the
- following:
- a
- ...──────────────>────┬───>──────────────...>
- sector │ sector │ sector
- 1 d─│ 2 ─│c 3
- │ │
- <...─────────────<────┴───<──────────────....
- b
- Please note:
-
- 1. LineDefs a and b are 1-sided.
- 2. LineDefs c and d are 2-sided.
- 3. All the linedefs go clock-wise.
-
- If you do not have it exactly as shown, messages
- appear telling you what's wrong. The most common
- one is forgetting to have one only 1 sidedef for
- a and b. The resulting message explains that you
- have too many door sides.
-
-
- y5.b Distribute Floor heights
-
- This function takes the difference in floor
- heights between the first and last Sector
- selected, divide it by the number of sectors in
- between and then distribute the result across the
- floor heights of the inbetween Sectors in the
- order selected.
-
- This is useful for setting floor heights on
- stairways.
-
- You should start with the sector that has the
- lowest floor desired and end with the sector with
- the highest floor.
-
- Do NOT accidently move the cursor when you select
- this option or you may select a Sector and get
- out of the sequence chosen!
-
- y6.b Distribute Ceiling heights
-
- This function takes the difference in ceiling
- heights between the first and last Sector
- selected, divide it by the number of Sectors in
- between and then distribute the result across the
- ceiling heights of the in-between Sectors in the
- order selected.
-
- This is useful for setting ceiling heights on
- stairways.
-
- You should start with the sector that has the
- lowest floor desired and end with the sector
- with the highest floor.
-
- Do NOT accidently move the cursor when you select
- this option or you may select a Sector and get
- out of the sequence chosen!
-
- y7.b Distribute Sector Lighting
-
- This function takes the difference in lighting
- between the first and last Sector selected,
- divide it by the number of Sectors in between
- and then distribute the result across the light-
- ing of the in-between Sectors in the order
- selected.
-
- This is useful for setting gradual changes in
- lighting in moving from area to area.
-
- You should start with the sector that has the
- lowest lighting desired and end with the sector
- with the most lighting.
-
- Do NOT accidently move the cursor when you select
- this option or you may select a Sector and get
- out of the sequence chosen!
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||OBJECT
- **-------------------------------------------------------------------------
- b y
- b y Object Insertion [Alt-O]
- b y
-
- Basic Rectangle, Polygons, and Stairs are made
- much easier using the new interactive drawing
- Tool for these objects.
-
- After the menu values are supplied, press the
- Left Mouse button to start drawing. Press the
- Left mouse button again to accept the object as
- show. Then repeat or press the Right Mouse button
- to stop (or press Esc, Cancel, L, S, T or V ).
-
- Rooms and objects created by the different methods
- available in DeeP vary in the default number of
- sides (SideDefs) and textures created. This area
- discusses those made using the Object menu.
-
- The default Object (wall) made using the Object
- menu has only 1 SideDef when drawn inside an
- existing Room and has textures. The other objects
- (see below) have 2-sides.
-
- Objects inside a Room drawn using the bMode menu
- selection (or the one you get when you quickly Right
- Mouse click) always are 2-sided with no textures.
-
- For all of these objects, you enter interactive Tool
- mode. You can alter the dimensions originally chosen
- by pressing +, -, cursor keys, PageUp/Down, Home/End,
- Ins/Del depending on the object.
-
- Press and hold the Right Mouse button to drag the
- Tool anywhere on the Map.
-
- Press F1 after entering Tool mode to see the various
- key choices.
-
-
- A rRoom is outside a Sector.
- An rObject is inside a Sector.
-
- You can change your mind about whether you are
- making a Room or Object after you start by moving
- the cursor into or out of a sector.
-
- Teleports and Doors must be inside a sector to work.
-
- No part of the created object may cross any existing
- lines. After the object is made you can Drag the
- object (hold the right mouse button) to the correct
- location and release the button to place it.
-
- Failure to move the object results in Sector not
- closed messages.
-
- If you have a crescent shaped Sector and you want to
- make a room, but keep getting the "you need to be
- outside a sector" message, move away from the
- crescent, make the room and then drag it back.
- This is easy to do.
-
- MAP01 is a good example of this slight problem.
- We compromised between speed and accuracy.
- It takes a LOT longer to be exact.
-
-
- b yROOM - Outside A Sector
-
- ybInsert a Rectangle
-
- Enter the beginning width and height (length) of the
- rectangle. After the selection is made, you enter
- interactive Rectangle drawing with the default
- values selected.
-
- You can change them. Press the Left mouse button
- to accept the object and DeeP automatically inserts
- the Vertices, LineDefs+SideDefs, and Sector where
- shown.
-
- This is adding a rectangular room.
-
- NOTE: After you exit this Tool, if you press "Ins"
- for the new selected rectangle, a new Sector is
- created outside the rectangle and the walls are
- made transparent.
-
- This makes it 2-sided. You are responsible for
- making the Sector references match up. That is,
- you have to match the Sector number of SideDef2 to
- the "other" room you have to create around it.
-
-
- ybInsert a Polygon (N-sided)
-
- Enter the beginning number of sides and radius of
- the polygon. After the selection is made, you enter
- interactive Polygon drawing with the default
- values selected.
-
- You can change them. Press the Left mouse button
- to accept the object and DeeP automatically inserts
- the Vertices, LineDefs+SideDefs, and Sector where
- shown.
-
- You can create anything from a triangle to a 64
- sided polygon.
-
- This is adding an N-sided room.
-
- NOTE: If you press "Ins" after inserting the
- polygon, a new Sector is created outside the
- polygon and the walls are made transparent.
-
- This makes it 2-sided. You are responsible for
- making the Sector references match up. That is,
- you have to match the Sector number of SideDef2
- to the "other" room you have to create around it.
-
- p y
- p y Plain Wall
- p y Sunken Pool
- p y Pedestal/Box
- p y Light Box
- p y Wall Window
- p y Teleport Exit
- p y Teleport Entrance
- p y
-
-
- b yOBJECT -Inside A Sector
-
- The following additional options are available for
- both Rectangle and Polygon (Pool value).
-
- Options 1, 2, and 3 make a 2-sided object for you.
-
- 0 = Plain Wall
- A wall or column
-
- 1 = Sunken Pool
- A recessed floor area
-
- 2 = Pedestal/Box
- A podium or a box
-
- 3 = Light Box
- A pedestal hanging from the ceiling and a
- pedestal on the floor.
-
- 4 = Wall Window
- A wall with a window slit.
-
- 5 = Teleport Exit
- A 64x64x8 pad with the LineDef type set to
- Teleport. In LineDef connect all the LineDefs
- by setting the Sector tag number to a Teleport
- Entrance Sector. The one made with 6 would work!
-
- 6 = Teleport Entrance
- A 64x64x8 pad with a Teleport Thing inserted.
- In Sector mode, connect using the LineDef tag
- number to a Teleport Exit LineDef. The one made
- with 5 would work!
-
- The Depth/Height, sets how deep a pool is and how
- high a pedestal is. The maximum amount you can walk
- over is 24. The same value is used to set the light
- box size and pedestal combo.
-
- Ignore the Depth/Height for a Plain Wall (0) or
- Teleports. Teleports always start at 8. You should
- not go over 24 if you want to walk on top of them.
- Of course you can have ones you jump into from a
- higher level. In addition, make sure the teleports
- align on a 64x64 grid, otherwise the texture may
- not be what you wanted.
-
- We suggest you make each of these objects in a
- sector, see what they look like and then modify the
- sector heights to see what you can do.
-
- One nice effect is to make a Pool (fairly large,
- 512,512 and then insert a Pedestal inside of it.
- You can also insert Pedestal on top of Pedestal
- and you get a nice spire!
-
-
- ybInsert a Rectangle
-
- Same as outside a Sector, but the first SideDefs
- will be set to the Sector they are contained in.
- Think of this as inserting a rectangular pillar.
-
- NOTE: If you made a Plain Wall (0), pressing "Ins"
- after inserting the rectangle creates a new Sector
- inside the rectangle and changes the walls to
- transparent. This makes it 2-sided.
-
- Use this to define a new area inside a Sector.
-
- If you don't you'll get sector not closed!
-
-
- ybInsert a Polygon (N-sided)
-
- Also the same as outside a Sector, but the first
- SideDefs are set to the Sector they are contained
- in. Think of this as inserting an N-sided pillar.
-
- NOTE: If you made a Plain Wall (0), pressing "Ins"
- after inserting the polygon creates a new Sector
- inside the polygon and changes the walls to
- transparent.
-
- This makes it 2-sided. You are responsible for
- making the Sector references match up.
-
-
- p y
- p y Teleporter Pad
- p y Notes
- p y
-
- After you make a Teleporter pad you must connect the
- Teleport to the appropriate LineDef(s) or Sector.
-
- (You don't have to use the premade pads to teleport,
- any LineDef/Sector combination can teleport, this is
- a quick way to do it all- the Lights also look nice!)
-
- 1. Teleport Exit
-
- a. Give "destination" bSector Tag.
- b. Go to the destination Sector and give it
- a bLineDef Tag that is the same Tag
- number you said the Sector Tag would be.
- c. Place a teleport Thing in the sector
- where you will materialize (done automatically
- for you in Teleport Entrance).
-
- 2. Teleport Entrance
-
- a. Give "source" bLineDef Tag.
- b. Go to the source LineDef(s) and give it
- a bSector Tag that is the same Tag
- number you said the LineDef Tag would be.
-
- Adjust the Sector heights and texture to
- suit your design.
-
- 3. Use the Pedestal feature to custom design your
- own pads.
-
- Make a pedestal, don't raise it more than 24
- above the floor, otherwise you can't step on it!
-
- Change the floor texture to the Teleport look
- (or anything you like).
-
- Finish using the same stuff as in 1. above.
-
-
- r yStairs are Special
-
- This discusses stairs created as a separate object.
- Making a stair from 2 LineDefs is different from
- what follows.
-
- Stairs are always created inside a Sector.
- yThe rbottom step connects to this Sector for
- yreference. You need to complete the rtop step by
- connecting it the Sector desired.
-
- Switch to Vertex mode and place the last 2 vertexes
- yon the rLineDef desired and reply yes to the split
- LineDef message.
-
- You can also do this by dragging the stair on top of
- the LineDef you want it to connect to.
-
- Finish by changing the LineDef just created by the
- split to point to the Sector of the last step
- ( Sector reference ).
-
- ybFor DOOM don't make more than 16 steps!
- ybYou will get HOM errors (fixed in DOOM II)
-
- ybInsert a Door
-
- Enter the width and height (length) of the Door and
- DeeP automatically inserts the Vertices, LineDefs,
- SideDefs, and Sector at the current pointer location.
- Everything is made for a Door.
-
- Drag the Door over where you want it. Rotate it as
- required or drag the vertices. The easiest way to
- connect it to a hallway is to select the door ends
- and drag them on top of the hallway LineDef one at
- a time.
-
- If everything is aligned on the grid then snap to
- grid helps you. If not, turn snap off.
-
- Fix any missing textures as apppropriate. This
- displays on the bottom panels as "missing".
-
-
- y bBe sure to move a rRoom
- y bstair out of the Sector.
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||CHECK
- **-------------------------------------------------------------------------
- b y
- b y Check [Alt-C]
- b y
-
- When using the following diagnostics and an error is
- listed, press return to continue checking or press
- Esc to select the problem object.
-
- If you are converting from DOOM II to DOOM, or from
- HERETIC, be sure to replace any incompatible
- LineDefs!
-
- Use Search to find and decide what will work almost
- the same.
-
- Always run the complete check before you test the
- level!
-
-
- y1. bNumber of Objects
-
- Gives a count of all the objects in a level. The
- last five are built by the DeePbsp node builder.
-
- The amount of bytes needed to store the information
- in a PWAD file is rounded to the nearest Kbyte).
-
- The next screens display Things information to help
- you evaluate the playability of the level for the
- different skills.
-
- y2. bCheck if all Sectors are closed
-
- Test all Sectors and make sure they are closed.
- If they are not closed it reports the number of the
- unclosed Sector. There are some circumstances when a
- Sector is technically not closed, but if you can
- never reach it, no problem occurs. Some DOOM levels,
- for example, MAP14, have many of these.
-
- The Sector not closed message can also mean you have
- two (or more) LineDefs/Sectors in the same location.
- Please run the Xref check to automatically find
- these!
-
- Remember, the final test is playing the level!
- If the area not closed causes trouble, you
- must fix it.
-
- p y
- p y Sector Not Closed Errors
- p y Most Likely Causes
- p y
-
-
- a. You have 1-Sided LineDefs and they do not all go
- the same direction. This is easy to see and
- understand.
-
- b. The Sector reference used in the SideDef does not
- match an opposite LineDef/SideDef that uses the
- same Sector.
-
- Remember, we are trying to mimic a real 3-D room.
- If you look at a "real" room and place yourself
- next to a wall, what do you see when you look at
- the wall facing you?
-
- You see the floor and ceiling "connecting" to
- that wall. If the opposite wall did not have the
- same floor and ceiling (it had the floor and
- ceiling of the bathroom and you are in the living
- room) you have a "sector not closed". Simple!
-
- All the walls in a Room must have the same sector
- number describing the same floor and ceiling!
-
- You get errors by drawing and deleting areas and
- therefore implicitly changing the SideDefs (which
- contain the Sector numbers) and nothing matches
- anymore.
-
- As an experiment, go to a good existing level and
- change 1 of the SideDefs to be a different Sector,
- and you will get the infamous "not closed"
- message.
-
- You fix this by changing the reference Sector for
- the SideDef in LineDef edit mode. So fix the
- error you made above to see that this really
- works.
-
- Sometimes Sector errors are visible as a "gap" in
- sector display.
-
- If you see a "red" Sector, you have no sector
- defined at all at that spot (if it's not a tag)!
-
- A quick recap:
-
- The enclosed area (room) described by the SideDefs
- must all use the same Sector number for the side
- that points to the room.
-
- For an object in a room, the "outside" wall of
- the object should be the same Sector number as
- the Sector (or room) that it is contained in.
-
- Look at the SideDefs and compare the Sector
- reference numbers used. As you follow the Line-
- Defs,look at the bottom display and view the
- Sectors active.
-
- For an object, (the LineDefs point out), Sector
- numbers must match the Sector of the immediate
- area (room) the object is in.
-
- c. 2-sided LineDefs that are do not make a complete
- are (you forgot to finish it or perhaps they were
- all supposed to be deleted) can mislead the
- routine into reporting totally different Sectors
- as not closed. This is a tough one to spot, since
- the error is not at all where you are looking.
-
- Sectors at about 90 degrees to the line-of sight
- are good candidates.
-
- d. In some rare instances, there is not enough
- accuracy in the math-coprocessor to determine
- the Sector. Examinine the Sector pointed to. If
- you see a "good" Sector on both sides of the
- problem area, then everything is OK. This is
- fairly rare, so be sure to check the rest.
- (No level in DOOM, DOOM II or HERETIC has this
- problem.)
-
-
- y3. bCheck cross references
-
- Verify the integrity of the level and help locate
- possible problem areas. This helps locate orphaned
- SideDefs, etc. It will also remove extraneous
- LineDefs if there are two LineDefs between the same
- Vertices. Ditto for duplicate Vertices.
-
- y4. bCheck SideDef Textures
-
- Report any SideDefs that may need to have a
- Normal/Upper/or Lower texture defined.
-
- If the texture can never be seen, a missing texture
- causes no problems.
-
- If also checks to see that normal textures for
- 2-sided LineDefs have only 1 patch.
-
- 2-Sided LineDefs with textures containing more than
- 1 patch slows the game to a crawl and causes the
- 'Medusa Effect' - Looks like snakes and turns you to
- stone.
-
- y5. bCheck Texture Names
-
- Report any texture names which are not found in the
- current DOOM/HERETIC IWAD file. The names are
- different for DOOM, DOOM II and HERETIC.
-
- y6. bCheck Thing Names/Sectors
-
- Report any Thing names which are not found in the
- current DOOM IWAD file. The names are different
- for DOOM and DOOM II.
-
- Check for Things outside of Sectors. It's possible
- in rare instances to misreport the sector.
-
- Check for Enemies/Players on the same skill level
- on top of each other.
-
- Check for Enemies/Players stuck to a wall. This
- depends somewhat on the Thing. Some things can be
- partially stuck and can "free" themselves. If you
- keep the outside "circle" away from the walls, you
- should always be OK.
-
- Check for any area with an Enemy/Player that is has
- a sector less than 56. Spawn spots and gargoyles are
- excluded for now. Some of the enemies require 64.
- That will be check later. This catches most anyway.
-
- y7. bCheck LineDef Types/Tags
-
- Report any LineDef types that are not known to DeeP.
-
- Make sure Sector tags are present when required! A
- missing Sector tag (tag is 0 and it shouldn't be)
- crashes DOOM.
-
- Report LineDefs with tags that do not require them.
- If you reset to 0, the sectors they referenced will
- complain about a missing tag, but that's ok since
- they should be set to 0 also. Recheck to make sure
- some other LineDef isn't using that tag!
-
- Id could have used this!
-
- pyRegistered DeeP distinquishes between
- DOOM and DOOM II LineDefs. A LineDef that does not
- exist in DOOM comes up as missing. The DOOM II
- description is in the information box.
-
- y8. bCheck Sector Types
-
- Report any Sector types that are not known to DeeP.
-
- List any Sectors with tags that do not have a
- matching LineDef with the same Tag number. This is
- OK, if you removed them as noted above in the
- LineDef Tag check. Otherwise, it indicates left-over
- useless tags.
-
- Use this when converting between DOOM types or
- HERETIC to find the differences.
-
- y9. bCheck (5,6,7,8)Texture,Things,LineDefs,
- Sectors.
-
- Self explanatory!
-
- y10. bCheck (2,3,4 )SectorsClose, Cross-Ref,
- Missing.
-
- Self explanatory! Should always be run to prevent
- Node building errors.
-
- y11. bCheck (2 ... 8)all of the above
-
- Self explanatory! Always run this to be sure.
-
- y12. bAutomatic fix missing Textures
-
- Check for differences in heights and determines if
- there should be a texture. Use the current default
- textures. If the wall doesn't show, it can be left
- alone, but it doesn't hurt to put it in.
-
- y13. bAutomatic fix Texture names
-
- A quick way to convert DOOM to DOOM II. Uses
- the current default textures.
-
- Will also convert to HERETIC.
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||THINGS
- **-------------------------------------------------------------------------
- b y
- b y Edit Thing
- b y
-
- For the boxes you may either use the mouse and click
- the box or enter the character displayed in the box
- to activate.
-
- ybAngle
-
- The initial direction or orientation of the object.
- You can also use the b< > keys in Thing mode to
- quickly change object(s) direction.
-
- ybSkill
-
- Sets the skill level for when objects will appear.
- You can make it harder (for hard levels of course)
- and reduce the difficulty for the beginners by
- reducing the number of monsters and increase the
- weapons.
-
- Make monsters deaf so you can sneak up on them!
-
- Levels designed for death match can also have
- different things.
-
- x yNote
-
- If you turn on NET, the thing will only appear on
- NETWORKED games! So do not click this box if you
- want the thing to be there in a regular game.
-
- ybChange All Skills
-
- When this entry is active, the skill of all the
- Things selected is changed.
-
- When not active, the skill of only one Thing is
- changed.
-
- Use this as a safety feature so you don't accidently
- change all of the selected objects.
-
- ybChange All Angles
-
- When this entry is active, the angle of all the
- Things selected is changed.
-
- When not active, the angle of only one Thing is
- changed.
-
- Use this as a safety feature so you don't accidently
- change all of the selected objects.
-
- ybChange Type
-
- Select the type of thing, monster, player,
- decorations, etc.
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||LineDefS
- **-------------------------------------------------------------------------
- b y
- b y Object to Edit
- b y
-
- ybEdit LineDef
-
- Describes basic rules about the LineDef. Controls
- what happens or can happen.
-
- ayImpassable
-
- Line is impassable for players and monsters.
-
- ayMonster Block
-
- Line is impassable for monsters only.
-
- ayTwo-Sided
-
- Line has 2-sides. The line is assumed "transparent"
- and Doom will show the area past the line. If this
- flag is not set and if there is no Normal texture,
- you will get HOM.
-
- ayUpper Unpegged
-
- For 2-sided LineDefs draw the Upper texture from the
- top down. Normally they are drawn from the bottom up.
-
- ayLower Unpegged
-
- For 2-sided LineDefs draw the Lower texture from the
- bottom up.
-
- Unpegged textures for 1-sided LineDefs draw the
- Normal texture from the bottom up.
-
- A bPegged texture moves with a Sector that moves.
- Pegged textures follow the lower ceiling.
-
- An bUnpegged texture does not move with a Sector
- that moves, it is stationary.
-
- Unpegging textures is useful for making the textures
- blook good. For example, if a stair is visible
- from the side, unpegging the the lower texture aligns
- the textures to the bottom floor.
-
- aySecret
-
- A bSecret (red on the Automap) hides what's behind
- it (does not show up on the Automap. It is not
- related to the secret areas. Those are set by the
- Sector.
-
- Makes it difficult to identify areas. (So players
- can't figure out your trap!)
-
- ayBlocks Sound
-
- Monsters can't hear you shoot! Surround the entire
- area with this flag set so they can't hear you.
- Should speed up a game with many monsters if done
- correctly.
-
- ayInvisible
-
- This line is never put on the Map.
-
- ayAutoMapped
-
- This line is always shown on the Map.
-
-
- ybEdit the 1st SideDef
-
- Set the textures and connects it to a Sector (for
- floor/ceiling information). Use this to fix bad
- sector references that cause "Sector not closed
- messages".
-
- Normally you may have a requirement to switch the
- sectors assigned from one side to the other, for
- example, when you flip a LineDef.
-
- You also use this to assign the correct sector
- number of an object inside a room. That is, change
- the Sector number of the SideDef to match the Sector
- of the room. This is one of the methods used to fix
- "Sector not closed".
-
-
- x yInterActive Browser
-
- Press F1 when in the texture selection box to bring
- up a display of all the textures. You can inter-
- actively select the texture by left mouse clicking
- or using the cursor keys to move around.
-
- The following keys control the browser:
-
- 1. PageUp/PageDown keys move back and forth.
- 2. Home = Start with first texture.
- 3. End = Start with last set of textures
- 4. Any character, starts the list with the any name
- that is closest to the character entered. For
- example, if you key in a bG, textures whose
- names start with G come first. If no match is
- found, the closest one starts the list.
- 5. Escape or Right Mouse click exits the list and no
- changes are made.
- 6. Enter selects the current outlined entry.
-
- If you press a key while the textures are still
- displaying, the display stops. If you did this by
- accident, press the first character of the texture
- to start redrawing.
-
- ayAdd a 1st SideDef
-
- This appears (instead of Edit) if no SideDef1 exists
- for the LineDef. A SideDef1 must exist!
-
- ybEdit the 2nd SideDef
-
- Set the textures and connects it to a Sector (for
- floor/ceiling information).
-
- ayAdd a 2nd SideDef
-
- This appears (instead of Edit) if no SideDef2 exists
- for the LineDef. A SideDef2 is optional.
-
- aySector Tag
-
- A Sector Tag is a number that connects a LineDef to
- a Sector with the same Tag number.
-
- For example, a door with a switch has a LineDef
- (type = Switch Door) and a Sector with the same Tag
- number. This causes the assigned Sector to move (and
- not some other Sector).
-
- More than one Sector can have the same Tag number,
- they will all move at the same time!
-
- ay1st SideDef ref
- ay2nd SideDef ref
-
- You use this to delete a SideDef or change the
- reference (be careful). You always need a SideDef1!
-
- If you end up with a 1-sided LineDef, edit the
- LineDef and change the type to 1-sided. F10
- Check will catch and fix it automatically.
-
- ayDelete SideDef1
- ayDelete SideDef2
-
- Deletes a SideDef. You always need a SideDef1!
-
- If you delete all the -same- side SideDef reference
- for a surrounded area, you can select them all and
- then press Ins to recreate them all with a new Sector.
-
- ayTexture Browser
-
- Display as many textures on the screen as will fit
- as determined by your video resolution.
-
- Press Esc or Right mouse click to stop.
-
- Press the first character of the texture to start
- the display with textures starting with that
- character.
-
- If no texture starts with that character the closest
- prior one is shown as the first texture.
-
- Press + and - to choose from two display sizes.
-
- No changes to the map are made when browsing.
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||SECTORS
- **-------------------------------------------------------------------------
- b y
- b y Edit Sector
- b y
-
-
- ybType
-
- Describe how the sector behaves. Here's where you
- can set the Secret attribute.
-
- ybCeilingTexture
-
- Select a Ceiling Texture.
-
- ybFloor Texture
-
- Select a Floor Texture.
-
- x yInterActive Browser
-
- Press F1 when in the texture selection box to bring
- up a display of all the textures. You can inter-
- actively select the texture by left mouse clicking
- or using the cursor keys to move around.
-
- The following keys control the browser:
-
- 1. PageUp/PageDown keys move back and forth.
-
- 2. Home = Start with first texture.
-
- 3. End = Start with last set of textures
-
- 4. Any character, starts the list with the any name
- that is closest to the character entered. For
- example, if you key in a bG, textures whose names
- start with G come first. If no match is found,
- the closest one starts the list.
-
- 5. Escape or Right Mouse click exits the list and no
- changes are made.
-
- 6. Enter selects the current outlined entry.
-
- If you press a key while the textures are still
- displaying, the display stops. If you did this by
- accident, press the first character of the texture
- to start redrawing.
-
- ybLight Level
-
- Determines how much light there is. 0 is dark,
- 255 is full on.
-
- ybCeil/Flr Height
-
- Set the both the ceiling height and the floor height
- at the same time. Usually from -512 to 512.
-
- The maximum distance between the floor and
- ceiling is 1023 for the older DOOM.
-
- ybCeiling Height
-
- Set only the ceiling height.
-
- When you are changing many sectors, this lets you
- change all the selected ceiling height but leave
- the floors the same.
-
- ybFloor Height
-
- Set only the floor height.
-
- When you are changing many sectors, this lets you
- change the all the selected floor height but leave
- the ceilings the same.
-
- ybLineDef Tag
-
- This ties the sector (and how it behaves) to a
- LineDef with the same Tag number. A number here,
- implies a LineDef with the same number.
-
- DOOM will crash if you forget to tie the Tags
- together!
-
- In Sector mode, the Tagged LineDef is rRed and in
- LineDef mode the Tagged Sector is rRed.
-
- ayBrowse Floor/Ceiling
-
- Display as many textures on the screen as will fit
- as determined by your video resolution.
-
- Press Esc or Right mouse click to stop.
-
- Press the first character of the texture to start
- the display with textures starting with that
- character.
-
- If no texture starts with that character the closest
- prior one is shown as the first texture.
-
- Press + and - to choose from two display sizes.
-
- No changes to the map are made when browsing.
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||FIND
- **-------------------------------------------------------------------------
- b y
- b y Find
- b y
-
- Finds the item types listed
-
- Find LineDef Type
- Find LineDef Tag
-
- Find Sector Type
- Find Sector Tag
-
- Find Thing
-
- Find FloorTexture
- Find Wall Texture
-
- Replace Thing
- ReplaceFloorTexture
- ReplaceWall Texture
-
-
-
-
-
-
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||HOWTO
- **-------------------------------------------------------------------------
- b y
- b y How To Build
- b y
-
-
- x y
- x y A Quick First Level to get going!
- x y Press the print button on the
- x y bottom so you can mark the steps.
- x y
-
-
- Read the introduction to this help for some basic
- terms, then go to the next step.
-
- To make a quick first level just to see if you can,
- follow the steps below. It appears long because each
- step is listed, describing each movement.
-
- OK, so do the following:
-
- 1. Enter Edit mode if not already there, entering E
- after the character command prompt.
-
- 2. Press alt+F or Click File on the top bar.
- (selects File menu)
-
- 3. Press N or click New Level
- (to make a brand new level).
-
- 4. Press Home and Press Enter.
- (Select the first level. This makes
- it easier to test for Shareware).
-
- 5. Press F9 (objects)
-
- 6. Press 1, make a Rectangle Room.
-
- 7. Enter 512 x 512 in the size boxes.
-
- 8. Place the mouse cursor in the middle of the
- screen (the exact area doesn't matter), click
- the left mouse button and view the upper right
- corner of the screen to make sure it's about
- 512x 512 and press Enter or click the left mouse
- button.
-
- 9. Press the Right Mouse button to exit Tool mode.
-
- 10. Press T to go into Thing Edit mode.
-
- 11. Move the mouse cursor inside the rectangle.
- (Places the Thing coordinate location, next)
-
- 12. Press the Ins key.
-
- 13. Press Enter (brings up Thing menu).
-
- 14. Press T (or click Change Type button)
- (Select change type of thing)
-
- 15. Press 3, Player Start/Teleport
- (Type of change)
-
- 16. Press 1 , Player 1 Start
- (Change Thing to what we want)
-
- 17. Press Esc or Right Click
- (To exit menu)
-
- 18. Press Esc or Right Click
- (To exit menu)
-
- 19. Press Alt+F (or Click File on Top)
- (Selects File menu)
-
- 20. Press S or click Save
- (Save the file, ignore warnings)
-
- 21. Edit the file name or press enter
- or click Ok if you like it.
-
- 22. Press Enter (Click OK/Yes) to the
- rest the messages.
- Saves the level and builds nodes.
-
- This isn't much of a level, but you can see that it
- WORKS!.
-
- You can play it using the -file option for DOOM and
- HERETIC or if you Registered, you can play it
- directly from DeeP/HeeP!
-
- (Select File and press F1 for more info.)
-
- B y See TUTOR.DOC for more introduction
-
-
- B y See DEEPEXAM.WAD for examples
- B y of the following
-
- ybDoors
-
- Select LineDef mode Misc (F8) create Door from
- 4 LineDefs.
-
- Select Object (F9) create Door for a prefab door
- that you drag/stretch to fit your space.
-
- ybPools
-
- Select Object (F9) create Rectangle or Polygon and
- turn the Pool option on.
-
- ybLights
-
- Select Object (F9) create Rectangle or Polygon and
- turn the Light option on.
-
- ybWindows
-
- Select Object (F9) create Rectangle or Polygon and
- turn the Window option on.
-
- ybLifts
-
- Select Sector mode then Misc (F8) , create lift from
- sector.
-
- ybTeleporters
-
- Select Object (F9) Rectangle object and select
- Teleport Exit/Entrance pads. Connect the Teleport
- Exit to the Entrance pad using the the Tags. You
- don't have to use an Entrance pad, any Sector will
- do, this is mainly for looks.
-
- ybStairs/Rising Stairs
-
- Stairs, see Objects, stairs. For rising stairs, set
- the step height to 0. Make some LineDef one of the
- rising stair LineDef types and using the Tags,
- connect the LineDef to the first sector of the
- stair (see Introduction on Tags).
-
- ybSecret Areas
-
- This is just a Sector Type.
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||HELP
- **-------------------------------------------------------------------------
- b y
- b y Help [Alt-H]
- b y
-
- Print the help by pressing the Print button on the
- bottom of the current help screen.
-
- Each section prints only what is covered. To print
- all the help at once, select All Help (see below).
-
- ybHelp (basics)
-
- Same as F1 key.
-
- ybAll Help
-
- This is a complete listing of all the help.
-
- ybPrint Order Form
-
- Select Print Order form and then press F1 for
- Ordering Information.
-
-
- y b General Information
-
- The bottom bar displays editing modes, auto-object
- bA, centeringb\, delayb[], and zoom bZ and
- grid bG sizes.
-
- The top bar show the number of objects in the select
- list and the DOOM coordinates.
-
- Additional help information is displayed on the top
- as appropriate.
-
-
- ybAbout DeeP...
- ybAbout HeeP...
-
- Brief information about the DeeP
- programmers and Registration.
-
- x y
- x G If you Registered, Thank You!
- x y See ORDER.FRM for Upgrade pricing.
- x y
-
- x y
- x B DoomEnhancedEditorProgram
- x B HereticEnhancedEditorProgram
- x y rSensor Based Systems, Inc.x
- x y r17010 N.E. 190th St x
- x y rWoodinville, WA 98072-8237x
- x y (206) 827-8794
- x y
- x y
- x y 75454.773@COMPUSERVE.COM
- x y
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||ORDER
- **-------------------------------------------------------------------------
- b y
- b y OrderForm
- b y
-
-
- r y
- r y To order the Registered version
- r y of DeeP or HeeP
- r y
- p y 1. Register Online with CompuServe :
- r y
- r y DeeP (GO SWREG ID = 5392 )
- r y HeeP (GO SWREG ID = 4553 )
- r y
- p y 2. Print the ORDER.FRM for Mail delivery
- r y
- p y 3. Register online with Master card or Visa
- r y
- r y Fighting Eagle BBS (317) 662-8122
- r y
- r y Home board of DEEP and HEEP
- r y 14 lines, over 10,000 Wad Files
- r y Game play and support Conference
- r y
-
-
- p y
- x y Call Today and start your new adventure as
- x y a DOOM or HERETIC wad author.
- p y
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **-------------------------------------------------------------------------
- ||INSTALL
- **-------------------------------------------------------------------------
- b y
- b y INSTALL
- b y
-
- y bFirst Time Initialization
-
- Please Enter the file names for:
-
- 1. The Main IWAD name
- 2. The File path
- 3. The Help File name
-
- On the next screen, press
- 5,6 and 7
- (or click with the mouse)
-
- This screen is entered when one of the the following
- files is either not present or is an old version:
-
- NOTE: The maximum path name is 43 characters!
-
- yx1. The main IWAD file
-
- On the next screen press the number 5 (or click
- the box with the 5 in it) and enter the name of
- your DOOM, DOOM II or HERETIC file.
-
- Enter the complete path including the drive and
- directory.
-
- DeeP example:
-
- C:\DOOM2\DOOM2.WAD for DOOM2
-
- HeeP example:
-
- C:\HERETIC\HERETIC.WAD for HERETIC
-
- These are the default values, so you do not need
- to change them if they match your system. Do not
- put the name of the HERETIC IWAD in DeeP or visa
- versa.
-
- Use DeeP for DOOM/DOOM2 and HeeP for HERETIC.
-
- If you have installed DOOM/HERETIC on a different
- Drive or directory, change them as required.
-
- Use the cursor keys to edit. The Home key moves
- the cursor to the front of the entry.
-
- yx2. Set the PATCH patch
-
- NOTE: The maximum patch path length is 26 characters.
-
- On the next screen press the number 6 (or click
- the box with the 6 in it).
-
- This is not a file, but represents the default
- directory to use for reading or saving PWAD files
- and also the default for the DIR command for the
- registered version.
-
- If no name is entered, the default directory is
- the current directory.
-
- Please TEST your path with a file save before you
- continue! (The path will be automatically checked
- in a later version, sorry, but the DPMI has
- different requirements, so the old code wouldn't
- work.)
-
- yx3. The Help File name
-
- On the next screen press the number 7 (or click
- the box with the 7 in it) and enter the name of
- the DEEP and HEEP help file. You normally should
- not have to do this!
-
- If you place DEEP and HEEP in different direct-
- ories and want to save on disk space you can
- share the same help file. This entry points to
- the shared copy. Enter the complete path as
- above.
-
- yx4. The DEEP.CFG or HEEP.CFG file
-
- If old CFG file from a prior version of DEEP was
- found. Don't worry, a new one will be created.
-
- The DEEP.CFG or HEEP.CFG files can be deleted at
- any time and the defaults are recreated.
-
- p y
- p y Enter F1 in the next SETUP screen for a
- p y description of all the entries.
- p y
- p y There are other option screens available.
- p y Press alt+E on the top menu bar to see!
- p y
-
-
- r y
- r y To order the Registered version
- r y of DeeP or HeeP
- r y
- p y 1. Register Online with CompuServe :
- r y
- r y DeeP (GO SWREG ID = 5392 )
- r y HeeP (GO SWREG ID = 4553 )
- r y
- p y 2. See ORDER.FRM for Mailing Instructions.
- r y
- p y 3. Register online with Master card or Visa
- r y
- r y Fighting Eagle BBS (317) 662-8122
- r y
- r y Home board of DEEP and HEEP
- r y 14 lines, over 10,000 Wad Files
- r y Game play and support Conference
- r y
-
- p y
- x y Call Today and start your new adventure as
- x y a DOOM or HERETIC wad author.
- p y
-
- x y End of Section
- **-----------end of help-----------------------
-