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- DPMI DeeP, HeeP and DeePbsp
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- >>> To order the Registered version <<<
- of DPMI DeeP or HeeP
-
- 1. Register Online with CompuServe GO SWREG :
-
- The Registration ID for DeeP is 5392.
- The Registration ID for HeeP is 4553.
-
- The current ShareWare version is found in
- the ACTION forum (GO GAM586).
-
- 2. See ORDER.FRM for Mailing Instructions.
-
- 3. Register online with Master card or Visa
-
- Fighting Eagle BBS (317) 662-8122
-
- 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.
-
- =============================================================================
-
-
- >>> If you are going to run DeeP in WINDOWS, please <<<
- >>> read README.DOC for the details (or it won't work) <<<
-
- >>> You MUST change Window's SYSTEM.INI <<<
-
-
- >>> If you are using QEMM and have the QDPMI.SYS in your <<<
- >>> CONFIG.SYS file, please see README.DOC, it won't work <<<
-
- >>> You must have HIMEM.SYS installed in CONFIG.SYS <<<
- >>> You should have FILES=20 or more in CONFIG.SYS <<<
-
- Please refer to README.DOC for installation.
-
-
- DEU users, PLEASE review the docs, you can use DeeP sortof like DEU, but
- you'll be missing out on all the short cuts you can take.
-
- Review DEEPFAQ.DOC for frequently asked questions and solutions.
-
- ... NOTE ...
-
- The mouse is MUCH more powerful than in DEU and is THE ticket to shortcuts.
-
- You should set the mouse click speed to suit your style. The default is
- 250 ms, set it to 100 to click a lot faster, but then you have to double
- click REALLY fast. If you like a more relaxed pace set it around 400.
- Use the F6 option to set all this stuff.
-
- =============================================================================
-
- Copyrights
- ~~~~~~~~~~
-
- Copyright (C) 1994-1995 by Sensor Based Systems, Inc. (SBS)
-
- Refer to the file DeeP.LIC for further information.
-
- DOOM, DOOM II and HERETIC are trademarks of id Software.
-
- UniVBE is Copyright (C) 1992-1995 SciTech Software and is a shareware product
- requiring separate reqistration.
-
- DeeP, HeeP and DeePbsp are trademarks of Sensor Based Systems Inc.
- DeeP, HeeP and DeePbsp were made by SBS and has nothing to do with Id Software.
-
-
- Disclaimers
- ~~~~~~~~~~~
- Id Software can't answer questions pertaining to this program and asking them
- questions about DeeP is strongly discouraged.
-
- Id Software MAY not help you with problems encountered while using a WAD file
- created by DeeP.
-
- DeeP/HeeP works on the registered and shareware copies of DOOM, DOOM II
- and HERETIC.
-
- However, Sensor Based Systems Inc. respects Id's wishes and modified
- shareware levels CANNOT be saved.
-
- It is illegal to distribute the registered version of the DOOM.WAD
- DOOM2.WAD or HERETIC.WAD file in any form, and Sensor Based Systems Inc. does
- not encourage you in any way to make illegal copies of DOOM, DOOM II or
- HERETIC.
-
- SBS reserves the right to add or remove any functionality of the DeeP and HeeP
- software.
-
- And now...
-
- Please also review README.DOC for more information.
-
- DeeP is a complete DPMI rewrite of DEU (which will be obvious when you start
- it).
-
- DeeP has gobs of new features you DREAM OF. It supports both keyboard users
- and mouse users with equal ease. Almost all of the keyboard commands are the
- same as DEU, so the initial learning curve for ex-DEU users is very low.
-
- With its convenient user friendly options and ultra-fast node builder, great
- levels can be created in less than 1/4 the normal time using other editors.
-
- Extensive error checking keeps you out of trouble!
-
- As you see the DPMI version again has many more features!
-
- HeeP is DeeP with specific features for HERETIC only, including color
- mapping. All references to DeeP also refer to HeeP.
-
- =============================================================================
-
-
- What new for DeeP 7.11
- ~~~~~~~~~~~~~~~~~~~~~~
- * New Cut, Paste, Copy and Mirror Commands (told you that was next)!
-
- * ClipBoard can Merge different PWAD levels (registered only).
-
- * Clipboard viewer (ctl+B), very useful for short attention spans <G>.
-
- * Level preview map browser, press F1 for thumbnail Map display.
- The large level preview Map can be toggled with a Sprite display,
- press F2 while in the thumbnail display.
-
- * Undo command (ctl+Z). After "Oops", press this to undo the last fiasco.
-
- * Short cut ctl+S, ctl+F commands for swapping/flipping Linedefs.
-
- * New interactive Rectangle, Polygon, Stair, Curving Stair and Door
- drawing tools. You won't believe how easy this is.
-
- * Vertex LineDef drawing improved, with an option to extend an existing
- area (no new Sector made). If you connect to an existing LineDef by
- going over it directly or implicitly (as the last closing line), then
- at the end Press Shift+Right button, the new area is joined to the existing
- area.
-
- You can change this default to work the opposite by turning off SectorJoin
- in the alt+F5 menu.
-
- * New premade Teleport Exit, Entrance and Window objects!
-
- * Even nicer Menus and a LOT more popup help.
-
- * Search now is always global, not just the current area. Text is also
- hilighted.
-
- * Added Ceiling or Sector heights for global changes to only one of them.
-
- * Added X or Y for global changes to only one of them.
-
- * All the sidedefs selected can be deleted at once. The new box shows the
- number of items you are deleting, so it doesn't make the change without
- letting you know you have "MANY" selected.
-
- * You can also directly delete the SideDefs by clicking a new menu option.
-
- * Things are copied in Sector mode (option set).
-
- * Things are dragged in Sector mode (option set).
-
- * Teleport Things are always copied (deleted) with the Sector they are in.
-
- * Check for Things outside of Sectors.
-
- * Extra texture settings for windows, stair sides, steps and teleports.
-
- * Copy in Linedef Mode copies ALL information just like Sector mode, but the
- copy is restricted to the LineDefs selected.
-
- * Delete gets rid of all related objects, so deleting a Sector deletes the
- LineDefs and vertexes anbd deleting LineDef(s) also deletes the Vertexes.
-
- * Delete vertex joins LineDefs together (option set)
-
- * New Mouse commands :
-
- Shift+Left Mouse = Copy
- Shift+Right Mouse = Delete/Join
- Ctrl+Left Mouse = Mirror
-
- * Pressing the Right mouse button when drawing a select box "drags" the
- select box making it easier to adjust where the box is drawn. All the
- interactive Tool modes also drag the current Tool object.
-
- * Thing MASK display setting now also controls selection box Things choosen.
-
- * Y alignment ignores any textures that are unpegged.
-
- * X alignment selection is more freeform. The list is automatically sorted.
-
- * Due to popular demand, the make-a-door from a sector is back, although
- if you are a beginner, please read the information on Doors.
-
- * Buffering of sprite images for much faster thing displays.
-
- * Improved map scroll speed.
-
- * Improved texture speed display.
-
- * New Map level browser viewer.
-
- * Sector type 11 (-10 health/end level) is now recognized as an "exit".
-
- * Support for 13 additional video drivers.
-
- * More context sensitive help file information.
-
- * Changed "A" command to shift+A, too many accidental presses (and calls).
-
- * Change Flags now defaults to ALL for LineDefs and Things.
-
- * After building nodes or testing, you are positioned where you left off.
- (Code was there, just forgot to save the coordinates.)
-
- * Sample DEEPEXAM.WAD, giving examples of premade objects and some basic
- construction. To be followed up later with a new Tutor text. Fairly simple
- so beginners can follow it easier. Please read the notes in TUTOR.DOC
- for some basic information on this WAD (especially if you want to
- modify it).
-
- * Fixed F1+esc sequence (done real fast) problem.
-
- * Extra check for MAPS with invalid sidedef information (of course you can still
- feed it bad stuff). DPMI blows up if invalid numbers are encountered in a PWAD,
- so it's best to run a complete check before editing existing Levels made by
- another editor.
-
- * Rotate combination of selected and new objects could lock up.
-
- * Joining vertices, after some other functions, was working on old data.
-
- * Sector closed number was wrong (for a long time, typo error <g>).
-
- DeePbsp 3.1d
- ~~~~~~~~~~~~
- * Changes only apply to registered versions.
-
- AND, remarkable as it may appear, DeePbsp produces superior nodes in most
- cases, compare to other nodebuilders. Some allude to this as "quality" and they
- can't fathom how DeePbsp could build "quality" nodes at this speed.
-
- Normally, if you have a node problem AND you pass all the checks, it's
- either a DOOM engine limit/error or you could have something that is
- misleading the algorithm. We have not yet seen an instance that was not
- caused by an error in the level or the DOOM code is marginal in the area
- with the problem. Having a large number of visible varying heights can
- cause various problems. Both the Tutor and Online help discuss this some.
-
-
- DeeP 7.01
- ~~~~~~~~~
- * All the stuff in 7.01, but the F1 key interpretation in texture browsing
- was being miscompiled by the compiler and cause an exception.
-
- DeeP 7.00
- ~~~~~~~~~
- * DPMI version! Now you can edit any size PWAD ever made.
-
- * Much easier installation. No more .INI file!
-
- DeeP and HeeP automatically detect a first installation.
- All options can now be set within the program.
-
- * For fun, a built-in screen saver (alt+F1). HeeP is the most fun.
-
- * Map display for changes requires fewer redraws, thus is much faster.
-
- * Menus redraws are smoother and cleaner, thanks to all the memory.
-
- * Extra colors and options added to show more information about your PWADs.
-
- You can set the color for the following types of LineDefs :
- blocks sound, blocks monsters, tagged line, not normal, bad tag, secret,
- and invisible.
-
- You can also set the color for the Buttons. If you like, the active
- button can be set to a different color.
-
- * Color Palette adjustment (alt+F7) now has complete palette preview
- display to help you select just the right color.
-
- * Wall and Floor/Ceiling Texture browsers. Fills up the whole screen
- for a quick review and selection. Two different texture sizes available.
-
- Press F1 when in the Texture selection display box! Can also be viewed
- just for browsing, with no changes taking place. (Speed will be improved
- on next release.)
-
- * Default Thing can now be set.
-
- * On a map restart, your original location in the map is restored.
-
- * New maps read are automatically sized to fill the whole screen.
-
- * Default Gamma value is now 8, so all the graphics are much brighter. The
- total range is now 0 to 30 so you can make it even lighter (or darker).
-
- * Pressing "0" on menus with number options, exits just like Escape.
-
- * You can set the frequency of the "beeps" to your tone deafness.
-
- * Zoom is now possible while dragging or selecting.
-
- * Total number of directory additions is double the IWAD number.
-
- * Shareware Version is limited in file size to approximately 2000 LineDefs
- and 3000 SideDefs, but it will read in any size.
-
- * Accidently limited linedefs splits to only 1 selection, fixed.
-
- * Accidently permitted a sector split when invalid items selected, fixed.
-
- * Sectors assigned when drawing new lines, are now detected correctly.
-
- * Be sure to run the BATCH file DEEP.BAT (and not DeeP32). You will not
- be able to build nodes automatically if you do not use the batch file.
- Sorry, this is a byproduct of the DPMI conversion. (Might imbed it later,
- but direct testing would still require it, another DPMI quirk, <sigh>.)
-
- * There is one minor display glitch if multiple lines are selected and then
- dragged (leaves green lines on screen). Press "C" to clear.
-
- * Print order form directly, under alt+H (Help) in Edit mode.
-
- * Simple first level instructions for the first time user. Under
- alt+H (Help) in Edit mode.
-
-
- DeeP 6.22
- ~~~~~~~~~
- * New Menu Nesting option (set with Alt+F5), exits most menus immediately
- similar to DEU. This is for those who like to jump in/out of the options
- without having to press the right mouse button (or Escape).
-
- The multi-selections for Things and LineDefs are available, but selecting
- "Type" exits after a type is entered.
-
- * Edit vertex coordinates reinstated, helps slower machines move map data
- around faster by moving all selected vertices at once.
-
- * Things displayed on map have one more smaller scale added so large
- monitors reflect the positions more accurately.
-
- * Revised information display, added sector height, realigned data.
-
- * Count for distributing was 1 too many (only for 6.21).
-
- * Some number options did not Snap-Cursor back correctly.
-
-
- DeeP 6.21
- ~~~~~~~~~
- * Gamma Color Correction to adjust brightness (see Edit/Palette, alt+F7).
- Makes it easier to see dark textures and compensates for your monitor.
-
- * Mouse bar now selects directly by percent into the item displayed.
-
- * Help now has a Search button.
-
- * Texture check automatically finds invalid normal multi-patch textures.
-
- * X texture alignment now permits missing textures (resets align to 0).
-
- * X texture alignment substitutes missing Normal textures with Upper
- or Lower.
-
- * X texture alignment reverses direction for 2nd sidedef.
-
-
- DeeP 6.20
- ~~~~~~~~~
- * New Map border option for screen.
-
- * Check boxes for Thing now accepts numbers 0 to 7 and alpha codes for
- direct access for keyboard users.
-
- * Check boxes for LineDef now accepts alpha key codes for direct access
- for keyboard users.
-
- * You can now display the picture of all THINGS in any editing mode.
-
- * Less delay at startup screen for shareware version. Once you start, only
- 1 keystroke stops it from then on.
-
- * Flip LineDef/SideDef didn't do both at once.
-
- * Snap-Cursor was not letting you switch menus on the topbar.
-
- DeeP 6.14c
- ~~~~~~~~~~
- * Mainly release for DeePbsp v3.1a to reduce delay time.
-
- * Included shareware version of UniVBE for those who need it.
-
- DeeP 6.14b
- ~~~~~~~~~~
- * Added option for those "experts" so delete prompts do not appear nor do
- the warnings when you swap sidedefs.
-
- * Made the <> (scale and rotate keys, rotate the direction of Things, since
- it wasn't much use to scale and rotate where Things were.
-
- * Made the separation of LineDef swap stuff on the main menu selection,
- rather than coming up as a sub-prompt.
-
- * You can save a level from a grouped Pwad in shareware version, you just
- can't save the whole grouped Pwad or imbedded textures/info. Accidental
- exit so you couldn't do anything removed.
-
- * Distribute lighting across Sectors selected.
-
- * Show the last tag number you used.
-
- * Removed test code removed in Y align (worked, but displayed testing info).
-
- * Made Y align back to the original way, was just playing around here.
-
- * Removed similar experimental test code for X align
- (prompts and error message didn't belong there)
-
- * Removed test prompts left in from make a lift from a sector.
-
- * Fixed swap of Floor/Ceiling Textures in bottom display, so if you
- click on the textures you get the right ones.
-
- * Made mouse follow character input boxes, e.g., for file names, when
- the Snap-to-Cursor is active.
-
-
- DeeP 6.14a
- ~~~~~~~~~~
- * Even MORE online display. ALL things can be displayed at once (toggled with
- T command, if already displaying Things. The speed of display will be
- improved in a later DPMI version).
-
- * Ruler has optional circles. The circle size is set in new option submenu.
-
- * New easy Stairs between 2 LineDefs.
-
- * New simultaneous/interactive scale and rotate.
-
- * New automatic Sector split or 2-sided LineDef detection while drawing a Linedef.
-
- * Quick Left Double-Click Insert mode for Vertex.
-
- * Quick Right Double-Click for switching Edit modes.
-
- * New option automatically follows the menus with the cursor (Snap-to-Cursor).
-
- * New Vertex screen is even easier to view and tell what's going on.
-
- * Optional direction arrows in Vertex mode.
-
- * More Color options you can set to your taste for Vertex, Things and Menus.
-
- * Automatic Object/Room sector assignment in Linedef create mode.
-
- * Instant Zoom between two values.
-
- * Zoom expanded to a maximum of 16X, great for tight work!
-
- * +/- skip zoom stages, experiment with the delays for your typamatic rate.
-
- * New command (alt+C) Center the Map at current size.
-
- * New command (alt+Z) Zoom to Extents, makes the map fill the screen.
-
- * Support External textures in a PWAD. Displays all extra Textures.
-
- * Save a PWAD with all the imbedded extra information (e.g., Textures).
- (New DeePbsp below also saves all information.)
-
- * Save a grouped PWAD with all the levels without regrouping.
-
- * Save Patch names and rename them with a different directory name internally
- so you can transfer them from one version to another easily!
- (See Save in character command mode.)
-
- * Search for LineDef or Sector tags.
-
- * Level Check for LineDef/Sector tag matches and orphans.
-
- * Flip LineDef now has option to just swap Vertices, not swap SideDefs.
-
- * Y alignment can select which side. Need more input on Y offset stuff.
-
- * Fix Misc Menu X/Y offset was missing a line, so it was confusing to say
- the least.
-
- * Option to clear the REJECT to all FF or anything inbetween. This is useful
- for roaming the level with all the monsters intact and you don't have to
- fight them!
-
- * Complete statistics information on number of enemies, weapons, equipment,
- and ammo per item, per difficulty level and totals.
-
- * Thing mask for enemies, weapons, equipment, ammo, skill level and Other to
- help you visualize your placement better.
-
- * Option to load different palette numbers (for future Gamma expansion) from
- the IWAD.
-
- * Two additional color entries you can define separately from the standard
- 16. This give you more freedom to experiment with colors without changing
- global colors.
-
- * Check that level has an exit.
-
- * Cross reference check also checks for invalid values and it's faster!
-
- * Cross reference checks for duplicate vertexes and sidedefs (just in case).
-
- * Bottom of screen shows current Wadfile name.
-
- * Got rid of auto-pulldown (any complaints?).
-
- * Got rid of fake-cursor/mouse since next version won't do this.
-
-
- New DeePbsp 3.1b
- ~~~~~~~~~~~~~~~~
- * Registered DeePbsp now has no delay if run by itself for registered users.
-
- DeePbsp 3.1a
- ~~~~~~~~~~~~
- * Now has insignificant shareware delay, just to put out the blurb.
-
- DeePbsp 3.1
- ~~~~~~~~~~~
- * Now copies a complete PWAD including any added TEXTURES, etc. Checks for
- optional valid LevelId to select it from a grouped PWAD.
-
- In addition, DeePbsp now allows for tighter spacing between lines. So this
- version does NOT produce the same output as before. If you bypass DeePbsp
- with an older version or another program to bypass the unregistered delay,
- be aware that the output is different.
-
- Only DeePbsp can rebuild the correct level within a PWAD when run from
- DeeP/HeeP!
-
- Even with the delay, DeePbsp is faster for large levels than any nodebuilder
- we know of (BSP, WARM, IDBSP or other imbedded ones running on a machine
- with a coprocessor).
-
- * BSP16 is no longer available and will NOT work correctly with grouped
- PWADs or those with additional information (textures, etc.).
-
- DeeP 6.13
- ~~~~~~~~~
- * Release for HERETIC, called HeeP. The largest HERETIC level is E1M5.
-
- Either DOOM's WAD files can be read by HeeP and converted to HERETIC!!
-
- 1. Convert the Floor, Ceiling and wall textures to HERETIC (default or
- individually-using Replace)
- Use the Check/F10 menu to do the changes to textures.
- 2. Modify the linedefs that behave differently (100 ?) and redo the ones
- that don't exist.
- Use the Check/F10 menu to find invalid LineDef types.
- 3. Modify the sectors that behave differently and redo the ones
- that don't exist.
- Use the Check/F10 menu to find invalid Sector types.
- 4. Find and replace all Things with HERETIC stuff.
- Use the Check/F10 menu to find invalid Thing types.
-
- * Totally NEW DOOR, POOL, PEDESTAL and LIGHT creation. Should make it a lot
- easier for beginner and expert alike!
-
- * Ins key controls LineDef creation in Vertex mode for DOORS!
-
- * Sector, Thing and LineDef menus automatically show the current menu
- selection.
-
- * Help can be PRINTED, all or by context sensitive topic.
-
- * Search function in Help, enter the string to search for.
-
- * Mouse right and bottom edge moved over 6 pixels, since some Video cards
- report an incorrect edge limit. If the edge "sticks" (the map doesn't
- move and scroll lock is not on), please let us know. We have tested this
- on a few problem cards and there could be others with a different limit.
-
- * Set default Door, Pool, Pedestal and Light textures.
-
- * Reinstalled Math-Emulator support. Accidently removed the math-emulator
- some time ago, so the SX machines and processors without a math-coprocessor
- wouldn't work. Sorry about that.
-
- * Sector not closed explained better and the error messages were expanded.
-
- * DeeP had some testing code left in it, V6.13b removed it. In addition,
- V6.13b made the Joining of Sectors back in favor of making areas, Doors
- have to press the Ins key to prevent 2-sided LineDef creation (see Help).
-
-
- DeePbsp 3.0
- ~~~~~~~~~~~
- * DeePbsp is now DPMI and can handle any size level (see README.DOC).
-
- DeePbsp 2.7
- ~~~~~~~~~~~
- * The old DeePbsp is now BSP16 with a revision for large geometric areas
- (blockmap > 5000) and is there for anyone with DPMI issues they
- don't know how to resolve.
-
- It's a lot slower if your map has a large blockmap, otherwise, it's pretty
- quick. It also is limited to memory below the 640kb, so the total size of
- the WAD can't exceed MAP14 + 50 percent (estimated).
-
- This is normally a very large level, but some WADS were made for the faster
- machines out there and they can't be done by this program (or DeeP).
-
-
- DeeP 6.12
- ~~~~~~~~~
- * Complete help file can now be viewed from the startup (DOS/text) command
- line. This useful for beginners to view the complete file. With Edit
- mode, help is context sensitive, meaning it only displays relevant to
- the menu displayed.
-
- * TUTOR.DOC added for basic information on PWADs and how to use DeeP.
-
- * Option added to File Pulldown menu to Read PWAD file.
- Automatically selects the first level in a PWAD.
-
- * Left mouse button, if held down, activates select box and clears
- current selected objects (if you don't select any and additive select
- is off).
-
- * Added Snap-to-Grid option (so you can have grid and not snap to it)
- (/ command or top button). Objects can be moved anywhere you want.
-
- * User option lets you "select" sensitivity, scroll speed (the amount
- the map moves per edge shift) and mouse speed!
-
- * New response file option for testing WADs, lets you add external PWAD
- sprite/flat overrides while testing from DeeP.
-
- * Registered version displays overriding external PWAD graphics.
-
- * Revised Alt-F4 exits now just like Esc (no more default save name).
-
- * Next available tag is automatically shown.
-
- * Fixed French Palette spelling (pallete) and more typos on LineDefs.
-
-
- DeeP 6.11
- ~~~~~~~~~
- * Option to automatically create SideDefs/Sectors at same time as LineDefs.
-
- * Automatically use existing vertices when creating LineDefs.
-
- * Even better Thing and LineDef menus, prettier and faster.
-
- * Additional separation of LineDef and Thing types.
-
- * Revised LineDef descriptions (let us know any others or corrections).
-
-
- DeeP 6.10
- ~~~~~~~~~
- * All main options (textures, heights, sound, etc) can be set and saved
- within the DeeP.
-
- The only options left in the DeeP.INI file are basic startup for where
- the DOOM file is and the type of video driver (later!).
-
- * New option to suppress vertex overlap check (it's up to you) to speed
- things up for the experts.
-
- * New options to directly set the mouse/editing colors, grid, select rectangle
- and to set dashed or solid lines.
-
- * New option to automatically reload the last level and files each time.
-
- * New option to automatically restart in edit mode.
-
- * New option to remap the color palette. This lets you view HERETIC maps
- successfully!
-
- * If Scroll Lock is active, moving the mouse over the top menu bar
- automatically selects a pulldown menu. (An experiment for now to see how
- useful this might be.)
-
- * Automatic reload and restart of the last level you edited!
-
- * Automatic reload of up to 32 files you were working with!
-
- * Direct Node building.
-
- * Direct testing of DOOM levels.
-
- * Revised Menus for Things, LineDefs and Sectors. Things now show a picture
- of the object before you select it.
-
- * Additional verification checks for a valid pathname for saved files.
-
- * Quick buttons to clear, zoom and change the grid.
-
- * Clicking the pictures displayed on the bottom, directly edits them.
-
-
- DeeP 6.01
- ~~~~~~~~~
- * Point, click and drag LineDef creation.
-
- * Extra protection to keep you from wiping out a Grouped PWAD by accident.
- The old file name is NOT automatically the default.
-
- * F1 now also has context sensitive help for the first level of any menu
- item selected from the top (one level more than before). Eventually almost
- all levels (where it makes sense) will have help available.
-
- * Object "selection and dragging" is now smooth, without any jitter and a
- lot faster. The objects selects are outlined in RED.
-
- * Additional check from overlapping LineDefs and Vertexes when dragging Sectors.
-
- * New VGAONLY option in DeeP.INI for VGA only systems (either not VESA or not
- enough video memory.
-
- * Edit Changes show up on bottom information boxes when at first level of edit.
-
- * Where it makes sense, the menu options is left active, so you can search
- for the option desired without having to go back-and-forth.
-
- * Quick click of mouse button 2, puts you in edit mode for the object!
-
- * New ScrollDelay option for fast systems, so the map doesn't fly off the
- screen (yeah, I'm jealous of those guys too).
-
-
- DeeP 6.0a
- ~~~~~~~~~
- * Compatible with DOOM and DOOM II! No need to use two separate programs.
-
- * Even better memory management! Now huge levels (200K+) can be made using
- conventional memory and not run out of memory.
-
- At least 560k of DOS memory is suggested. A typical DOS 6.2 system should
- have 610k free, even with a CD driver, audio and network drivers.
-
- Of course if you have lot's of toys, this won't be true!. Try rearranging
- the sequence of your drivers if you are having trouble achieving this goal
- (those drivers that don't care when/where they load).
-
- The largest DOOM level is E2M7 and the largest DOOM II level is MAP14.
- Levels you create/modify may be larger than this. If you have about
- 630K available to run a DOS program, you will have about 100K free for
- MAP14 (the larger of the two). A typical level has about 170K free.
- The free memory is the amount available to expand the level.
-
- We are in the process of converting to a 32 bit DPMI version. We have to
- resolve some mouse driver and graphic issues.
-
- When that's done, direct graphics editing and whatever else you might
- suggest is then a realistic option. Right now, the memory is a real
- limit.
-
- * Default directory path for all PWAD files. You don't have to enter the
- complete path name if your PWADs are saved outside of the DOOM (or DeeP)
- directory.
-
- * The .WAD extension is automatically added if you don't enter an extension.
-
- * A grouped PWAD can be saved as a group again without having to read all
- the original files again (Registered version only).
-
- * PWAD files read in, are referenced by number so you don't have to key the
- whole name in (just the number), to examinine the structures.
-
- * The Registered version has complete DOS DIR support to help you find your
- glorious levels without exiting DeeP.
-
- * DeePbsp is included. DeePbsp is a DPMI version of TbsP, itself an improved
- node builder that was derived from the excellent BSP 1.2 by Colin Reed.
-
- DeePbsp is about 6 times faster than BSP and features a display to see how
- your level is progressing as it is being built.
-
- DeePbsp is automatically run by selecting "Yes" when asked whether you want
- the nodes built or not.
-
- DeePbsp COPIES the reject map "as is", so be sure to clear the reject area
- with DeeP when requested. We have read the info on what the reject is, but
- have not noticed behavior consistent with the literature available to us.
- You decide! (Let us know what you find out.)
-
- * Pictures of textures and monsters can now be seen as you're building the
- level! Instead of just text, you can see the monsters and textures you
- want to edit.
-
- * New search features have been implemented. Search for a thing, linedef
- type or the name of a texture and optionally replace!
-
- * Zoom now has auto-centering. When a linedef, thing, or sector has been
- highlighted, DeeP automatically centers the object when you zoom in (this
- will not occur when zooming out). This setting is optional and can be
- toggled with the \ key.
-
- * The "A" key toggles auto selecting of any object, letting you stay locked
- on an object.
-
- * F1 has context sensitive help for all the top menu items. The online help
- has been greatly expanded, since it now is in a separate file, much more
- information can be quickly referenced.
-
- * F10 now includes these new features:
-
- - Checks for cross-references, missing textures, and unclosed
- sectors....all with the press of ONE key!
- - Can automatically fix missing texture names.
- - Can automatically fix invalid texture names (when converting a DOOM
- level to DOOM II).
- - Additional error checking for linedefs that require tags. (Id could
- have used this on their original release!. A missing sector tag crashes
- the game.)
-
- * DeeP can read a DOOM level and convert it to a DOOM II level and
- convert a DOOM II level to DOOM in seconds.
-
- * Stairs can now be inserted into a sector.
-
- * Scrolling the map is now up to four times faster, since less objects are
- drawn. Less flickering occurs when scrolling since the top and bottom lines
- are not constantly erased.
-
- * Menus have been re-organized to make them easier to use.
-
- * All pictures in the DOOM and DOOM II wad files can be seen. At
- the DeeP prompt, press P and return to see them.
-
- * The size of vertexes and linedef arrows automatically adjust in size.
- When in a close zoom (4/1), the vertexes and arrows stay small, so that
- moving and selecting them in a zoom is easier.
-
- - A vertex is now a "dot" instead of an "X" so they are easier to view when
- many are close together. When two vertices overlap, they disappear,
- which makes them easier to spot (nothing shows at the intersection).
-
- - The size of the linedef arrows adjust according to the zoom factor so
- they don't obscure small objects.
-
- * The mouse is now the same for all VESA compatible video boards.
-
- * The mouse is now totally usable for ALL your work. Try scrolling the
- sprites and any of the textures!.
-
- * Clicking both buttons at the same time edits the object (as if enter
- was pressed).
-
- * Direct access to textures for linedefs and sectors. Click on the box
- containing the texture and you are in texture edit mode for the object!
-
- * Additional options to set the default PWAD directory and help file.
-
- * Direct DOS DIR functions with the DIRD command to quickly find your levels.
-
- * Print maps of any level at any available ZOOM factor.
-
-
- DeePbsp 2.6
- ~~~~~~~~~~~
- * DeePbsp now only complains about it's size being wrong, but continues to
- execute. A change in the program size indicates a serious error in the FAT
- file allocation or a virus! So try to find out why it's complaining.
-
- Start by reading the DeeP files README.DOC and DeeP.INI or HeeP.INI.
-
-
- Credits
- ~~~~~~~
- * Ted Knijfff for the filter selection, unpegged Y alignment and more...
-
- * Jim Quinlan for helping discover the DPMI problems ahead of time!
-
- * All the users for many good ideas and showing me what things were not
- clear just hope I don't forget them. (I'm sure you'll remind me.)
-
- * Those who wrote in a confused state made me change the intro screens
- and help system. Without those complaints, we'd never have known how to
- address the issues.
-
-
- The following people contributed to the original DEU program and thus should
- be recognized for their part in helping to make DeeP since they made our job
- a LOT easier:
-
- * Brendon Wyber
- The first version of DEU was written by Brendon Wyber.
- * Raphaël Quinet (quinet@montefiore.ulg.ac.be)
- Much of DEU was written by Raphaël Quinet.
- * Matt Fell (matt.burnett@acebbs.com)
- Author of the great Unofficial Doom Specs.
- * Steve Bareman (bareman@hope.cit.hope.edu)
- Rewrote the DEU documentation and wrote the DEU tutorial.
- * Jean-Serge Gagnon (jsg8a@acadvm1.uottawa.ca)
- Helped Steve with the docs and improved the DEU tutorial.
- * Trevor Phillips (rphillip@cc.curtin.edu.au)
- Original Textures viewer in 256 colors
- * Colin Reed (colin@argonaut.co.uk)
- Author of BSP node builder.
- * Dewi Morgan (D.Morgan@bradford.ac.uk)
- Original Drop-down menus and menu bar.
- * Will Ellett (wellett@cs.uah.edu)
- Configuration file and better command line parsing.
- * Sean Malloy (malloy@crash.cts.com)
- Improved display of the LineDef flags, etc.
- * Tobias Ringström (d2rinto@dtek.chalmers.se)
- Added the code to distribute floors and ceiling heights.
- * Robert Hodkinson (R.J.Hodkinson@bradford.ac.uk)
- Texture alignment (X offset).
- * Per Kofod (per@ollie.dnk.hp.com)
- Added the code to display the pointer coords.
- * Hank Leukart (ap641@cleveland.freenet.edu)
- Author of the DOOM FAQ. Publisher of Matt's Unofficial DOOM Specs.
-
-