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- | ||\ | ||___\ \ \ / / || | |
- | || \ | | ____ \ \ / / || | |
- | | \ \ | ||____\ \ \ / / || | |
- | |___\ | | |______ \ \/ / || | |____
- |_________| |_________\ \__/ _||_ |_______\
-
- User's Manual for Devil 1.02
- Last Updated 4/18/95
-
- This document is a modified and updated version of Boris' original
- BUILDLEV.DOC, REFMAN.ODC, and DEVIL.DOC from DEVIL version 1.01.
- Quite a bit of new info has been added, but if you look carefully,
- you can still find many of Boris' original words. In addition, be
- aware that any references to "I", "me", or such, could be a reference
- to Boris, Achim, or myself. Please accept my apologies for any sleep
- you might have lost worrying about it.
-
- Updated and Expanded by Chris Kotchey (CMKotchey@aol.com)
- Originally compiled by Boris Postler (ub0u@rz.uni-karlsruhe.de)
- DEVIL developed by Achim Stremplat (ubdb@rz.uni-karlsruhe.de)
-
- This article is (C) Copyright 1995 by Chris Kotchey and Boris Postler.
- All rights reserved. You are welcome to make copies and redistribute
- this article, as long as it is kept in its original form.
-
- DEVIL is (C) Copyright 1995 by Achim Stremplat. All rights reserved.
-
- All specific names included herein are trademarks: Descent,
- Interplay Productions, Parallax Software, Pentium, Intel, Id
- Software, Doom, OS/2, Microsoft Windows.
- Any trademarks not mentioned here are hypothetically acknowledged.
- I hope nobody wants to sue me but I may forget some of them.
-
- Disclaimers
- ~~~~~~~~~~~
- Parallax Software cannot and will not provide support for DEVIL.
- Parallax Software will not provide support for ANY file that has been
- modified or created by DEVIL.
- DEVIL will not allow you to modify the shareware version of DESCENT.
- (It may be allowed but we'll ask Parallax first.)
- The author of DEVIL will not provide support or be liable for damage
- caused by the use of DEVIL.
- It is illegal to distribute the registered version of the DESCENT.HOG
- file in any form, original or modified.
- The author of DEVIL reserve the right to add or remove any
- functionality of the DEVIL software.
-
- ----------------------------------------------------------------------------
-
- [*]. Introduction
- [*1] The Pulldown Menus
- [*2] Keystrokes
- [*3] Using Object Properties
- [A]. Moving and Looking Around
- [A1] Using the Mouse
- [A2] Using the Keyboard
- [B]. The Modes
- [B1] Cube
- [B2] Side
- [B3] Wall
- [B4] Point
- [B5] Thing
- [B6] Internal
- [C]. Selecting and Tagging
- [D]. Object Location and Orientation
- [D1] Cubes
- [D2] Sides
- [D3] Walls
- [D4] Points
- [D5] Things
- [E]. Macros - Introduction
- [F]. Adding/Deleting Objects
- [F1] Cubes
- [F2] Sides
- [F3] Walls
- [F4] Points
- [F5] Things
- [G]. Macros - Advanced
- [H]. Object Properties
- [H1] Cubes
- [H2] Sides
- [H3] Walls
- [H4] Points
- [H5] Things
- [I]. Special Things
- [I1] Reactor
- [I2] Exit
- [I3] Light
- [I4] Bitmap Manipulation
- [I5] "Direct" Editing
- [J]. Samples
- [J1] The Tutorial Levels
- [J2] The Demo Level
- [K]. Hints and Tips
-
- ----------------------------------------------------------------------------
-
- Part [*]. Introduction
-
- First, a guided tour of what you'll see in DEVIL:
-
- +----------------------------------------------+-------------------+
- | Pull-Down Menus | Tag Information |
- +----------------------------------------------+-------------------+
- | | |
- | Main Editing Window | Object Property |
- | | Information |
- | | |
- | | |
- | | |
- | +-------------------+
- | | Current |
- | | Object Indicators |
- | +-------------------+
- | | Mode Selectors |
- | +-------------------+
- | | Coordinates/ |
- | | Orientation |
- | +---------+---------+
- | | Move/ | Texture |
- | | Modify | Display |
- +----------------------------------------------+ Arrows | |
- | Input Area | | |
- +----------------------------------------------+---------+---------+
-
- To the left is a big Window: this is where your level is shown. The
- upper line consists of pull-down menus. To the right there are
- several displays: in the lower right the texture of the current side
- is shown. The arrows are for mouse-controlling. Below the arrows is
- an indication of whether you are in Modify or Move mode.
- Above that are the different editing modes: cubes, sides (a side is
- a cube-side with no adjacent cube), walls (a wall is a cube-side with
- an adjacent cube), points, things and internal. In the upper right
- corner the actual editing-mode is displayed and below that the
- properties and attributes of cubes/sides/walls/... (and so on).
-
- --[*1]------ The Pulldown Menus
-
- The pulldown menus are activated by pressing '[ALT]+highlighted
- letter' (for mouse-users now and for ever: just click on the one you
- want). The following is a list of the different menus and menu
- items, which will be helpful later as a reference, but won't make
- much sense the first time you read this document. Their full
- descriptions and explanations will be found throughout this document.
-
- * File
- - Load Level: To load a level for editing
- - Save Level: To save the current level
- - Play Level: To play the current level as it exists
- - Level Info: Displays statistics about the current level
- - Quit: To exit DEVIL
- * Move
- - Beam: Repositions point of view to current object
- - Align to...: Reorients point of view along and towards the
- selected axis.
- * Edit
- - Insert: Inserts an object or macro.
- - Special Insert: A special version of Insert.
- - Delete: Deletes currently tagged (selected) objects
- - Delete All: Delete all tagged objects in every mode. This
- is useful if you've inserted a macro the wrong way because
- it deletes all things, walls, and cubes. You are asked to
- confirm this decision.
- - Enlarge/Shrink: Zooms current view in or out
- - Grid On/Off: Toggles use of the grid for object positioning.
- If the grid is turned on, all moved points/things are snapped
- to the grid. The grid size is changed with 'g' and 'G'.
- - Set Exit: This allows you to set the exit side at the end
- of the exit corridor. The exit corridor starts with the
- exit door and ends with the exit side (it's the corridor
- DESCENT steers your glider through at the end).
- - Fit Bitmap: See description in section titled "Bitmap
- Manipulation".
- - Align Bitmaps: See description in section titled "Bitmap
- Manipulation".
- - Light Shading: See description in section titled "Light".
- - Make Room: Removes all common sides between tagged cubes
- to create a single room out of them. A common side is
- found if all four points are within "ConnD" from the
- "Internal" menu.
- - Recalculate Textures: See description in section titled
- "Bitmap Manipulation".
- * Macros
- - Make Macro: Creates a macro out of currently tagged cubes
- - Save Macro: Save the current macro to a file
- - Choose Macro: Loads a macro from a file for use
- - Insert Scaled: Inserts the cubes and walls of the current
- macro just as in 'Edit->Insert', but scale it with a given
- factor.
- - Insert Scaled, Fast: Insert current macro like in
- 'Edit->Special Insert', but scale it with a given factor.
- * Select
- - Tag: Tag current object (depending on current mode)
- - Tag All: Tag all objects of current mode (or untag all
- currently tagged objects)
- - Tag Special: Only used in two modes:
- * In point mode, tags all corners of the current point
- * In side mode, you can lock this side. This means the
- texture of this side is not calculated anymore if the
- shape of the side changes.
- - Tag Box: If box is off, draw 3D tag box on the last position.
- If box wasn't drawn before you do this, the tag box is
- inserted at the last loaded starting place as a cube with
- (30 * gridsize) as the size (direction of the starting place).
- If tag box is already on, tag all objects of current mode
- that lie within the box. (Cubes and sides are only tagged
- if they are completely within the box).
- - New Tag Box: If box is off, init the tag box (45 * gridsize)
- for your nose with size = (30 * gridsize) aligned on your
- current direction.
- - Use Cube Tag: In Side or Point mode, tags all sides/points
- of the tagged cubes (other tags in this mode are cleared).
- - Use Side Tag: In Point mode, tags all points of the tagged
- sides (other tags in this mode are cleared).
- - Choose Cube/Thing/Wall: Will prompt for the number of the
- desired object (depending on the current mode).
- - Goto Wall: Set the current cube and side to the cube and
- side with the current wall.
- - Next/Previous Cube/Thing/Side/Wall/Point: Changes current
- object (depending on the current mode) to the next, or
- previous object (as determined by their numeric sequencing).
- - Change to Sidecube: If the current cube has a neighbor
- cube at the current side, select this neighbor cube as the
- current cube.
- * Drawing
- - Each menu item toggles whether objects of that type are
- currently displayed on the screen. ('Drawing->X-tagged' is
- for turning on/off the extra lines in tag mode)
- * Info
- - Credits: Displays DEVIL credits and product information
- - Help Page: Displays a list of keyboard shortcuts
-
- --[*2]------ Keystrokes
-
- These hotkeys are available in every mode:
-
- [F1] activate help, cursor scrolls, any
- other key exits
- [CONTROL] + [SHIFT] + s/l save/load level
- [SHIFT] + [ESCAPE] end DEVIL (you're crazy! :)
- [SHIFT] + a/y increases/decreases sight
- NUMLOCK * / increase/decrease moving factor of
- yourself or of objects depending of
- the current mode (move/modify)
- NUMLOCK +/- increase/decrease zooming
- NUMLOCK 9/7 increase/decrease rotation angle
- [ALT] + g switch grid ON/OFF
- [SHIFT] + g increase grid size
- g decrease grid size
- [SHIFT] + m make macro
- [CONTROL] + m save macro
- m choose macro
- [CONTROL] + c/s/w/t/i/p changes mode
- [SHIFT] + c/s/w/t/p previous cube/side/wall/thing/point
- c/s/w/t/p next cube/side/wall/thing/point
- [CONTROL] + [SHIFT] + c/s/w/p/t enter number of current cube ...
- [SPACE] tag untagged object or
- untag tagged object
- [SHIFT] + [SPACE] tag all objects if none are tagged or
- untag all objects if one is tagged
- [CONTROL] + key command only for current object,
- ignore tagged objects
- [SHIFT] + key no side-effects
- [SHIFT] + [DELETE] delete all tagged objects (be careful
- with this one!)
- [END] insert exit wall in current side
- cursor up/down move in substructure-menu
- [RETURN] edit substructure
- f fit bitmap of current side (f also
- exits the bitmap-fitting)
-
- --[*3]------ Object Properties
-
- In the Object Properties menu on the right side, you see a "*" before
- the current entry. You can move this with 'cursor up' and 'cursor
- down' and change the entry with 'return', or simply click with the
- mouse.
-
- Sometimes when you select an item, the current menu is replaced by a
- list of possible choices. You can select an item from this list with
- 'space' or 'return' or the left mouse button. The old value is marked
- with a "#". You can scroll up and down with 'page up' and 'page down'
- or the right mouse button in the upper or lower half of the list, go
- to the top of the list with 'home' and to the end with 'end'. If you
- go to the line with the topic, you can enter a number which is not
- available on the list.
-
- If it is possible to select more than one item in a list, 'space' marks
- the item and 'return' ends the selection and changes the entry. With
- 'Esc' you can end the selection without changing the entry.
-
- If not explicitly stated, the change is done with all tagged objects.
- You can avoid this by pressing 'ctrl' when selecting the item.
-
- Some menu entries have side effects when changed. This means that
- DEVIL changes more than just the entry you've selected (see explanation
- of Walls). You can suppress side effects by pressing 'shift' when
- selecting the entry you would like to change You can also combine
- 'shift'+'ctrl' to change only the current object without tagged
- objects and without side effects.
-
- ----------------------------------------------------------------------------
-
- Part [A]. Moving and Looking Around
-
- The first thing about DEVIL you'll need to learn is how to move
- around and look at the object that you care about. It's a little
- tricky at first, but it gets easier the more you use it.
-
- On the lower right-hand side of the screen is a grid containing
- (usually) 7 "buttons" arranged like this:
-
- +----------+----------+----------+
- | / | A | 7 |
- | L | I | / |
- +----------+----------+----------+
- | | I | |
- | <- | V | -> |
- +----------+----------+----------+
- | |
- | Move |
- +--------------------------------+
-
- The bottom-most button starts out with the word "Move", and can
- be toggled between "Move" and "Modify". "Move" means you are going
- to move yourself, and "Modify" means you are going to modify an
- object in the window.
-
- Your current position and orientation are displayed as two sets
- of three numbers on the lower right-hand portion of the screen
- and look something like this:
-
- 0.5,0.0,-160.5
- 0.000,0.000,1.000
-
- The first set of three numbers is your current position as given
- by your X, Y, and Z coordinates. So, if your position is {0,0,100},
- you are currently "located" at point 100 on the positive Z-axis.
-
- The second set of three numbers is your current orientation. Each
- value in your orientation can be considered as the degree to
- which you are looking in that direction, with 1.000 indicating
- you are looking straight down the positive axis (with higher
- numbers going away from you, and -1.000 indicating you are looking
- straight down the negative axis (with smaller numbers going away
- from you).
-
- A new feature of v1.02 is a small wire-frame that lies to the right
- of the location/orientation numbers. This can help you determine
- your current viewing orientation. The Red axis is the positive X-axis.
- The White axis is the positive Y-axis. The Yellow axis is the
- positive Z-axis. (Thanks Achim! - This is proof that he listens to
- suggestions!)
-
- In your default orientation (where you are when you load the
- NEW.rdl level file), you are at orientation {0.000,0.000,1.000}
- (looking up the Z-axis). When you begin in this default
- orientation, the X-axis runs from left to right, the Y-axis
- runs bottom to top, and the Z-axis runs into the display.
-
- After starting in your default orientation, there is no visible
- indication (other than the level structure you see in the main
- viewing area), what your "rotational" orientation is.
-
- --[A1]------ Using the Mouse
-
- With the bottom-most buttons set to "Move", your movement and
- view is altered in the following ways, depending on which mouse
- button you use when you click on each of the six arrow buttons:
-
- Arrow Icon Left Button (1) Right Button (2)
- ---------------- -------------------- ------------------
- Up Tilt nose DOWN Slide Up
- (view rotates up) (view slides down)
- Down Tilt nose UP Slide Down
- (view rotates down) (view slides up)
- Left Turn nose RIGHT Slide Left
- (view rotates left) (view slides right)
- Right Turn nose LEFT Slide Right
- (view rotates right) (view slides left)
- Up/Right Spin CLOCKWISE (view Slide Forward
- spins counter-wise) (view "grows")
- Down/Left Spin COUNTER-C-WISE Slide Backward
- (view spins clockwise) (view "backs away")
-
- --[A2]------ Using the Keyboard
-
- On the keyboard, the movement commands are: (you have to switch
- the NUMLOCK ON):
-
- A/Y (perhaps Z ?) forwards/backwards (sorry, german keyboard)
- 1/3 banking
- 2/4/6/8 turn around
- [SHIFT]+2/4/6/8 gliding
-
- IMPORTANT: when I refer to NUMLOCK ON or OFF, I assume that you
- change the Move/Modify-mode ONLY with your NUM-key.
-
- ----------------------------------------------------------------------------
-
- Part [B]. The Modes
-
- There are 6 different "modes" in DEVIL. Each mode is used to add
- objects of different types, and to change the properties of
- different types of objects. Each of the 6 modes is described
- separately.
-
- You change modes by pressing [CONTROL] and the first letter of the
- mode that wish to be in. Side mode would be '[C]+S', '[C]+P' for
- point-mode, and so on. You will notice that every time you change
- the mode the display in the upper right corner will change to
- display your current editing possibilities.
-
- Some actions act different in different modes, e.g. INSERT in cube-
- mode inserts a macro, in thing-mode a thing and in point-mode ....
- NO! Not a point. You can't insert points :).
-
- Each mode has a different set of attributes and properties. You
- change the properties using the cursor-keys and [RETURN]. (Ok, ok:
- for mouse-users: just move the little arrow to the property you want
- to change and press a mouse-button.) Then you got either another
- menu (e.g. of different robots) or you have to enter a number.
-
- --[B1]------ Cube Mode
-
- Cube Mode allows you to change the properties of a cube as a whole,
- and to add or delete entire cubes. Some properties include the
- room type, average cube lighting, and average point lighting.
-
- For experienced WAD-builders: cubes are sth. like sectors (not quite
- right: while it was possible to divide a sector in parts that are not
- connected, this is not allowed with cubes). A cube has always eight
- corners but you may arange these points (almost) as you want. You have
- to keep in mind:
- * Cubes need to be convex. Well, what does that mean? That means,
- you can draw a line from every point inside the cube to every
- other point and this line DOES NOT LEAVE THE CUBE. This is
- important for DESCENT. Let me show you some examples:
- ________ __________ ___ ___
- | | \ / \ \ / /
- | | \ / \ \/ /
- YES:| | CLOSE THING: \ / NO: \ /
- | | \ / \ /
- |________| \/ \/
-
- Luckily, DEVIL handles this thing automatically, so you won't have
- to be bothered.
- * Take a normal cube and push one corner inwards. This will not
- only make the cube 'lesser convex' but it will also bent the
- adjacent sides of the cube (try it for yourself). DESCENT has
- problems with highly bent walls (e.g. the laserbolts won't
- collide with the wall) but DEVIL won't allow such walls and
- will refuse to move a point further.
- You don't have to think about wether or not this cube is allowed be-
- cause DEVIL does it for you (thanks, Achim!). I just mentioned these
- problems so that you can understand why DEVIL refuses to execute a
- command.
-
- A "standard cube" is 20x20x20 in size. The level "new.rdl" is an
- example of such a cube.
-
- --[B2]------ Side Mode
-
- Side Mode allows you to change the properties of one particular
- side of a cube. Some properties include the texture(s) of the
- side, and the average point lighting.
-
- A side has allways a texture, a wall may have a texture. Textures in
- DESCENT are a bit more 'powerful' than in DOOM (they are not only
- textures). E.g. the lava-texture behaves like lava, this is only
- because of the texture.
-
- --[B3]------ Wall Mode
-
- Wall Mode allows you to change the properties of one particular
- wall, and to add or delete walls. Walls are sides that are shared
- by two cubes and can otherwise be called doors (which open and
- close) or switches (which cause other things to happen). Some
- properties of walls include the wall type, the open/close
- behavior, the key required, the objects it "activates" (if it's
- a switch), the hit points (how much does it have to be shot to
- destroy it), and the texture(s).
-
- --[B4]------ Point Mode
-
- Point Mode allows you to change the properties of a particular
- point. Some properties of a point include the X, Y, and Z co-
- ordinates, and the lighting.
-
- --[B5]------ Thing Mode
-
- Things are everything else in the game that makes it fun. Thing
- Mode allows you to change the properties of a thing. There are
- several types of things: items (like power-ups and weapons),
- robots (the bad guys), hostages (the innocent victims), the start
- location(s), and the reactor. Different things have different
- properties, so I won't mention them yet.
-
- --[B6]------ Internal Mode
-
- Internal Mode allows you to change different behaviours of the
- DEVIL editor itself, such as how far to move something each time
- you click, how much to rotate an object, how much you can see,
- and so on.
-
- The properties that can be modified are:
-
- Property Description
- ------------- -----------------------------------------------
- Zoom Your magnification factor (this is NOT the same
- as sliding foward/backward).
- ZoomS The factor the zoom factor (Zoom) is multiplied/
- divided by when you press '-' (shrink) or
- '+' (enlarge).
- Visib. How far into the distance you can see
- VisiS. The factor the visibility (Visib.) is
- multiplied/divided by when you press
- '[S]+a' (see more) or '[S]+z' (see less).
- Movef. How far you move when you move
- PMovef. How far a point is moved when you move them
- MoveS The factor Movef and PMovef is multiplied/divided by
- when you press '*' (multiply) or '/' (divide).
- Angel (We'll forgive Achim's spelling mistake) Rotation
- angle when you turn yourself.
- PAngel Rotation angle for objects
- AngelS The multiply/divide factor for Angel and PAngel when
- you press '7' (divide) or '9' (multiply).
- Grid Size of the grid. When "on", the grid forces points
- to exist on an angular grid.
- GridS Factor for changing the size of the grid when 'g'
- (multiply) or 'G' (divide) are pressed.
- ConnD. The maximum distance for two points when you try
- to connect them using 'Del' in side mode, or when you
- use "make room" feature.
- UConn. The maximum distance for two points when you try
- to connect them with while inserting a macro and
- when using 'Shift+Del' in side mode.
- clickangle The angle of the clicking beam: as you increase it,
- it will be easier to hit something; if you decrease
- it, you have a better chance to hit one of two things
- near together. (Note: be careful...this is the cosine
- of the angle from your mouse point).
- thingsize Size of the symbol for the things in the edit window.
- door bend How much the middle of the "X" representing a wall
- (door) is bent away from the side it occupies.
- xpos Current position on X-axis
- ypos Current position on Y-axis
- zpos Current position on Z-axis
- map angle With "Drawing->Lines" turned off, this value controls
- the number of lines that are actually drawn. All lines
- between two sides are drawn when the angle between the
- two sides is larger than this angle. This is the
- cosine of the angle.
-
- ----------------------------------------------------------------------------
-
- Part [C]. Selecting and Tagging
-
- DEVIL uses colors to illustrate the current cube, side, point, wall,
- and/or thing that is selected, as well as the cubes, sides, etc.,
- that are tagged. In DEVIL, and object can be the "current"
- object (of which there can only be one), and can be one of several
- "tagged" (selected) objects.
-
- The current cube, wall, or thing is displayed in green. The current
- point is shown by a 3-dimensional red "X". The current side is
- shown as a 4-sided polygon (typically a square) with one side
- yellow, one side purple, and two red sides. The yellow line
- indicates the "top" of the side (as far as textures are concerned)
- and the purple side indicates the "left" of the side (as seen
- while standing within the current cube).
-
- Choosing the current cube can be done in several ways:
- - Using the mouse, click the right mouse button (2) on a
- corner of the desired cube.
- - Press 'c' to set the next cube (in numerical order) as the
- current cube. (or choose "Next Cube" from the pulldown)
- - Press 'C' ('[S]+c') to set the previous cube (in numerical
- order) as the current cube. (or choose "Previous Cube" from
- the pulldown)
- - Press '[C]+c' and type in the number of the cube you wish
- to make current. (or choose "Choose Cube" from the pulldown)
-
- Once the current cube has been chosen, the desired cube side
- can be made the current side in several ways:
- - Press 's' to set the next cube side (in numerical order) as
- the current cube side.
- - Press 'S' ('[S]+s') to set the previous cube side (in
- numerical order) as the current cube side.
-
- With the current side chosen, the desired point can be made the
- current in several ways:
- - Press 'p' to set the next point (in numerical order) as
- the current point on the current side.
- - Press 'P' ('[S]+p') to set the previous point (in
- numerical order) as the current point on the current side.
-
- A handy feature exists to make current a cube that is next to your
- current cube. With one side selected as current, pressing the '0'
- (zero) key will make the cube that is adjacent to the current cube
- via the current side the new current cube.
-
- Choosing the current wall can be done in several ways:
- - Using the mouse, click the right mouse button (2) on the
- 'X' that denotes the side of the wall you are interested
- in while holding down the [C] (control) key.
- - Press 'w' to set the next wall (in numerical order) as
- the current wall.
- - Press 'W' ('[S]+w') to set the previous wall (in
- numerical order) as the current wall.
-
- Choosing the current thing can be done in several ways:
- - Using the mouse, click the lef mouse button (1) on the
- thing you are interested in while holding down the [C]
- (control) key.
- - Press 't' to set the next thing (in numerical order) as
- the current thing.
- - Press 'T' ('[S]+t') to set the previous thing (in
- numerical order) as the current thing.
-
- An object that is tagged is shown in blue. (Note that it may be
- difficult to determine if a current object is also tagged because
- only one color can be used at a time!) For many of the operations
- in DEVIL, only those objects that are tagged will be affected by
- the chosen operation.
-
- The type of object tagged is the same as the current mode. Thus,
- only cubes can be tagged while in cube mode, and so on.
-
- There are many ways to tag objects, and some (as many as I've
- figured out how to use) are listed here:
-
- - The current object is tagged/untagged by pressing the spacebar.
- - '[S]+space' either untags all currently tagged objects, or
- tags all items of the specified type if none are tagged.
- - A 3-D "tag box" can be activated with 'B'. A red 3D box will
- appear in the level and there is another move mode for changing
- the position and size of this box. Pressing 'b' will then tag
- all objects within the red box. This method is not very useful
- (even Achim agrees), mainly because it's difficult to tell what
- is inside the box.
- - A similar 2-D tag box is available by clicking with the left
- mouse button while holding down the shift key. A 2D box can
- then be drawn. All objects within this 2D box (extending
- forward and backward to infinity) will be tagged.
-
- ----------------------------------------------------------------------------
-
- Part [D]. Object Location and Orientation
-
- If you want to move something else instead yourself you have to
- switch the NUMLOCK OFF (or click on the button below the arrows).
- Or, click on the "Move/Modify" button until the setting is
- "Modify". This allows you to move/rotate objects instead of
- yourself.
-
- You can only modify tagged objects. Therefore, you need to
- determine what you are going to modify ahead of time, and tag
- all those objects you are going to alter. The objects moved/
- modified also depend on the current mode.
-
- NOTE: Normal objects are moved relative to your point of view but
- things with orientation (starts, robots, and the reactor) are
- steered (just like you would fly them).
-
- --[D1]------ Cubes
-
- With the desired cube(s) tagged while in cube mode, the following
- modifications apply (mouse clicks are described):
-
- Arrow Icon Left Button (1) Right Button (2)
- ---------------- -------------------- ------------------
- Up Nothing. Slide tagged cubes
- UP (with respect
- to current view).
- Down Nothing. Slide tagged cubes
- DOWN (with respect
- to current view).
- Left Rotates (banks) tagged Slide tagged cubes
- cubes with respect to LEFT (with respect
- the current side. to current view)
- Right Rotates (banks) tagged Slide tagged cubes
- cubes with respect to RIGHT (with respect
- the current side. to current view).
- Up/Right Rotates (banks) tagged Slide tagged cubes
- cubes with respect to AWAY (with respect
- the current side. to current view)
- Down/Left Rotates (banks) tagged Slide tagged cubes
- cubes with respect to NEARER (with respect
- the current side. to current view)
-
- When modifying cubes, the tagged cubes are moved/rotated as a
- single unit. THE CURRENT CUBE IS ALSO CONSIDERED TO BE TAGGED!
-
- When using the keyboard, however, the 1/3 keys rotates the cubes
- with the current cube. The 4/6 keys do not include the current
- cube in the rotation (unless, of course, it is also tagged).
-
- --[D2]------ Sides
-
- With the desired cube side(s) tagged while in side mode, the
- following modifications apply (mouse clicks described):
-
- Arrow Icon Left Button (1) Right Button (2)
- ---------------- -------------------- ------------------
- Up Nothing. Slide tagged sides
- UP (with respect
- to current view).
- Down Nothing. Slide tagged sides
- DOWN (with respect
- to current view).
- Left Nothing. Slide tagged sides
- LEFT (with respect
- to current view)
- Right Nothing. Slide tagged sides
- RIGHT (with respect
- to current view).
- Up/Right Nothing. Slide tagged sides
- AWAY (with respect
- to current view)
- Down/Left Nothing. Slide tagged sides
- NEARER (with respect
- to current view)
-
- When modifying sides, ONLY tagged sides are affected.
-
- --[D3]------ Walls
-
- Wall location/orientation cannot be altered.
-
- --[D4]------ Points
-
- With the desired point(s) tagged while in side mode, the
- following modifications apply (mouse clicks described):
-
- Arrow Icon Left Button (1) Right Button (2)
- ---------------- -------------------- ------------------
- Up Nothing. Slide tagged points
- UP (with respect
- to current view).
- Down Nothing. Slide tagged points
- DOWN (with respect
- to current view).
- Left Nothing. Slide tagged points
- LEFT (with respect
- to current view)
- Right Nothing. Slide tagged points
- RIGHT (with respect
- to current view).
- Up/Right Nothing. Slide tagged points
- AWAY (with respect
- to current view)
- Down/Left Nothing. Slide tagged points
- NEARER (with respect
- to current view)
-
- When modifying points, ONLY tagged points are affected.
-
- --[D5]------ Things
-
- Things are represented by a special symbol in the viewing window
- that indicates it's orientation. In addition, different things
- have different symbols.
-
- Things like the start points, and the reactor are displayed like a
- folded piece of paper that forms sort of a 3-D triangle. The "fold"
- is the "up" direction, and the thin point is the "front" of the
- thing. (Try it out, you'll see what I'm talking about).
-
- Things are moved just like changing your own orientation. In other
- words, things are modified with respect to their own orientation.
- See "Moving and Looking Around" for the appropriate mouse commands
- and keystrokes.
-
- ----------------------------------------------------------------------------
-
- Part [E]. Macros - Intro
-
- Macros are the basis for creating new levels. In simple words, a
- macro is a collection of cubes, sides, walls, and points that are
- grouped together so they can be inserted and/or modified as a
- single unit.
-
- Macros are grouped into one of 5 categories to help you find the
- right one you're looking for. The categories, with the default
- macros (the ones that came with DEVIL) are as follows:
-
- - Others
- - Single Cubes
- CUBE1.RMC (StandardCube)
- - Corridors
- LONGCORR.RMC (LongCorridor)
- - Intersections
- - Rooms
- BIGBALL.RMC (BigBall)
- DOME.RMC (Dome from Level 7)
-
- When a macro is created, one of the sides was the current side.
- When you insert a macro (i.e. when you add cubes and such to your
- level), the macro is inserted into your level with your current
- side occupying the same space as what was the current side of the
- macro. (The orientation and alignment of the macro will be
- discussed in "Macros - Part 2")
-
- The following steps will illustrate how macros are chosen and
- used to add cubes to a level:
-
- * Select the existing cube to which you want to add more
- cubes.
- * Select a side on the cube that is not attached to anything.
- This is where the new cubes will be added.
- * From the Macros pulldown, select "Choose Macro", or simply
- type "m". This will display the list of macro groups on the
- right-hand side of the screen.
- * Using the arrow keys or the mouse, select the "Corridors"
- group with the enter key or the mouse button. Then, select
- the "Long Corridor" macro (LONGCORR.RMC).
- * While in cube mode, and with the desired side set as current,
- press 'Insert'. This inserts the new cubes from the macro and
- aligns the current side with what was the current side within
- the macro. At this point, the new cubes are added, but the
- the new cubes are not connected with the original cube. The
- cubes can be connected by either deleting the side that is
- common between the cubes, or by pressing '[S]+Insert' instead
- of simply 'Insert'. This has the added affect of deleting the
- connecting side for you. ("Macros - Part 2" explains why
- you might not want it to connect them for you right away)
- * Note that the new cubes are tagged automatically. This allows
- you to delete all the inserted cubes easily if you made a
- mistake. When you are satisfied with the new cubes, press
- '[S]+space' to untag the cubes.
-
- ----------------------------------------------------------------------------
-
- Part [F]. Adding/Deleting Objects
-
- --[F1]------ Cubes
-
- See "Macros - Intro" and "Macros - Part 2" for insertion
- instructions.
-
- To delete cube(s), simply go into cube mode, tag all cubes you
- wish to delete, and press the Delete key. If two cubes are
- connected, and one of the cubes is deleted, the "open" side of
- the remaining cube is automatically "filled in" with the rock001
- texture.
-
- In cube mode, the following pulldown menus have special meaning:
-
- 'edit->insert': Insert the current macro on the current side. The macro
- is inserted in a way that the point which was the current point when
- creating this macro lays on the current point. After inserting the
- macro all objects of the macro are tagged.
- 'edit->insert special': Insert the current macro like in 'edit->insert'
- but also connect the side from the macro with the side of the level.
- The shape of the side of the macro is changed if they don't fit
- together and if DEVIL can find the points belonging together.
- 'edit->delete': Delete all tagged cubes. On the sides where they have
- neighbour cubes is a standard-side inserted. If there's a wall in
- the cube, the cube is not deleted.
- 'edit->enlarge': Make the current cube bigger. The center of the cube is
- calculated and then the distance of all points to this center is
- multiplied with the zoom factor (ZoomS. in 'internal'-menu).
- 'edit->shrink': Make the current cube smaller. Same as enlarge but
- with dividing instead of multiplying.
- 'macros->insert scaled': Insert the current macro like in
- 'edit->insert', but scale it with a given factor.
- 'macros->insert fast,scaled': Insert the current macro like in
- 'edit->fast insert', but scale it with a given factor.
-
- --[F2]------ Sides
-
- A given side can only be added or deleted if it is shared by two
- adjoining cubes. Deleting a side effectively connects the two
- cubes (thus allowing you to fly from one to the other), while
- inserting a side divides the cubes into two "rooms".
-
- To insert a side, simply press 'Insert' with the current side set
- to the location where the side is to be added, while in side mode.
-
- To delete a side, tag the desired side while in side mode with
- one of the two cubes selected as current. Then, set the other
- cube to current, and set the same side you just tagged as current.
- Press '[S]+Delete'.
-
- A quick way to join many cubes into a single room by deleting all
- adjoining sides is to tag all desired cubes, and then press F3
- (or select "Make Room" from the "Edit" pulldown) to create a
- single "room" out of the tagged cubes.
-
- In side mode, the following pulldown menus have special meaning:
-
- 'edit->insert special': If the current side is a connection between two
- cubes, you insert a side in both sides of the cubes, therefore
- you kill the connection. You don't double the points this way,
- so if you move the point belonging to one of the both cubes you still
- also change the other cube (you can avoid this with 'fast insert'
- or with inserting points). You can't do this with sides with walls.
- 'edit->insert': Like 'insert special' but the cubes are seperated
- completely, so you can move one of the cubes independent from the
- other one.
- 'edit->delete': Delete all tagged sides&the current side, therefore
- make connections between the side which is tagged and an opposite side
- which DEVIL tries to find. If DEVIL doesn't find this side, try to
- make the connection more obvious (the distance between the points
- smaller, the maximum distance is ConnD. in the internal menue).
- 'edit->special delete': Connect the side which is tagged with the
- current side. DEVIL tries to find the corresponding points. If the
- connection is ambiguous, try to make the connection more obvious
- (the distance between the points smaller, the maximum distance is
- UConn.).
- 'edit->enlarge': Make the current side bigger. The center of the
- side is calculated and then the distance of all points to this
- center is multiplied with the zoom factor (ZoomS.).
- 'edit->shrink': Make the current side smaller. Same as enlarge but
- with dividing instead of multiplying.
-
- --[F3]------ Walls
-
- Walls are inserted into empty sides that connect two cubes.
-
- To insert a wall, set the desired side as the current side, and
- press 'Insert' while in wall mode. (The existing side must have
- been deleted prior to inserting the wall).
-
- To delete a wall, simply tag the walls you wish to be deleted,
- and, while in wall mode, press 'Delete'. Deleting one side of
- a wall deletes both sides (i.e. you only have to tag one of the
- two "X's" that make up the wall).
-
- In wall mode, the following pulldown menus have special meaning:
-
- 'edit->insert': Insert a standard wall at the current side.
- 'edit->delete': Delete all tagged walls.
-
- --[F4]------ Points
-
- As far as I can determine, points cannot be inserted or deleted
- except by inserting or deleting the cubes that define the points.
-
- In point mode, the following pulldown menus have special meaning:
-
- 'edit->insert': If you do this with a point which is involved in more
- than one cube, all sides of the current cube depending on this point
- are inserted, so you can move this point independent from the other
- cubes.
-
- --[F5]------ Things
-
- To insert a thing, set the cube into which you wish the thing to
- be placed as current, and, while in thing mode, press 'Insert'.
-
- To delete a thing, tag the desired thing and, while in thing mode,
- press 'Delete'.
-
- In thing mode, the following pulldown menus have special meaning:
-
- 'edit->insert': Insert the standard item.
- 'edit->delete': Delete all tagged items.
-
- ----------------------------------------------------------------------------
-
- Part [G]. Macros - Part 2
-
- A few words should be said about the alignment of cubes when you
- are inserting with a macro. When you make a macro, DEVIL remembers
- the side and point that are "current".
- When you insert a macro, DEVIL takes the current point and side and
- tries to mend these with the point and the side of the macro. DEVIL
- will therefore turn the cube in the macro to match the two points
- and sides. A side effect of this "feature" is that the macro that
- you inserted may appear rotated 90 or 180 degrees from the position
- that you think you wanted. To remedy this situation, you can do
- one of two things:
-
- - Use the normal insert feature (i.e. just pressing 'Insert',
- and not '[S]+Insert') to insert the macro. Then, with all
- the inserted cubes tagged, use the Modify arrows to rotate the
- cubes to their desired orientation. You can then manually
- delete the side between your new and existing cubes.
-
- - Simply delete the macro you just inserted (all the cubes of the
- macro will still be tagged), change the current point to a
- different corner of the current side, and re-insert the macro.
-
- To create a macro, tag all cubes that you wish to become a part of
- your new macro. Then, set the current point and current side to
- the location where you would like to define as the attachment side.
- To make the macro, press 'M', or select "Make Macro" from the
- "Macros" pulldown. This creates the macro, but DOES NOT SAVE IT.
-
- Once you've made your macro, you have two options: Use your macro
- as you wish by inserting in cube mode, or save your macro for
- future use. To save your macro, press '[C]+m', or select "Save
- Macro" from the "Macros" pulldown. You will be prompted for the
- filename into which the macro will be saved, along with a short
- text description to help you remember what the macro is. Then,
- select the macro group under which the macro will be catagorized.
-
- When inserting macros, two other features are available:
-
- - Insert Scaled allows you to scale your macro up or down to
- let you insert big or little versions of your saved macro.
- - Insert Fast, Scaled automatically deletes the connecting side
- along with allowing you to scale the size of your macro.
-
- ----------------------------------------------------------------------------
-
- Part [H]. Object Properties
-
- --[H1]------ Cube Properties
-
- With a cube selected (or several cubes tagged), there are a variety
- of properties that can be altered. These properties are listed in
- the upper right-hand portion of the screen. To alter a property,
- click on the desired property to see a list of available choices.
- Some cube properties are:
-
- * Cube Type
- - Normal: A normal cube.
- - Fuel Center: An energy station ("value" has no further
- meaning).
- - Repair Center: doesn't work
- - Producer: A materialization center produces 3 robots and
- can be triggered via a switch 3 times.
- When the cube is changed to producer you'll have to enter
- the kind of robot(s) this producer shall produce. You can
- mark more then one type (with [SPACE]) and press [RETURN]
- when you're done. DESCENT will choose one of the given robot-types when a robot appears.
- - Reactor: You must set the cube containing the reactor to
- this type. DEVIL will warn you if you try to save a level
- with a reactor that is not in a reactor cube.
- * Cube Lighting: The light in the inner cube. Robots and other
- things (items, other players, etc.) are affected by this.
- * Average Point Lighting: The average of the light in the corners
- of this cube. If you change this value, the light of all corners
- of this cube is changed to the given values.
- * Value
- * Producer Data (for Producers...what type of robots it makes)
-
- --[H2]------ Side Properties
-
- With a side selected (or several sides tagged), there are a variety
- of properties that can be altered. These properties are listed in
- the upper right-hand portion of the screen. To alter a property,
- click on the desired property to see a list of available choices.
- Some side properties are:
-
- * Textures
- * Origin for T2: You can turn the second texture around 0, 90,
- 180, or 270 degrees on the first texture.
- * Average Point Lighting: The average of the light in the corners
- of this side. If you change this value, the light of all corners
- of this side is changed to the given values.
-
- Each side has two textures: texture 1 is the 'main' texture, texture
- 2 overlays the first texture. Texture 2 is used for lights, monitors,
- doors, signs,... The complete texture (1+2) is shown in the lower
- right corner. The orientation of the texture is shown by the two
- blue lines on the current side and on the image of the textures. You
- can change the orientation of the second texture (e.g. to level
- monitors). You can also change the orientation of the whole side
- using 'fit bitmap' (in the pulldown-menu or hotkey 'f').
-
- Texture changing is easy: just switch to side-mode and choose
- texture 1 or 2. Texture 2 is used for signs, monitors or lights.
- It will lay on top of texture 1 (and you can change it's alignment
- on top of texture 1). Some textures (like lava) are special.
- These are handled automatically by DESCENT (it's a GREAT game).
- Change some textures and notice that when you change texture 1,
- texture 2 (the lights) will remain the same. You may want to change
- the orientation of the second texture: do that with 'change
- orientation'.
-
- --[H3]------ Wall Properties
-
- With a wall selected (or several walls), there are a variety
- of properties that can be altered. These properties are listed in
- the upper right-hand portion of the screen. To alter a property,
- click on the desired property to see a list of available choices.
- A wall may have max. two functions (or none): door and switch.
- Some wall properties are:
-
- * Wall Type
- - Blow Door: standard jail door
- - Normal Door
- - Only Texture: like "floating stars" in energy stations
- - Only Switch: nothing visible, but triggers something
- - Shoot Through: but cannot fly through...like windows,
- grates, ventilators, etc.
- * Open/Close Behaviour
- - stay open, laser: once opened, this door stays open
- - stay open, switch: can only be opened with switches or
- at the end of the level
- - open/close w. laser: standard door, closes after a few
- seconds
- - open/close w. switch: same as with laser, only with switch
- * Key Requirements
- * Switch Behaviour (i.e. what does it "activate")
- - no switch (default)
- - alternate/normal exit: when this switch is activated, the
- computer will attempt to steer the ship to the exit-wall
- (ends level) If set to "alternate exit", the next level
- loaded will be the secret level specified in your .MSN file.
- If set to "normal exit", the next level loaded will be the
- next level in your .MSN file.
- - producer/doors: Causes all currently tagged producers/doors
- to be activated by this switch.
- - Switches: Displays how many producers/doors are triggered
- by the switch. Triggered objects are displayed in Red.
- * Hit Points (for Blow Doors...how hard it is to blow it up. A
- typical blow door..such as the jail door in Level 1...has 100
- hit points)
- * Animation
- * Textures
-
- The doortype defines the animation sequence. This is only needed for
- doors. Since it works with side effects (see below) there may be some
- minor problems (well, I've had some but maybe I'm just a bit clumsy).
- Concerning switches: when you want to trigger an event (start
- producing robots or open door(s)), first insert the switch-wall. Then
- tag all objects you want to trigger (cubes for producers and doors
- for doors). Then go again to the switch and change the switch to the
- event. It will show how many objects are affected. If you want to add
- another object, you have to tag all previous objects as well; if you
- want to trigger the event with another switch just do the same
- procedure again ... and again ... and again ...
-
- Some properties, such as the Wall Type, affect both sides of the
- wall. Some properties, such as the Hit Points, must be set for
- each side of the wall. (For example, you can create a Blow Door
- that is very easy to destroy from one side, but very difficult
- from the other).
-
- A wall has two sides and so it has two doors and switches (one for
- each side). Therefore you can trigger different events depending on
- your flight-direction (remember the first time you entered the Big
- Boss room in Level 7?). When you want to trigger an event by flying
- through a corridor from the left to the right, you should set the
- switch to the left side (see demo level for examples).
-
- IMPORTANT: Doors that are opened with switches can't be opened with
- laserbolts (normaly). So if you got a door of the type 'open/close
- with switch' it may happen that the player is trapped without the
- possibility to trigger the switch again. So be sure to make the other
- side of such a door 'open/close w. laser'. You have to press the
- [SHIFT] key to prevent the side effect (if you don't, DEVIL will
- change both sides).
-
- The alternate exit-switch is only of use when you're in a level which
- has an alternate exit (this is e.g. level 10 for secret level 1). When
- you use it in level 1 it will just end the level and go to level 2.
- An exit-corridor isn't needed for this kind of exit because DESCENT
- doesn't steer the ship after passing the alternate exit: the level
- just ends.
-
- --[H4]------ Point Properties
-
- With a point selected (or several points), there are a variety
- of properties that can be altered. These properties are listed in
- the upper right-hand portion of the screen. To alter a property,
- click on the desired property to see a list of available choices.
- Some point properties are:
-
- * Position
- If the grid is switched ON, all points will lay on the grid.
- If you try to move a point but can't, the moving factor is below
- the gridsize.
- * The coordinates of the point on the texture that is present
- on the current side. (These are the txt-x and txt-y properties,
- which are typically altered when the Fit Bitmap feature is
- used to place the shape of the side on the bitmap).
- * Lighting: The amount of light present at the given point.
-
- --[H5]------ Thing Properties
-
- With a thing selected (or several things), there are a variety
- of properties that can be altered. These properties are listed in
- the upper right-hand portion of the screen. To alter a property,
- click on the desired property to see a list of available choices.
- Some thing properties are:
-
- * Thing Type
- - Robot
- - Item
- - Start & Co-op Starts
- - Reactor
- - Hostage
- * Robot "Drop" Behaviour
- - Nothing: robot destroyed -> no item
- - Default: robot destroyed -> "random item" (depends on type of
- robot, mostly energy boost and shield) (Which item and how
- many is probably defined in the .POF files).
- - Robot: Yes, a destroyed robot can drop more robots..and
- it can drop many of them!
- - Item: You can customize what a robot drops, and how many
- items it drops.
- * Robot Beahviour (Hide, Sit Still, etc.)
- * Player Number (to which player does the thing pertain)
-
- An Item consists of an effect and a graphic which may differ. So you
- can make an energy boost and disguise it as mega-missile. The default
- for an energy boost is, of course, energy boost.
-
- When you choose 'drop item' you can select the item out of a list.
- The drop number is the number of this thing the robot drops when
- destroyed. It may vary between 0 and 127. (DESCENT will become a bit
- slow when 127 items are on screen). Ever destroyed a class 1 drone
- and recieved 127 mega-missiles? :)
-
- ----------------------------------------------------------------------------
-
- Part [I]. Special Things
-
- --[I1]------ Reactor
-
- The reactor is your goal. When you destroy it, you have 50 seconds
- to leave the level through the defined exit(s), or you parish
- along with everything else. In Descent, there are two ways (that I
- have figured out) that the reactor can be defined.
-
- * The most common type of reactor is simply the Reactor thing,
- which looks a bit like the old MCP in the movie "Tron". Such
- a reactor is inserted as any other thing, but has the
- additional requirement of needing to be placed within a cube
- that is defined as a reactor cube. (Apart from all the
- techie stuff within the game that defines this need, it allows
- the reactor cube(s) to be seen in red on your Automap).
-
- * As learned through Level 7, a "Big Boss 1" robot can take on
- the characteristics of a reactor. (That is, when you destroy
- a Big Boss 1 robot, the destruction countdown starts and all
- specially marked exit doors will open). I have tried to find
- out if the same rule applies to "Big Boss 2", but I have never
- survived long enough to kill one! :-)
-
- --[I2]------ Exit
-
- Defining the exit and exit door(s) is a little bit more complicated
- than other things in DEVIL.
-
- * First, there are exit doors. These are walls that are defined
- with the "open at end" attribute. These doors will not open
- until after the reactor has been destroyed.
-
- * Second, there are the exit switches. When you pass through these
- switches, the computer takes control of your ship and steers it
- through the last corridor until the real exit is reached (see
- next bullet). These switches can be defined to activate the
- normal exit (which takes you to the next level in the mission),
- or the alternate exit (which takes you to one of the "secret"
- levels).
-
- * Third, one side in the level must be defined as the exit side.
- The exit side is defined as a side that is not adjacent to
- any other cube, and is typically placed at the end of a long
- corridor that connects one of the exit doors with the exit
- side.
-
- Thus, a typical exit consists of 'stay open, switch', 'open at end',
- and the switch 'normal exit'. The exit-side is the only side that
- is a wall (not quite right but it should do). Therefore you should
- bend the corridor so that the exit wall can't be seen from the
- beginning of the exit-corridor (because of HOM-effects). I've not
- done so because it's only a stylistic fault and won't do any harm.
- The exit wall has no texture and should therefore be invisible from
- the point of the door (DESCENT won't crash but it looks better). This
- can be made by curves in the exit-corridor or by just setting the
- light level very low.
-
- IMPORTANT: DESCENT seems to need an exit (we aren't 100% sure). When
- you load a level without exit it will crash sometimes/sometimes not,
- depending of the time, your age and the current moon-phase. This
- freaked us a lot but we thinks we have sorted it out by now.
- The exit-corridor should also have a certain minimal length (try
- around 10 cubes at least) and it shouldn't have sharp corners (no
- 90° turns).
-
- --[I3]------ Light
-
- There are two different kinds of light: cube-light and point-light.
- Point light is only available on sides, NOT on walls, and it can be
- edited in the following modes:
-
- * Point-mode: change the light level of the corner of the
- current side
- * Side-mode : change the light level of all 4 corners
- * Cube-mode : change the light level of all corners in the cube
-
- Now we have a problem. Imagine a cube with 6 adjacent cubes (on each
- side of the cube). Such a cube has only walls and no sides and there-
- fore no light level. But 'lo! Parallax has made something called 'cube
- light'. This sets the light level in the cube. It is only available in
- cube-mode. So it is possible to make a big, dark room (point-light set
- to 0) with a floating reactor in the middle in bright light.
- Looks GREAT! The light value is entered as a percentage of the
- maximum amount (100%).
-
- The menu option "Edit->Light Shading" can be used to make a corridor
- with a very light start cube and a pitch-dark end cube. Just tag cubes
- so they're forming a corridor, then set the light of the start side
- which is the side in the startcube opposite of the next tagged cube and
- the light of the endside. Then use 'Edit->Light shading'. DEVIL will
- then shade each corner seperately from start to end side. The inner cube
- light is also shaded.
- The following algorithm is used to set the lights:
- (0) 'current side'=start side, 'light'=start light, 'light add'
- =difference between start and end light divided through the number
- of cubes.
- (1) set the light on the 'current side' in each corner to the
- corresponding 'light'.
- (2) add 'light add' to 'light'. Set the inner cube light to the average
- of all eight corners.
- (3) set light at the opposite side of the 'current side' to 'light'.
- (4) search side with next cube. 'current side' is the side of the
- next cube which corresponds to the found side.
- (5) if this is not the end cube jump to (1).
-
- --[I4]------ Bitmap Manipulation
-
- * Fit bitmap. ('Edit->Fit bitmap')
-
- With this function you can move the textures on the sides. Just
- move/turn around with the normal move/turn keys/buttons (incr.&decr.
- of rotation angle&moving factor work also). In 'Move'-mode you will
- move the shape, in 'Modify'-mode you can stretch and turn the shape.
- The following keys have special functions:
- - 'g': Recalculate the shape of the side.
- - 'G': Fit the bitmap on the side. The bitmap will be
- stretched so it fits on the side. Useful if you want
- to make large doors/signs.
- - 'f': Leave fit bitmap-mode and save changes.
- - 'F': Leave fit bitmap-mode and store changes to all tagged
- sides.
- - 'Esc': Leave fit bitmap-mode and discard changes.
-
- * Align bitmaps. ('Edit->Align bitmaps')
-
- This feature you can use to align bitmaps so all bitmaps fit
- together. To do this, tag all sides you want to align, and then go
- with the current side on one of these sides. Then make
- 'Edit->Align Bitmaps'. DEVIL will take the current side and align all
- tagged sides in the neighbour cubes (but only one per cube) which have
- a line with the current side common and untag them. Then it goes on
- with the aligned sides and repeats this as often as there are tagged
- sides in the neighbour cubes with common lines.
-
- * Recalculate textures. ('Edit->Recalculate Textures')
-
- Just recalculates the shape of the side in texture-space. This you
- need only if you've locked several sides and now want to recalculate
- their shape in texture-space. Normally this is done automatically by
- DEVIL.
-
- --[I5]------ "Direct" Editing
-
- This is for pro's only. You can choose this mode via the pulldown
- menus (Drawing -> Data). Then the hex-code of the current object is
- displayed on the right of the screen. You may edit them directly by
- mouse-clicking on the hex-code and entering new values. [PAGE UP] and
- [PAGE DOWN] scrolls up and down. The coloured numbers are known, the
- black ones ain't (they're set to zilch by DEVIL). So if you know what
- a certain address stands for, e-mail us. We will ask Parallax about
- the unknown bytes but I think if there are many people asking, things
- will go faster for us ;-)
-
- We've just seen that Parallax has published the Specs so don't bother
- them just now, read the Specs first and ask afterwards.
-
- ----------------------------------------------------------------------------
-
- Part [J]. Samples
-
- --[J1]------ The Tutorial Levels
-
- DEVIL comes with three "tutorial" levels (TUT1, TUT2, and TUT3) that
- illustrate the development of a level through several steps, with
- level TUT3 being the final product.
-
- TUT1 doesn't contain much that is interesting. The level consists
- of two corridors that form a "T". The exit-side is defined at the
- top of the upward sweeping corridor, and the start point is defined
- at the left-most cube of the horizontal corridor (as you are
- oriented when you first enter DEVIL). Note that the icon
- representing your starting position shows that when you start the
- level, you will be facing the left wall, not down the main
- corridor!
-
- TUT2 adds two doors (walls). The door at the end of the
- horizontal corridor will be defined with red-key access, and will
- hide the reactor behind it. The door blocking the vertical
- corridor will be defined as an "open at end" door, and will give
- you access to the exit after the reactor has been destroyed. This
- door will also be defined as the "normal exit" switch.
-
- TUT3 is the final product, with the exit door fully defined, the
- reactor placed a reactor cube, and a red key placed in the middle
- of the horizontal corridor. Note also that the icon representing
- the reactor has it positioned up-side down!
-
- --[J2]------ The Demo Level
-
- I'll just describe what you see when you fly through this level.
- First, there is a two-sided (means two different events, depending
- on your direction) switch for the producers. Then there is an
- energy-station (note: try to achieve a high 'wall-density' in
- energy-stations because when you turn you see that the flecks in
- the air are just 2D). Next, another two-sided switch for two secret
- doors. The door to the left is 'open/close w. switch' (means: it
- will close after some time), the other is 'not normally opened' and
- will stay open when opened once via switch. First type is great for
- secret doors with goodies behind, second is for traps with robots
- (remember Level 6?). Then you'll pass a door and enter a BIG BALL
- (my first real macro :). This room may be a bit slow on some
- machines (mine for example). There will be another enemy and the
- reactor. Notice the mind-wheeling effect corridor <-> ball?
-
- ----------------------------------------------------------------------------
-
- Part [K]. Hints and Tips
-
- Here are just some tips what you should try (or not try):
-
- - don't make the exit-corridor too short/straight (see "Exit")
- - insert the reactor in standard cubes so that they won't float
- (or steer them to the floor in a bigger room)
- - default texture for doors is rock001; you don't see it a lot
- but change the texture to match adjacent textures
- - ceiling (lights) and floor (tiles) should remain the same
- through the whole level
- - monitors and signs should be orientated in the same way
- - Make a lot of macros. Building rooms, corridors, etc., can
- be easy but time consuming. Build up a stock of macros, then
- piece them together to create your level(s).
- - Make sure nothing is "out of bounds" (outside the cubes)
- - Keep your brains with you...don't put a red key behind
- a red door, for example.
- - when you make a macro for public use, try to end it with
- a standard cube (reference point and side)
- - thank PARALLAX every day
- - be happy :)
-