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- _HLP <<------ this line must be here --
- *
- * This is the Online Documentation for DeeP.
- **
- ** >>> --------- Use DeeP to view and print it. ---------- <<<
- **
- ** Use DeeP to print this to a File to process in a word processor.
- ** See Readme.1st and Readme.DOC for instructions.
- **
- ** Add to this information for your own use if you like.
- ** If you make it too wide, it won't SHOW, so trim accordingly!
- ** Please do not distribute your modified copy.
- *
- ** To receive the Registered version of DeeP:
- **
- ** 1. Register Online with CompuServe :
- **
- ** DeeP (GO SWREG ID = 5392 )
- **
- ** 2. See ORDER.FRM for Mailing Instructions.
- **
- ** 3. Register voice with MC, Visa or COD.
- **
- ** Call : (206) 827-8794 voice
- **
- ** Call Today and start your new adventure as
- ** a DOOM , HERETIC or HEXEN wad author.
- **
- **************************************************************************
- **
- ** Sensor Based Systems, Inc.
- ** 17010 NE 190th ST
- ** Woodinville, WA 98072-8237 (206) 827-8794
- **
- ** CompuServe : 75454.773@COMPUSERVE.COM
- **
- **-------------------------------------------------------------------------
- **
- ** These are the current rules for this file.
- **
- ** There are fourteen colors available:
- ** a=darkgray A=lightgray
- ** b=blue B=lightblue
- ** c=cyan C=lightcyan
- ** g=green G=lightgreen
- ** p=magenta P=lightmagenta
- ** r=red R=lightred
- ** w=white
- ** x=black
- **
- ** The first position controls the background color for any colors.
- ** is the start of the text color followed by the color.
- ** terminates the current color and reverts back to black.
- ** 53 max
- ** Do not put comment lines between sections for now.
- ** Don't go all the way across, cause it won't show!
- **----------------------------------------------------------------
- ||MAIN Introduction and Definitions
- **----------------------------------------------------------------
- r y┌──────────────────────────────────────────┐
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- r y│ ██████████ ┌────────────┐ ██████████ │
- r y│ ██ █ │ DPMI v8.35 │ ██ █ │
- r y│ ██ █ └────────────┘ ██ █ │
- r y│ ██ █ ██████ ██████ ██ █ │
- r y│ ██ █ █ █ █ █ █████████ │
- r y│ ██ █ ██████ ██████ ██ │
- r y│ ██ █ █ █ ██ │
- r y│ ██████████ ██████ ██████ ██ │
- r y│ (c) 1995-1996 │
- r y└──────────────────────────────────────────┘
-
- x B
- x B HERETIC+HEXEN+DOOM
- x r DoomEnhancedEditorProgram
- x y
- x G If you Registered, Thank You!
- x y See ORDER.FRM for Order Information
- x y
- x y Register Online with CompuServe for
- x G DeeP (GO SWREG ID = 5392 )
- x y
- x y Browse the Latest & Greatest Version at
- x y
- x B http://www.wolfenet.com/~sbs
- x y
- x y rSensor Based Systems, Inc. x
- x y r17010 N.E. 190th St x
- x y rWoodinville, WA 98072-8237 x
- x B (206) 827-8794
- x y 75454.773@COMPUSERVE.COM
- x y
-
-
- rDOOM levels are named E#M# (#=number)
- rHERETIC levels are named E#M#
- rDOOM II levels are named MAP##
- rHEXEN levels are named MAP##
-
- r y Please DO NOT distribute
- r b the REGISTERED or LITE Version of DeeP
- r x Report software piracy to the SPA 1-800-388-PIR8
- r y Thank you for your support.
- r x See -Next Page- for all the
- r y Additional Features in Registered Versions
-
- DOOM and DOOM II are trademarks of id.
- HERETIC and HEXEN are trademarks of Raven Software.
-
- p yDeeP is a trademark of Sensor Based Systems
-
- a
- a w All the Help is available at this Level
- a w
- a w F1 is Help in EDIT mode
- a w H (at command) is Help on loading options
- a
- b y
- b y Please read the Note/Definitions
- b y for general guidelines.
- b y Review Testing Notes under File.
- b y
-
- p y
- p y Additional Features in Registered Version
- p y
-
-
- y1. bNo forced rabout screen so you start faster.
-
- y2. rTEST DOOM, HERETIC or HEXEN levels directly
- without exiting.
-
- y3. bNO LIMIT on File Sizes. The Shareware and lite
- versions are limited to around 800 LineDefs and
- 1200 Sidedefs for levels. Clipboard files are
- limited to around 99 LineDefs.
-
- y4. rConvert Textures from DOOM->HERETIC->HEXEN
-
- y5. rExport Textures/Sprites/Flats/ for drawing
-
- y6. rCut, Paste and Merge different textures and
- Flats using the ClipBoard, the Shareware version
- clears the Clipboard each time.
-
- y7. rCut, Paste and Merge different PWADS using the
- level ClipBoard, the Shareware version clears the
- Clipboard each time.
-
- y8. rPRINT Maps bfor any size level.
-
- y9. bEdit and Save rup to 56 levels at the
- same time. The Shareware version does only 2.
- The LITE version does 6.
-
- y10.bEdit and Save rGrouped PWAD levels without
- having to use the Group Command.
- The Shareware and LITE versions do none.
-
- y11.bGroup and Replace rup to 56 levels at the
- same time. The Shareware and LITE version do none.
-
- y12.bAdd/Replace textures/sounds/graphics and save
- them automatically.
-
- The Shareware and LITE version displays external
- textures but will not save files with additional
- items.
-
- y13.bBuild a New IWAD with rup to 56 levels .
- The Shareware and LITE version do none.
-
- y14.bThing percentage replace. This is useful to
- add new weapons to old DOOM levels by converting
- just some to new weapons and monsters.
-
- y15.bThe latest online help and docs.
-
- y16.bDiscounted Upgrades (see ORDER.FRM)!
-
- py
- py This document's goal is how to use DeeP for
- py editing PWADS. It is a reference guide with some
- py suggestions for making levels.
- py
- py It is organized for use in F1 Help.
- py You can read this file but it does not flow from
- py one section to to next. We recommend that you
- py browse the file for command information and tips,
- py realizing it doesn't read like a novel <g>.
- py
-
- py
- pyBe sure to test your system for basic compatibility.
- pyPlease review all the README files for suggestions.
- py
- pyWe try to catch all the typos, but there may be some
- py areas we didn't catch! So be sure to test!
- py
-
- a
- B y Line Commands available in Character Mode
- a
-
- You normally don't ever use this part of DeeP.
- It is more for our own use for testing.
-
- yxE[dit] B[episode/mission level]
-
- Edit a game level saving results to a patch wad
- file. You may enter the level ahead of time and
- bypass the selection screen.
-
- G Example: bE 1.
-
- yxH[elp] Help for setting DeeP options
-
- yxN[ew] B[episode/mission level]
-
- Create and edit a New (empty) level. Same as New
- under File in Edit mode.
-
- yxQ[uit]
-
- yxR[ead] B<wadfile>
-
- Read a new wad patch file. The default directory
- is set by the "patch" option. If not set, the
- default follows DOS rules (usually where you
- started DeeP).
-
- The level edited is automatically set to the
- first one found.
-
- Note : Normally you use the graphical interface
- read command under File.
-
- p yRegistered only
-
- The level may contain only sound, sprite or
- texture modications. These can be saved with any
- level with the bGroup command.
-
- Up to 56 PWADs may contain levels and 10 more
- for additional sound/texture/sprite modifica-
- tions. If you do not use the 56 levels for Maps,
- then the rest can be used for more sound/
- textures/etc.
-
- y The characters b.WAD are automatically
- y appended if no b. is found.
-
-
- b y
- B y Note/Definitions
- b y
-
-
- yrdirname / lump
-
- The names in the WAD file are in a "directory". Each
- level is assigned a name, for example, E1M1 is the
- first level in DOOM or HERETIC and MAP01 is the
- first level in DOOM II or HEXEN.
-
- Pictures, sound, and level entries are more examples
- of directory entry names.
-
- bLumps is another name for PWAD directory names.
-
-
- p y
- p y WAD file description
- p y
-
-
- DOOM store its information about each of the levels
- yin rWAD files. DeeP edits these files.
-
- There are two types of WAD files.
-
- y rIWAD File
-
- The main file, DOOMx.WAD, contains all the infor-
- mation about the graphics, sound, level maps, etc.
- for the game. This file is an bIWAD file. There
- is one IWAD file called DOOM.WAD or DOOM2.WAD. For
- HERETIC the name is HERETICx.WAD.
-
- It is in the current directory when DOOM is run.
-
- y rPWAD File
-
- DOOM supports additional files that bpatch the
- IWAD file, hence PWAD. It contains updates for the
- IWAD file.
-
- PWAD files created by DeeP contain an updated map of
- a game level. PWAD files can be called anything, but
- it's nice to call them bsomelvl.WAD where somelvl
- is any name you like.
-
- DOOM must be told to load a PWAD file. The -FILE
- parameter does this. It is added after you type
- ybDOOM.
-
- Example : bDOOM -file myown.wad -warp level#
- (level# represents a number)
-
-
- p y What makes up a Level
-
-
- The best way to learn the details that follow is to
- play a level, see what happens and then examine the
- level with DeeP. Start with the first level and
- work your way up.
-
- There's a lot of information, but each step is
- pretty simple. Learn from other levels the "tricks"
- used to get those spectacular scenes.
-
- Print the file TUTORIAL.DOC and depending on your
- game, load file DOOM1TUT.WAD, DOOM2TUT.WAD or
- HEXENTUT.WAD to learn the basics of WAD files and
- how to make them using DeeP. The HEXEN version
- has a simple script (see HEXENTUT.ACS).
-
- SCRIPTS.WAD contains an introduction to HEXEN
- scripts (see SCRIPTS.ACS).
-
- DEEPEXAM.WAD is a simple level that is readily made
- using the predefined Objects and easy LineDrawing in
- DeeP.
-
- pyIf you want to make a quick level just to see what
- py this is all about, select Help from the top menu
- py bar and select Quick Start.
-
- It helps to use the Grid when designing a level. The
- Grid makes it easy to align everything and maintains
- the sizes that work best for wall and ceiling
- textures (explained later). A grid size of 8 is
- recommended for most work. Use a larger grid when
- making large starting areas.
-
- A level is created from smaller components, much
- like a house is built from 2x4's, nails and siding.
- Here's the names of the parts you will be using.
-
- The five components are Vertices, LineDefs,
- SideDefs (a part of LineDefs), Sectors and Things.
-
- This drawing illustrates each of the parts:
-
- 1. V : Vertexes (the dots)
- 2. L : LineDefs (the lines between them)
- 3. S : Sector (all 4 lines belong to a Sector)
- 4. X : Things (any creature, decoration)
-
- V .──────────┬──────────.
- │ │
- │ │
- ├─ X ─┤ L
- │ │
- │ S (this whole area) │
- │ │
- .──────────┴──────────.
-
- The ─┴─ in the lines show the direction of the
- first side of a LineDef (called SideDef1), which
- will be explained later.
-
-
- y rVertices
-
- Vertices are x,y coordinates on a map. DOOM maps are
- 2 dimensional. The height comes from Sectors, as you
- will soon see.
-
- Vertices are used as the starting and ending points
- of LineDefs (next). These are the bdots on the map
- in Vertex mode. Vertexes are usually NOT created by
- themselves (as in DEU), but rather are created
- automatically when you draw lines.
-
-
- bDoom Units
-
- A bDoom Unit is the name we give the coordinates
- numbers and the distance between two vertices. Just
- a made up name, but everyone asks "what do those
- numbers mean?"
-
-
- y rLineDefs
-
- LineDefs "glue" two vertexes together.
-
- LineDefs are the lines in the map. These lines
- define the borders of a Sector or the location of a
- trigger that you walk across.
-
- Bear with me a bit on Sectors. For now think of a
- Sector as the room or area where you are fighting
- for your life. A more precise definition about
- Sectors is later, so keep on going and come back
- and review this area again. I think it will be
- clearer the 2nd time (if you didn't get stuffed
- by the monsters).
-
- Each LineDef has a starting vertex and ending
- vertex. This is similar to putting two dots on a
- piece of paper and connecting them to draw a line.
-
- These lines end up being walls you see in the game.
- The walls have at least one side and to be seen,
- require a texture graphic.
-
- Transparent LineDefs do not need any texture, since
- they are invisible. A common use is for a btrigger
- activated when you walk across the LineDef. When you
- walk across the LineDef, it behaves like a tripwire.
- A transparent LineDef has a texture of b-, which
- is none.
-
- A btrigger causes the Sector assigned to it to move
- up or down according to the type of LineDef. These
- cause the special effects as you blunder into
- things. (See Sector and LineDef tags below.)
-
- Another common use of transparent LineDefs is to
- highlight an area or simulate lighting. You can draw
- letters in the "sand" or anything else you dream of.
- There are no walls, so all you can see is the floor
- and ceiling. If the floor and ceiling are different
- from the surroundings, they "stand out" (these are
- the Sectors that you see "stand out", coming up
- soon).
-
- It may help to stop here and edit a level, mess
- around with the different modes and see all the
- possibilities. The first level is suggested, since
- it doesn't have as many things going on and is easy
- to test since it's the first level.
-
- If the wall can be viewed from both sides we need to
- describe the second side also (for example, a room
- within another room that you can walk around and
- enter through a door).
-
- These sides are called rSideDefs. The first side
- is called SideDef1 and the second SideDef2 (isn't
- this amazing).
-
- The SideDef1 side of the LineDef is the side with
- the line sticking out of it in Vertex and LineDef
- edit modes.
-
-
- b y All LineDefs go the same Direction
- b y (Most of the time)
-
- The line sticking out from the side, should be the
- same for all 1-sided LineDefs. Normally the arrows
- point in the clockwise direction for rooms and the
- opposite for an object in a room (see stair help).
-
- LineDefs with two sides may go in either direction
- and be mixed in direction. If you have textures
- that like to "follow" you, try flipping the LineDef
- (do not flip the SideDefs yet!).
-
-
- y rSideDefs
-
- SideDefs "glue" LineDefs to Sectors. They represent
- each bside of a LineDef.
-
- A LineDef must have at least one SideDef. The
- SideDefs supply 2 more parts to finish the 3D
- definition:
-
- 1. The wall textures (the way the wall looks)
- 2. A Sector reference number. The Sector referenced
- gives us floor/ceiling textures and heights
-
- When ALL the SideDefs (of LineDefs) form an enclosed
- area and share the bSAME Sector reference number, we
- see a Sector. If other areas use the same Sector
- number reference (which is perfectly fine), they all
- light up in Sector Edit mode too.
-
- SideDefs also "glue" to all the textures.
-
- There are three possible texture locations for a
- SideDef: bupper, normal and lower, representing
- what you see above, straight ahead and below your
- field of view.
-
- The upper and lower textures are used when the floor
- and ceiling of adjacent sectors vary in height.
-
- ayUpper Texture : Texture you can see above the
- ceiling of a Sector.
-
- ayNormal Texture: Texture you see between the ceiling
- and floor of a Sector.
-
- ayLower Texture : Texture you can see below the floor
- of a Sector.
-
- If everything was the same height, you would only
- need normal. (A boring level, yes? But you'll have
- to make a few of these first to get the hang of it
- all<g>)
-
-
- y rSectors
-
- Sectors "glue" Ceiling and Floor Textures together
- and define a Bottom (floor) and Top (ceiling).
-
- A Sector appears visually on the map when 3 or more
- LineDefs connect together to form an enclosed area.
-
- A Sector appears similar to a room or an area within
- a room but is by itself not the area.
-
- Sectors determine the ceiling and floor height and
- the ceiling and floor textures (the last part to get
- the 3D look of a level).
-
- A Sector adds the depth to the LineDef/SideDef
- connections. A Sector can be shared by many LineDefs
- that form independent areas, lending the same
- floor/ceiling heights and textures to those areas.
-
- So don't think of a Sector as being the actual room
- (sorry about their choice of words) since it can
- describe many rooms and areas.
-
- When you see more than one area "light" up in Sector
- edit mode, it signifies the same sector is used to
- describe the highlighted LineDefs.
-
- Special Sector information (damage/secret?) is also
- available.
-
- Sectors are the only structure that move UP/DOWN in
- DOOM. Lifts, Staircases, Doors, are all specially
- defined Sectors. If you recall, the SideDefs connect
- all the LineDefs together to the same sector. So the
- area described by the LineDefs/SideDefs is the area
- that will move.
-
- The LineDef+SideDefs look at the Sector types you
- used and acquire the property you assigned. So if
- it's Damage, all the LineDefs with that Sector
- assigned have health damage. If it says to move up,
- they all move up, even areas that are not where you
- are!! (If they have the same Sector.)
-
- Sector give the room the final touch by varying the
- light intensity (or flicker) you can dramaticly
- change the ambience of an otherwise bland room!
-
- In HERETIC there are even more things you can do.
- The floor can scroll, you can have a nice breeze
- blowing (throws off the aim of shots) and to top
- it off, you can make it slippery too!
-
- A short note:
-
- There is one thing not obvious right now, (if this
- is your first trip in editing), but when you make
- floors and ceilings that move, you have to imagine
- the movement and supply textures for those areas
- that will become "visible" when the Sector moves
- up or down. If a floor moves up, you need a Lower
- Texture to pop up as it rises and if the ceiling
- Lowers, an Upper Texture has to slide down with
- it.
-
- DeeP automatically checks for this if the same
- Sector does not move both up AND down. Stairs are
- also ignored. HEXEN can have scripts which can
- do banything, so of course that makes it
- impossible for DeeP to tell if textures are
- required for HEXEN if the action is script driven.
-
- pyPlease See Sector Not Closed in Check for more
- py information.
-
-
-
- y rThings
-
- Things are the objects that lend the final touch to
- a level.
-
- Weapons, enemies, ammo, keys and decorations are
- visible Things. The places where players start the
- game and Teleport landings are also called things.
-
- If you place too many Things in a level, you may not
- be able to save games. A very large level with too
- many monster Things will crash DOOM. 700+ is a
- caution point.
-
- You can display a picture of the ALL the things on
- the Map by pressing T again after you are in Thing
- edit mode (you get there by pressing T or selecting
- from a menu).
-
- The display can be interrupted at any time by pres-
- sing any key. After the first display all the
- images are cached for improved performance.
-
-
- p y HOM errors
-
-
- Hall of Mirror errors are what you get when some-
- thing is messed up in your level. It looks like
- you're replicated a zillion times and the world
- won't stop turning.
-
- We didn't invent this cute name. Matt Fell, the
- author of the unofficial DOOM specs mentions it.
- (Review his document for technical information.)
-
- Here are some common causes for HOM and others:
- (Some of the terms are discussed in other areas, so
- please review the rest of help.)
-
- 1. You forgot a texture (easy to fix)
-
- 2. Transparent Wall, 2-sided wall using a texture
- with more than 1 patch. Also called 'Medusa
- Effect' - Looks like snakes and turns you to
- stone (can also produce 'Tutti Frutti').
-
- 3. 'Tutti Frutti', an attempt to display part of
- a Texture not covered by a texture Patch. Weird
- sparkles (typically pinks and greens, thus
- 'Tutti Frutti'). Typically caused by new
- textures.
-
- The largebar grate textures cause this if
- displayed on too short a wall. Textures can also
- "project" in a false dimension, which can
- be fixed by unpegging them.
-
- 4. A LineDef is shared by 2 sectors, but the
- 2-sided flag is not set (F10 menu will fix).
-
- 5. A LineDef/Sector is sticking its nose across
- another LineDef/Sector (move it back).
-
- 6. Too many 2-sided LineDefs are visible from any
- point (limit increased in 1.666 and later to
- 128) or too many 1-sided LineDefs (256).
-
- 7. The Sector heights are messed up.
-
- 8. A node building error. Rearrange the area,
- change the node depth or use a different
- nodebuilder (see node depth).
-
- 9. You have textures where they are not required.
-
- 10. If you see a "flash" you may have too many
- different upper textures visible in the line of
- sight. For example, creating stairs with over
- 16 steps with different ceiling heights may
- produce this symptom.
-
- Areas with large numbers of directly visible
- walls are the most prone to this error. This
- also gives visi-plane overflows!
-
- Reduce the numbers of LineDefs visible by
- combining two or more LineDefs into 1 (delete
- the vertices splitting them) or block the area
- from sight.
-
- 11. DOOM has an error (especially DOOM, see stairs).
-
-
- p y Sector and LineDef tags
-
- A bTag number is a number that is used to connect
- LineDefs and Sectors. The connection is required so
- that the LineDef knows what Sector you're talking
- about.
-
- Question: If you have a switch that you want to
- use to operate a door, how will Doom know what door
- to operate?
-
- Answer: You give the LineDef with the switch a
- number and give the door Sector the SAME number.
-
- These numbers are called bTags. Tag numbers have
- nothing to do with anything else.
-
- The tag in a LineDef is called a Sector Tag. It
- refers to a tag number in a Sector. The tag number
- in the LineDef and the Sector are the same.
-
- The tag in Sector is called a LineDef tag. It refers
- to the tag number in a LineDef. The tag number in
- the Sector and the LineDef are the same.
-
- Each Tag number is unique, that is, it is not used
- by any existing LineDef/Sector.
-
- 1. You can have one LineDef tag point to multiple
- Sectors. Then all the Sectors move as specified
- by the LineDef type.
-
- 2. Two or more LineDefs can point to the same Sector.
- A typical use has one LineDef lower the floor and
- another LineDef to raise the floor. Typically you
- see these as switches.
-
- For now we are assuming you are starting from
- scratch. So the first available number (on a new
- level) is 1, the next 2,3, and so on. You can skip
- around if you like.
-
- The menus automatically show you a free number in
- one of two ways:
-
- 1. With the (##). In other words, the number '##'
- within the () is not used anywhere.
-
- 2. As f##,u## The 'f##'is not used anywhere and the
- 'u##' is the last number you used. This also
- applies for HEXEN PolyIds and Thing Tids.
-
- HEXEN mode automatically assign Tags, PolyIds and
- Tids as appropriate. Door Tags for types 12 and 13
- are not assigned, since they are optional if the
- linedef is directly connected to the door sector.
-
- Once you give the LineDef this tag number (Sector
- Tag), go to the Sector with the Door (or anything
- that works with "tags", and give it the same Tag
- number (LineDef Tag). This connects the LineDef to
- the Sector.
-
- Use the Search for LineDef/Sector tag to locate a
- tag number if you forgot where you used it.
-
- In LineDef mode, a LineDef with a tag shows the tag
- number and the Sector number it is connected to in-
- between the (). The Sector also lights up in Red.
-
- In Sector mode, a Sector with a tag shows the tag
- number and the LineDef number it is connected to
- inbetween the (). The LineDef also lights up in Red.
-
-
- p y HEXEN LineDefs
-
- In HEXEN, the LineDefs can be programmed to vary the
- height, speed, delay, etc. This is noted in the
- description as +tag-speed-height..etc. DeeP has
- some default values, but you have to suppy the tag
- if required and adjust the parameters for your
- level. Tags, PolyIds and Tids are automatically
- assigned the next free number, with Doors excepted
- as noted above. Use the Edit LineDef Special option
- to override any of the 5 parameters.
-
- If a LineDef already has upper bit values to set
- repeatable, etc, DeeP does not override the
- settings. In addition, if you select a LineDef
- type but do not change it, that is you pressed
- enter (repeating the current LineDef type
- definition) none of the LineDef settings are
- changed. This is a safety to prevent DeeP from
- overriding any special flags you may have set.
-
- LineDefs with Scripts, display as Light BLUE (you
- can change the color).
-
- Please refer to HEXSPECS.DOC for more detailed
- information.
-
-
- p y MAP Object Colors
-
- When an object is selected (by Left clicking) it
- will change color and the object select count
- (upper right top line) is increased by one. Refer
- to this to keep track of your work.
-
- Things with the same color are all the same type.
-
- LineDefs of different colors signify tags or
- possible texture problems. Look at the information
- displayed on the bottom texture boxes to tell.
-
- Press F1 help in the Mouse/Line Color option menu
- for detailed color information.
-
- All the same Sectors will turn Yellow, so you can
- readily spot where they are used. Red indicates an
- Tagged Sector/LineDef relation or an error in the
- SideDef where it appears.
-
- See Color Options (press F1 in that menu ) for a
- definition of all the colors on the map.
-
-
- p y
- p y Design and Shaping of Areas
- p y
-
- Note: This is an overview of design and shaping.
- Review each command for specific instructions.
-
- You should have a bPLAN before you start drawing.
- This will minimize the amount of work you have to
- do. Even for first time users, decide what area you
- are going to modify and what your goal is.
-
- We suggest modest goals and don't try to immediately
- make doors and teleports. Instead, make a room
- larger and extend the walls some. Learn about the
- difference between walls with only 1 side and those
- with 2 side. For example, on 1-sided walls you can
- use any of the textures, but on 2-sided walls use
- only the textures that say "TRANSPARENT".
-
- Note: There are always exceptions. They only work
- using special construction tricks. For now, keep it
- simple. If discover a level that violates the rules,
- first make sure that it really works, then try it
- yourself. If it fails, the other guy was lucky or
- you forgot to do it EXACTLY the same.
-
- You can change your mind, but it's like building
- a house. If after you build a house and you decide
- the bathroom doesn't belong there, you have the tear
- it all down along with some adjoining structures, so
- you can see the mess you might get into!
-
- Any intricate design is made in LineDrawing mode.
- LineDrawing mode can be entered at any time by
- by pressing Ctrl+D or quick Double right mouse click
- and select Drawing mode. In Vertex mode a quick
- double left Mouse click also works.
-
- Draw clockwise for rooms and counter-clockwise to
- make objects in rooms.
-
- Intelligent Inference Drawing (IID) examines the
- context of the area you draw in. When it does this,
- most of the details, such as Sectors and SideDefs
- will be made for you as you progress.
-
- In the next stage you start tuning your level by
- changing the heights of floors and ceilings. At this
- step, you have to add textures for the walls that
- are exposed from differences in heights. DeeP can
- automatically supply missing textures, but this is
- only for beginners. It has no idea what the scene
- should look like, so use the check instead and make
- it as you intended.
-
- You can also create predefined shapes such as
- rectangles, polygons, stairs and teleports using
- the F9 (Object) menu. This is called bTOOL mode.
- There are also Pools, Pedestals/Boxes, Windows and
- Teleport pads available.
-
- bTOOL mode is productive for both the beginner and
- the expert. It gets rid of the busy work and gets
- you to the creative part of your design quicker!
-
-
- In bTOOL mode, the objects can be drawn to size
- and placed anywhere by using a combination of mouse
- buttons and keys.
-
- Press F1 help when using the Tool for more details.
-
- Objects made using the Object menu are meant to be
- SEEN and have most of the required textures when
- created. You may have to supply additional textures
- depending on the final heights of everything. The
- check menu can do this automatically.
-
- Rectangles and polygons made from the Mode menu (or
- from quick double Right clicking mouse menu), are
- meant to supply floor and ceiling textures for
- Room effects. They are created as 2-sided with no
- textures when made inside an exisiting Sector.
-
- These can be made into objects if you change the
- floor and ceiling heights and add the required
- textures.
-
- Design and shape areas after they are made by drag-
- ging the vertex points (using the right mouse
- button) to any location. This is the most flexible.
-
- Areas are shaped in LineDef and Sector mode (coming
- up soon). In LineDef mode lines are dragged and in
- Sector mode areas are dragged and shaped.
-
-
- p y
- p y Texture GuideLines
- p y
-
- Please select Texture Defaults (F5) and press F1.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||F1EDIT Overview of Commands and Edit Screen
- **---------------------------------------------------
- b y
- b y DeeP Editing Help
- b y
-
- x y DeeP assumes you have DOOMx version 1.9
-
- DeeP edits DOOM, DOOM II, HERETIC and HEXEN and can
- convert the maps from one to any of the others!
-
- a w Attention PENTIUM Users
-
- Use the bmouse to pan the Map. Use the [ and ]
- keys to set the pan delay to keep the map from
- moving too fast!
-
- The map scrolls when the pointer reaches the edges
- of the screen.
-
- You can also use Scroll Lock to keep the map from
- moving and then use the Ctrl+Right mouse button to
- Pan (or press both buttons)!
-
- The PageUp/Down or the bcursor keys (option) also
- move the Map.
-
- p yIf you want to make a quick level just to see what
- p y this is all about, select Help from the top menu
- p y bar and select Quick Start.
-
- p y Print this help to a File to process with any
- p y word processor as a text file.
-
- a w
- a w NOTE: For HEXEN, you may have to replace
- a w some scripts to play DEATHMATCH, etc. The
- a w scripts are coded for specific polyobjects
- a w and you will get polyobject errors!!
- a w
- a w If HEXEN crashed your PC clock will no
- a w longer time correctly!! The screen saver
- a w may run way to fast and mouse timing may
- a w be incorrect.
- a w
- a w The HEXEN compiler, ACC.EXE does not work
- a w in Windows 3.1x. Run DeeP from DOS only.
- a w
- a w HEXEN must have a BEHAVIOR resource.
- a w Please review HEXSPECS.DOC to see how
- a w to program the different LineDefs and
- a w Things. It is quite different!
- a w
-
- a w Converting a level from DOOM to HEXEN
-
- You convert a level from one game to the other, by
- placing DeeP in the appropriate Game first. For
- example, lets start in HEXEN mode by opening the
- Project HEXEN.PRJ. Now we read in any old DOOM
- level (or HERETIC).
-
- The next step is to fix all the textures. You can
- manually Search/Replace each one or you can use the
- automatic fix textures feature using the F10 menu.
-
- Next fix all your things!! In HEXEN mode, all your
- LineDef and Sector types are reset. In the other
- modes they are left as is, but you do have to make
- changes from DOOM->HERETIC. So please run the error
- checker, it will tell you what to change.
-
-
- a w Map Scroll Limits
-
- The maximum scroll in any direction is slightly
- less than the "edge" of the map in that direction.
- This "brick" wall prevents the map from flying off
- your screen.
-
- If you are making a very large area, reduce the
- zoom or extend the area after you make it as large
- as you can. The new area automatically extends the
- scroll limits, so you can make it bigger again.
-
- The maximum safe bDoom Unit X / Y size is about
- 8000 x 8000. This is pretty large! This includes
- a large amount of detail inside this boundary.
-
- Simple maps can be larger. The product of the
- length of X times Y can't exceed approximately
- 536 million.
-
- 32k x 32k never works. 16k x16k works for simple
- maps.
-
- If you scroll to the edge and magnify with Auto
- Center turned off, you may loose sight of the map!
-
- Press alt+Z or alt+X to get your bearings again.
-
-
- a w Map Centering
-
- The center of the map should be at approximately 0,0.
- If you let the center drift off center and you have
- a very large map, the magnification limit at the
- edges is less than at the center! Lines may draw
- incorrectly. Just reduce the Zoom. This usually
- is only a problem at a Zoom greater than 4000, but
- is directly related to map size and coordinate
- location.
-
-
-
- y b
- y b Function Key Commands
- y b
-
-
- yrF1 Display bHelp on current topic.
-
- There are three levels of Help available.
-
- Use the PageUp/PageDown, Up/Down arrow keys or
- the mouse scroll bar to page the help.
-
- a w1. Main Help screen (this one)
-
- a w2. Top Menu Bar Help
-
- Context sensitive Help for all items on the top
- menu bar. Select the menu item and press F1 to
- see detailed help for each selection.
-
- a w3. Object / Command Help
-
- Context sensitive Help for the first sub-menu
- that comes up when Enter is pressed in any of
- the edit modes. Press Enter (or press mouse
- button 2 once) to edit the object and then
- press F1.
-
- Press F1 within many commands.
-
- Each item is explained in more detail in the
- context sensitive help section.
-
- You can view ALL the help at once by selecting
- Help on the top menu bar and then select
- bAll Help.
-
- yrF1 Enter browser mode as noted. You can also
- left click with the mouse in a picture area.
-
- yrF2 Save level in a PWAD file.
-
- yrF3 Save As... Reassign level of a map.
-
- yrF4 Search/Change for Object.
-
- yrF5 Texture/height default values.
-
- yrF6 Zoom/Mouse/Map options.
-
- yrF8 Miscellaneous Operations.
-
- yrF9 Insert standard shapes.
-
- yrF10 Check Level for errors.
-
-
- yrAlt+F1 Screen Saver, key press stops
-
- yrAlt+F2 Save Level and always build Nodes
-
- yrAlt+F3 DOS Shell Exit
-
- yrAlt+F4 Exit (same as Esc)
-
- yrAlt+F5 Set Options for sound, grid, etc.
-
- yrAlt+F6 Set Colors for mouse, grid, etc.
-
- yrAlt+F7 Set Palette Colors
-
- yrAlt+F8 Save with Reject Mask
-
-
- yrShift+F1 Test Level (one file only)
-
- yrShift+F2 Edit a different Level
-
- yrShift+F3 Create a new level from scratch
-
- yrShift+F4 Reset all PWAD files read
-
- yrShift+F5 Read a new PWAD file
-
- yrShift+F6 Reset 1 PWAD file read
-
-
- y b
- y b Special Key Commands
- y b
-
- yrEsc
-
- 1. Exit without saving changes if you are not in
- any submenu. You are only warned if changes
- were not saved. Cancel if you want to save your
- changes.
-
- 2. Exit any submenu. If any item was selected, it
- is saved. You can also click the right mouse
- button to exit.
-
- 3. Cancel any current active drag object.
-
- The objects are returned to the starting
- locations.
-
- All the objects selected are still active. You
- can restart dragging by clicking the Right
- mouse button again. Press bC to clear the
- object selection.
-
- 4. Cancel any current active Scale/Rotate object.
-
- The objects are returned to the starting
- locations.
-
- 5. Cancel any current active Tool object;
- Rectangle, Polygon and Stairs.
-
-
- a 6. yIns when any LineDrawing mode is active:
- The last LineDef is NOT drawn to close the
- polygon (if it is missing).
-
- Line Drawing mode is reset to the next area to
- draw. Press Esc again to exit LineDrawing mode.
-
- yrIns
-
- a yThing mode : Insert a new Thing at the current
- cursor position. Copies the last selected object
- or insert a default object (see Edit F1 help).
-
- a yVertex mode: Starts Line drawing mode for
- creating Vertices, LineDefs and Sectors.
-
- In Vertex mode a quick Double left Mouse Click
- also enters LineDrawing mode.
-
- You can always start drawing from any mode by
- pressing Ctrl+D or quick Double right mouse click
- and select Drawing mode.
-
- The map display from other modes changes to show
- you the Vertex locations. If you scroll or size
- the map, the map displays as it does in Vertex
- mode.
-
- When you exit LineDrawing mode, the display
- automatically returns to the original mode.
-
- Tool LineDrawing mode is the work horse for
- drawing areas!
-
- Press the Left mouse button to start creating
- Vertexes and LineDefs. You can start on top of an
- existing Vertex. That's the way you connect
- Sectors. (Also see Mouse buttons.)
-
- You can also trace on top of other LineDefs to
- make them 2-sided if they go in opposite
- directions.
-
- If the level is already correct, that is, if you
- run the F10 check level, there are no errors,
- DeeP will correctly identify your existing areas
- and adjust the details of sector and sidedef
- assignments automatically.
-
- When the level has incorrect references (which
- result in miscalculations) or if DeeP miscal-
- culates the correct SideDef/Sector references, it
- is easy to fix them in LineDef edit mode.
-
- Placing a Vertex right on top of an existing
- LineDef splits the LineDef at the location of the
- new Vertex. This is how you can quickly make
- Door sides (see Misc Help).
-
- It is not possible to create only 1 Vertex.
- (What are you going to do with 1 vertex?)
-
- If you select 2 vertexes and then press Ins, a
- LineDef is created connecting the 2 vertices.
- No Sidedefs or Sector is made. You are then
- asked if you want to Split the Sector or make
- a 2-sided LineDef.
-
-
- p ySplit Sector / 2-sided LineDef
-
- After you create a single LineDef (from only 2
- vertexes) a prompt automatically comes up asking
- if you want to split the sector or make the Line-
- Def 2-sided. Choose exit to do nothing, but be
- sure to come back and fix it!
-
- bSplitting a Sector takes the area on one side of
- the line just created and assigns all LineDefs
- a new Sector number (this is automatically
- created and is a copy of the original one).
-
- In this manner you can quickly change an area and
- make the new (or old) sector have a new behavior
- without changing the rest of the area.
-
- The "split" LineDef has to be drawn following the
- conventions for Sectors. So follow the flow of the
- existing area. A message will come up if it fails
- for any reason.
-
- b2-sided Linedefs are commonly used for "triggers"
- to activate a Sector somewhere else when you walk
- across them.
-
- Do NOT split a sector if you don't know what that
- means right now. It will get very confusing!
-
-
- p yFinish/End
-
- There are 4 ways to finish a Line/Side/Def/Sector:
-
- 1. Press the Right button to close the last
- LineDef (if you haven't made a complete loop).
- A new SideDef1 is created for each line drawn
- and they all share a new Sector .
-
- You connect two sectors by sharing a LineDef
- (you trace over an existing LineDef), the
- shared LineDef is automatically made 2-sided.
-
- Tracing over an existing LineDef is automatic
- if you think ahead a bit and end up where the
- last LineDef made automatically will "cross"
- over the existing LineDef.
-
- 2. Press Shift+Right button to close the last
- LineDef (if you haven't made a complete loop)
- and EXTEND an area if Sector Join is OFF.
-
- A new SideDef1 is created for each line drawn
- and they all share the SAME Sector as the one
- used by the LineDef shared.
-
- The opposite is true, if Sector Join is ON.
-
- (Draw over only 1 LineDef).
-
- 3. Press the bIns key to do everything you did
- in 1 above. The difference is, any LineDef you
- traced over is NOT made 2-sided. You do this if
- the LineDef is being traced over because you
- are making a Door.
-
- Door sides (the thin part) are normally 1-
- sided, so you don't want the process to make it
- 2-sided. If you forget, you have to eliminate
- the SideDef2 created. You delete SideDef2 by
- changing the reference number to -1 (that's
- deleting it).
-
- 4. Press the bEsc key to do everything you did
- in 1 except the LineDef is not automatically
- closed.
-
-
- a wLineDef mode: All the LineDefs you selected that
- are 1-sided, will be made 2-sided with a new
- sector assigned. Do not select any LineDefs that
- are already 2-sided.
-
- If you want to define an existing area that has
- mostly 1-sided LineDefs, but one of them is
- 2-sided, remove the 2nd SideDef from the offender
- (set the reference to -1), then select all (now)
- 1-sided LineDefs, press bIns and a new area is
- created with its own new Sector.
-
- a wSector mode: Creates a new sector. Look at F10
- number of sectors (minus 1) to get the new sector
- number. Use this to create a new sector for an
- area ahead of time.
-
- It is safer (since you can't accidently delete) to
- change the sector reference in SideDefs to this
- new Sector. The old sector is purged when you do
- the final Check on the Level (always do the
- complete Check). You won't need to do this very
- often (rarely as you get better).
-
- yrShift
-
- Prevent auto-object selection temporarily
- (see rShift+A for permanent setting)
-
- yrShift+Tab
-
- Switch to the previous editing mode.
-
- yrShift+PageUp
-
- Immediately Increase Sector ceiling height
- (Sector Edit mode only)
-
- Immediately Increase Thing height
- (HEXEN Thing mode only)
-
- yrShift+PageDown
-
- Immediately Decrease Sector ceiling height
- (Sector Edit mode only)
-
- Immediately Decrease Thing height.
- (HEXEN Thing mode only)
-
- yrShift+Home
-
- Immediately Increase Sector floor height
- (Sector Edit mode only)
-
- yrShift+End
-
- Immediately Decrease Sector floor height
- (Sector Edit mode only)
-
- yrDel
-
- Delete the current object(s).
- (See next for Vertex mode variation).
-
- yrshift+Del
-
- For Vertex mode only, deletes the opposite
- of Del (see VertexDel Join option, alt+F5)
-
- yrshift+Enter
-
- Edit the current object directly. Bypasses
- intermediate menus so you can edit the
- object directly.
-
- yrCtrl+Enter
-
- LineDef mode, Edit the current object flags
- directly. Bypasses intermediate menus so you can
- edit the object flags directly.
-
- yrEnter
-
- Edit the current object. Same as Right mouse
- button.
-
- yrTab
-
- Switch to the next editing mode. If objects are
- marked, they remain marked with both forms of
- tabbing.
-
- yrSpace
-
- In Map display mode, toggles the move/scroll speed
- from slow to fast. Set the Map scroll speed in F6
- options.
-
- In Tool Mode (Rectangle, Polygon, Stairs, Rotate)
- toggles the scale increment size between 1 and .01
- and the angle increment from 4 to .04.
-
- yrArrows
-
- Normal Edit mode:
-
- Move the cursor position (and Map if on an edge).
- If the Cursor Key move Map option is chosen, these
- keys move the Map instead (see alt+F5 menu).
-
- Up/Down select entry in Menus.
-
- In Tool modes changes values as appropriate.
- (Press F1 in the Tool for help).
-
- yrHome
-
- In Edit moves the Map Right (no Cursor key option).
-
- In Menus, moves to the first item.
-
- In Help, moves to the top.
-
- In File name entry moves to the beginning of text.
-
- In Tool modes changes values as appropriate.
-
- yrEnd
-
- In Edit moves the Map Left (no Cursor key option).
-
- In Menus, moves to the last item.
-
- In Help, moves to the bottom.
-
- In File name entry moves to the end of text.
-
- In Tool modes changes values as appropriate.
-
- yrPageUp
-
- Move the Map Down (no Cursor key option).
-
- In menus, moves down.
-
- In help, moves up a page.
-
- In Tool modes changes values as appropriate.
-
- yrPageDown
-
- Move the Map Up (no Cursor key option).
-
- In Menus, moves up.
-
- In Help, moves down a page.
-
- In Tool modes changes values as appropriate.
-
- yrScroll Lock
-
- Turn on/off the auto scroll feature (the map moves
- when you touch the edges of the screen).
-
- If Scroll Lock is on, it keeps the screen from
- moving when you accidently touch the edges. Use
- the Ctrl+Right mouse button to Pan.
-
-
- y b
- y b Character Key Commands
- y b
-
- yr+ - Zoom in or out (change the map scale)
-
- Zoom levels range from 50 to 16000 scale. Use the
- bZ command for instant zooming (see below).
-
- If you hold and press the + or - keys, inter-
- mediate zoom levels are skipped and the final
- zoom level is shown. For example, if you press and
- hold the + key, the map zoom to the maximum level.
-
- Experiment with this to find the optimum "hold"
- time for your system.
-
- yr[ ] Change the map scroll speed delay
-
- Delay ranges from 0 to 500 in 10 ms increments.
-
- Value is displayed on the bottom line.
-
- yr< > Enter Scale/Rotate mode (except for Things)
-
- All objects selected can be rotated by pressing
- the b< and b> keys and scaled by pressing the b+ and
- b- keys. To move the map, use the cursor keys.
-
- Press the space bar to toggle between an increment
- of 1 and 4.
-
- This rearranges objects by spinning them around
- (rotation angle) or moving them closer/ further
- apart (scale).
-
- Press C or Esc to cancel the changes.
-
- Press and hold the Right Mouse button to move the
- Map.
-
- You can also rotate by using the mouse.
-
- Left click or press Enter to accept the changes.
-
- The Angle/Scale Value is displayed on the top.
-
- TIP: After you create an object it is automatic-
- ally selected. For example, after you create a
- stair all the LineDefs are selected. You can
- scale/rotate all of them or drag them right away!
-
- yr< > Change Thing direction
-
- Interactively change the direction of Things.
-
- yr/ Toggle Snap-To-Grid
-
- Automatically snaps objects to the active grid.
- Also set by the top menu button (s). See Grid
- command for a discussion.
-
- yr\ Toggle AutoCenter
-
- Automatically centers the map either on the
- current object or on the current cursor location
- when zooming using the +/- keys.
-
- The bottom line displays a cursor symbol when
- cursor AutoCenter is active and a cross hair when
- object AutoCenter.
-
- yrshift+A Toggle default auto-object selection
-
- Enables individual object selection. (This was rA
- but many accidently pressed it and had no idea how
- to fix it.)
-
- Auto object selection selects an object as soon
- as the cursor moves close to it. The bottom line
- displays a symbol when Auto Object is active.
-
- You may wish to turn this off if when you want to
- edit objects by clicking the picture(s) displayed
- on the bottom of the display.
-
- Pressing the Shift key temporarily disables auto-
- object selection!
-
- yrC Clear all selections and redraw map
-
- Cancel any current active drag, rotate or
- Tool command.
-
- The objects are returned to the starting
- locations.
-
- Holding the Left mouse button for over 2/10* of
- a second and then releasing it also clears.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- All the objects selected are cleared.
-
- This also cancels Vertex insert mode. NO SideDefs
- or sectors are created!
-
- yrShift+C Set ceiling height in Sector mode
-
- yrF Repeat last Find or Change
-
- yrShift+F Set floor height in Sector mode
-
- yrG Change the grid scale +
- yrShift+G Change the grid scale -
-
-
- A grid is a series of squares on the screen. They
- are visible if the grid is not hidden. Use H to
- view/hide.
-
- A grid size that result in a screen size of less
- than 2 pixels is never shown. When the 2 pixel
- limit is reached, the visible grid fluctuates in
- size and changes to dark-gray.
-
- If Snap-to-Grid is active (see /) and the grid
- size is not 0, each vertex coordinate is rounded
- to a multiple of the grid. For example, if a
- vertex has coordinates of x=121, y=22 and the grid
- size is 8, the final coordinates are : x=128, y=24.
- That example was for Vertex mode.
-
- Tool mode also snaps to the grid. So you will see
- the objects "jumping" on the screen as you move.
-
- In the Line and Sector editing modes, coordinates
- are only shifted in increments of the grid. To
- force them into alignment would cause a lot of
- grief (Vertices could be overlaid)!
-
- Grid is use recommended when linedrawing. It auto-
- matically aligns objects the grid (if Snap-to-Grid
- is active). When using the Tools you may wish to
- turn it off ( / key command) to make the object
- more controllable. Also when performing some
- detail work, such as placing vertices on top of an
- existing line, it is easier if Snap-to-Grid is OFF.
-
- If the original LineDef or Sector was not aligned,
- switch to Vertex mode to align each Vertex.
-
- TIP: If you have a Sector object and you want to
- force it into the grid coordinates (meaning the
- vertices will "snap" to points) do the following:
-
- 1. Select the Sector by left clicking (in Sector
- Editing mode of course).
-
- 2. Switch to LineDef mode (L), now all the
- LineDefs are selected.
-
- 3. Switch to Vertex mode (V), now all the Vertexes
- are selected ready for your commands!
-
- Note: you have to bmove past 1/2 the grid size
- to make it snap, so move "too far" and move back.
-
- A grid size of 8 is recommended for most work. Use
- a larger grid when making beginning large areas or
- when making Teleports (for floor texture align-
- ment).
-
- yrCtrl+G
-
- Set grid scale to 0.
-
- yrShift+Ctrl+G
-
- Enter any Grid Scale. This is for advanced
- users who also supply custom textures.
-
- This feature lets you copy architectural
- drawing easily by setting the same scale.
-
- We don't recommend using this if you are not
- familiar with texture alignment problems you
- can encounter with your own grid size.
-
- yrH Toggle display grid (hides the grid)
-
- yrShift+H Set ceiling/floor height Sector mode
-
- yrI Toggle display object information
-
- Show the information bottom bar while editing.
-
- Show texture pictures while editing.
-
- Speeds up display and shows more of the Map.
-
- yrshift+I Toggles bottom display from all to none.
-
- yrJ Jump to a specific object #.
-
- yrK Bring up thing masK menu. Select the items
- you want to display by clicking on the boxes.
-
- yrL Switch to the LineDefs/SideDefs editor.
-
- yrM Mark/unmark current object (select)
-
- If you don't have a mouse, select an object by
- pressing bM. Move the cursor over the object
- until it lights up then press bM.
-
- To unselect it, press bM again.
-
- yrN Jump to the next object.
-
- yrO Copy group of objects selected.
-
- After all the objects have been selected, position
- the cursor to the target location and then press
- bO to make a copy. After the copy completes you
- can bdrag the copy some more using the Right
- mouse button.
-
- In LineDef and Sector modes, bshift+Left button,
- bO and bCtrl+C are all the same.
-
- yrP Jump to the previous object.
-
- yrR Toggle display ruler
-
- yrshift+R Refreshes screen display only
-
- yrS Switch to the Sectors editor.
-
- yrT Switch to the Things editor.
-
- If you press T when you are already in THING mode,
- the display switches to display the actual Sprite!
- Press T again to switch back to plain circles.
-
- Any key press interrupts the display so you don't
- have to wait for a complete screen to fill up.
- If you accidently stopped the display, press
- C(lear) to redisplay.
-
- yrV Switch to the Vertexes (vertices) editor.
-
- yrshift+Z Rezoom back to area prior to Zoom-to-
- Window (see Left mouse button select +Z).
-
- yrZ Zoom IN/OUT instantly.
-
- Zooms according to the limits set in speed options
- under Edit/Options. Instantly centers the object
- selected at the zoom value you selected.
-
- yrX X align both sidedefs, texture check
- yrShift+X X align both sidedefs, no texture chk
- yrShift+Y Y Align both sidedefs
-
- Note: If the 2nd sidedef of all the LineDefs
- selected does not exist, the 2nd align stops with
- an error message.
-
- yr1...0 Set Edit ZOOM level from 1 to 10 directly
- (100 to 1000)
-
- y 0 In menus with numbers, exit the menu.
-
- yralt+1 LineDef mode, edit sidedef1
- Creates the sidedef is none is preset.
- yralt+2 LineDef mode, edit sidedef2
- Creates the sidedef is none is preset.
-
- yralt+X Center the Map at current size.
-
- yralt+Z Zoom to Extents.
-
- Make the map fit the screen.
-
-
- xyNOTE : Detailed explanations of the Cut, Copy,
- xy Paste are available in the Edit submenu.
-
- yrCtrl+B View the contents of Clipboard.
-
- Things are shown as X's only.
-
- yrCtrl+C Copy objects.
-
- Copy the selected objects to the bClipBoard. For
- the Registered version, you can use this to Merge
- different levels together.
-
- You should always try to get complete objects, that
- is, they should form a closed loop.
-
- yrCtrl+D Enter Line Drawing mode.
-
- In any mode, you can draw/create new lines.
-
- yrCtrl+M Mirror the object(s) selected
-
- Mirrors the selected object(s) to the current
- cursor location. A copy of the original object is
- also placed in the bClipBoard.
-
- You should always try to get complete objects, that
- is, they should form a closed loop.
-
- yrCtrl+N Normalize LineDef or Sector.
-
- If in LineDef mode sets the LineDef type to Normal
- and the tag to 0.
-
- If in Sector mode sets the Sector type to Normal
- and the tag to 0.
-
- yrCtrl+T Automatic Taggging.
-
- Automatically assigns tags.
-
- In LineDef edit mode, you select the LineDef(s)
- to connect to a Sector. In Sector Mode, you
- select the Sector(s) to connect to a LineDef.
-
- 1. Select the LineDef(s) or Sector(s) to tag.
- 2. Press bCtrl+T
- 3. The Edit mode switches as appropriate.
- 4. Move the cursor to the LineDef or Sector
- to have the same tag.
- 5. Press the bleft mouse button. The same
- tag number now connects both!
-
- yrCtrl+V Paste objects.
-
- Copy the objects in the bClipBoard buffer to the
- current cursor location.
-
- Please see the discussion in the Edit submenu for
- guidelines when Pasting or Mirroring objects.
-
- yrCtrl+X Cut objects (same as Del).
-
- Deletes all the selected objects. The type of
- objects deleted vary by Edit mode. A copy of the
- object is placed in the bClipBoard.
-
- yrCtrl+Z Undo, restore level to prior state.
-
- There is only one level of Undo. If you repeat
- the command, it flips between the new and prior
- states.
-
-
- y b
- y b Top Menu Buttons
- y b
-
- The five buttons on the top bar represent:
-
- yr+ Same as + command (zoom)
-
- yr- Same as - command (zoom)
-
- yrc Same as C command (clear)
-
- yr# Same as G command (grid)
-
- yrh Same as H command (hide grid)
-
- yrs Same as / command (Snap-to-Grid)
-
-
- y b
- y b Bottom Menu Symbols
- y b
-
- On the bottom left there is a box with up to
- 3 symbols and the word bDelay.
-
- 1. The first symbol has indicates if the
- level has had any changes.
- a. Blank = none
- b. T+X = Texture/Thing changed.
- c. Triangle = Geometry changed.
-
- 2. The second symbol shows the status of the
- AutoCenter option.
- a. Blank = not active
- b. Square with cross = object center active
- b. Cursor symbol = curser center active
-
- 3. The third symbol shows the status of the
- Auto Select option.
- a. Blank = not active
- b. Rectangle/ = active
-
- 4. The value after Delay indicates the time
- in milliseconds to delay refreshing the
- screen with a new map when scrolling (see
- b[] command).
-
-
- y b
- y b Mouse buttons in MAP editing
- y b
-
- a w Left Button has multiple uses
-
- yrLeft button
-
- 1. Mark/unmark the current object (select/unselect)
- Quickly press the Left button to mark or unmark
- object(s).
-
- Marked objects (speaker clicks and the object
- changes color) are all changed as a group when
- you make changes.
-
- The right side of the top menu bar shows the
- total number of objects currently selected.
-
- 2. Create selection box.
-
- If the Left button pressed and held down for over
- 2/10* of a second, Select box mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- Move the mouse to change the size of the outline
- you see to encompass all the objects you want
- selected/marked.
-
- All the currently selected objects are cleared
- when you enter Select mode and the new objects
- in the Selection box are now active.
-
- All these objects can now be edited at once or
- moved/copied.
-
- If you do NOT have additive select active (see
- shift+F5 options), then pressing the Left mouse
- button for a long duration and then releasing
- it, is a quick way to clear current selections!
-
- 3. Zoom-to-Window
-
- If the Left button pressed and held down for over
- 2/10* of a second, Select box mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- Move the mouse to change the size of the outline
- you see to encompass all the objects you want
- to Zoom in on.
-
- While pressing the Left button, press Z.
-
- To return back to the windows state prior to this
- command, press shift+Z.
-
- 4. Add an object (same as Ins key).
-
- For Vertex and Things only, Quickly press the
- left mouse button twice in a row.
-
- For Things : Add a Thing of the current type.
-
- For Vertex : Start Line Drawing Tool.
-
- 5. Enter Browser mode as noted with F1=Browse.
- Left click on the graphic shown.
-
-
- a y What does Selecting an Object do
-
- Each time you click an object it is added
- to a list of selected objects. When you edit
- any of the objects in the list, all the objects
- selected receive the edit changes. Similarly, if
- you drag or copy when the cursor is over one of
- the objects in the list, all the objects are
- dragged or copied.
-
- You do bnot have to click to edit only one
- object. Move the cursor over the object to edit.
- When you see that it is selected, press Enter
- (or press the Right button quickly), select the
- options in the sub-menu and press Escape (or
- click the Right button) when you are done to exit.
-
- Similarly for copying or dragging only one object,
- make sure the object is automatically selected and
- press bO for copying it or press the Right
- button and hold down to drag.
-
- To unselect an object, click on it again or press
- bC to clear all.
-
- If you have turned Auto Select off by using the
- bshift+A command, no objects are automatically
- selected as you roam the map. Turn it back on if
- you want to edit as described above.
-
- yrLeft button Direct Picture Editing
-
- Left clicking the Sector, LineDef or Thing picture
- displayed on the bottom, pops up the corresponding
- object images/texture selection menu.
-
- This is a fast method of adjusting the final look
- of a level!
-
- Only the object displayed is changed. Additional
- objects you may have selected are ignored.
-
- You may wish to temporarily turn Auto Select of to
- keep the same object displayed on the bottom.
-
- yrLeft button Insert Vertices
-
- If you quickly* click the Left mouse button twice,
- bIns mode as described next is automatically
- entered. You may prefer this to pressing the Ins
- key.
-
- Press the Left button after you press bIns in
- Vertex mode to create Vertices for LineDefs.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- yrshift+Left button (LineDef and Sector see bCtrl+C)
-
- Copies the current selected object(s) to the
- current cursor location.
-
- In LineDef and Sector mode, bshift+Left button,
- bO and bCtrl+C are all the same.
-
- yrshift+Left button (Vertex Mode Only)
-
- Splits the LineDef near the cursor location in
- half.
-
- yrctl+Left button (see bCtrl+M)
-
- Mirrors the current selected object(s) to the
- current cursor location.
-
- A mirrored object is created as if a mirror
- was placed at the current cursor location.
-
- bCtrl+Left Mouse button and bCtrl+M are the
- same.
-
-
- a w Right Button has multiple uses
-
- yrRight button
-
- 1. Edit the current/selected object(s).
-
- Quickly press the Right button to edit the
- current object(s).
-
- 2. Drag the current/selected object(s).
-
- If the Right button is pressed and held for over
- 2/10* of a second, drag mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- All the selected object(s) are dragged.
-
- Drag the object(s) selected by pressing the Right
- mouse button (and holding it down) and at the
- same time moving the mouse to the desired loca-
- tion. Release the Right mouse button to place it.
-
- If you have a group of objects selected (either
- by individually selecting them with the Left
- mouse button or using the Left Mouse drag
- selection box), they are all dragged at the same
- time.
-
- If you press and hold the Right mouse button when
- you are over a rNew object (it "lights" up) and
- it is not in the current select list), the new
- object is dragged and all the prior ones are
- dropped.
-
- 3. Drag tool object.
-
- When creating a Rectangle, Polygon or Stair from
- the Tool menu (not from Objects), pressing the
- Right mouse button drags the object over the map.
-
- In rotate mode, the Right mouse button drags the
- whole map .
-
- 4. Change Edit mode.
-
- Quickly* clicking the Right mouse button brings
- up a sub-menu that allows you to change Edit
- modes.
-
- Select a new mode or Right click to exit.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
-
- yrRight button Insert Vertices/LineDefs
-
- Press the Right button to stop inserting vertices
- and drawing LineDefs in Vertex mode (see above).
- The LineDefs are automatically closed. Press bEnd
- if you do not want to close the LineDefs.
-
- In this mode only, rShift+Right button connects
- the area drawn to the Sector whose LineDef you
- have shared. Use this to extend areas using the
- same Sector. (The opposite is true if Sector Join
- is ON.)
-
- (Draw over only 1 LineDef).
-
-
- yrShift+Right button (see bDel)
-
- Delete the selected object(s).
-
- For Vertex mode only, the Vertex and all connected
- LineDefs are Joined OR if the VertexDel Join
- option is turned OFF, the Vertex and all connected
- LineDefs are deleted (see VertexDel).
-
- yrCtrl+Right button
-
- Start Map panning using the mouse. You can release
- the Ctrl key after you start. Release the mouse
- button to stop.
-
- Alternatively, you can press the left mouse
- button and then quickly press the right mouse
- button. Release the buttons to stop. (Use C to
- clear any object selected).
-
-
- y b
- y b Mouse buttons in Menus
- y b
-
-
- yrLeft button
-
- Select the current name or number when
- the mouse is in the objects window.
-
- yrRight button
-
- Cancels the currently selected menu when
- clicked outside the area.
-
-
- y b
- y b Menu Selections
- y b
-
- Items from a menu can be selected three different
- ways:
-
- yb1. Use the arrow keys to select the option and press
- Enter.
-
- yb2. ba. For menus without numbers in front, press the
- highlighted character (and nothing else).
-
- y bb. For menus with numbers in front, press the
- number (and nothing else).
-
- yb3. Use the mouse to select the item. Move the mouse
- cursur to the line and click the left button.
-
- To cancel the selection, press Esc or click the
- right mouse button.
-
-
- y b
- y b Automatic Selection
- y b Difficulties
- y b
-
- The first thing to do is increase the Magnification
- using the +/- keys, Z or the numbers. This makes it
- easier to see, the mouse movement is easier to
- control and DeeP automatically narrows the "search"
- for something.
-
- If you have automatic object selection turned on
- (bshift+A), objects automatically get selected
- when you get close to them. Some Sectors may be
- difficult to select if they have irregular shapes.
-
- Switch to LineDef mode, select a LineDef and switch
- back to Sector mode. You can also Jump to a Sector
- (or any object) with the bJ command.
-
- If you have extra Sectors in one location, you will
- also have trouble, but in that case you have to
- delete the extra Sector. Run F10 Check to get rid
- of the extras automatically.
-
-
- x yPlease review the F1 help for each subject.
-
- x y End of Section
-
- **---------------------------------------------------
- ||EXE Help Options when loading DeeP
- **---------------------------------------------------
- b y
- b y Help Options when loading DeeP
- b y
-
-
- xyDeeP [-n]
- [-m <MainWadFile> ]
- [-prj <ProjectFile> ]
- [-f <PwadFiles>...]
- [-p <dospath>]
- [-v <mode>]
- [-d new ]
-
- yThe b- commands are used for overrides when you
- ystart bDeeP. The name surrounded by the parenthesis
- yb(..) followed by b= is the long form of the name.
-
- If no () are shown, it's the same name.
-
- yAll the overrides are bPERMANENT and do not need to
- be entered again each time (except for -n).
-
- All of these options can be set with altF5, this is
- for those that like to do it this way also and also
- to support different environments via custom batch
- files.
-
- yExample :
- yb-MAIN c:\Doom2\DOOM2.wad defines the main IWAD.
-
- yb-n (noload)
-
- Temporarily suppresses automatic DeeP restart.
- This clears all prior PWAD file names and all
- file additions. Used to start over again!
-
- Use this in the Shareware and LITE versions to
- CLEAR all the current levels you have read so you
- can start over again if you've exceeded the file
- limit of 3 or 6!
-
- The bReset All Files option under File in Edit mode
- also resets all file additions to none.
-
- (See automatic restart options under Edit.)
-
-
- yb-m (main) C:\DOOM2\DOOM2.WAD
-
- Name/location of the main IWAD file. This file
- determines DOOM/DOOM II, HERETIC or HEXEN
- support. .
-
- This path also determines the location of
- DOOM, DOOM2, HERETIC or HEXEN .exe when testing
- a level (registered only).
-
- If you play DOOM, DOOM II,HERETIC and HEXEN, you
- may wish to create a batch file for each version
- using the -PRJ option to point to different main
- IWAD files. You must have created the projects
- ahead of time (of course). This lets you quickly
- start DEEP in the right mode. You can always
- switch modes within the editor of course, but
- this makes it quicker on startup.
-
- Modify and make a copy of the batch file used
- to execute DEEP (DEEP.BAT) if you desire pre-
- defined automatic starts in the right game.
-
- In one batch file you might enter:
-
- y bDeeP -prj DEEP1.PRJ %1...
- (for DOOM)
-
- and in the second batch file enter:
-
- y bDeeP -prj DOOM1.PRJ %1...
- (for DOOM II)
-
- y bDeeP -prj HERETIC.PRJ %1...
- (for HERETIC)
-
- y bDeeP -prj HEXEN.PRJ %1...
- (for HEXEN)
-
- Each time you change the name of the IWAD file,
- it is saved in xxxxx.PRJ. Thus if you start DeeP
- and do not override with a -m doom.wad command,
- the last name you used is automatically read.
-
- yb-f (file) file1.wad file2.wad ...
-
- Add patch wad files to load. If no path is
- specified, a path is added (see PATCH).
-
- The b.wad extension is automatically added
- if no b. is used. (This also erases all prior
- saved PWAD information, i.e, it does a -n.)
-
- yb-p (path) C:\DOOM2\WADS
-
- Set the default path for reading and saving files
- and for DIR (registered).
-
- yb-prj C:\...\yourprj.PRJ
-
- Set the default project to use on startup. The
- default is the last one used.
-
- yb-v # (video)
-
- Set the default video mode number (resolution).
- This is also set in the alt+F5 menu.
-
- Experiment with this to see if your monitor is
- readable at higher resolutions ( 800x600 looks
- nice on many 15" monitors ).
-
- Values for #:
-
- 1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
-
- If the video driver detects an error, the
- resolution is reset to 640x480.
-
-
- yb-d new (driver)
-
- Change the video driver. Use this if the VESA
- driver does not work. Select the driver that
- describes your video card. If the video card is
- not listed, try to determine the chipset of the
- video card.
-
- Also use UNIVBE to try to emulate VESA! Find the
- latest version (5.1) if 5.0 does not work.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||FILE Save File, Scripts, Test... Cmds
- **---------------------------------------------------
- b y
- b y File [Alt+F]
- b y
-
- p y DeeP / DPMI
-
-
- You may have to adjust your system to work with
- DeeP's Borland DPMI manager. Do not use QEMM's
- QDPMI (in CONFIG.SYS). You probably don't need it.
- Also you have to have HIMEM.SYS in CONFIG.SYS and
- at least FILES=20.
-
- Be sure to test before saving from DeeP! Please read
- README.DOC and README.1ST.
-
- If DeePBSP fails for any reason, you will get the
- message on returning that the file you saved is not
- a WAD file. The file is probably -0- in length. Copy
- the ~DeeP.wad or ~HeeP.wad back to the name you
- wanted so you now again have a copy of the last
- level you changed.
-
- Do NOT edit the temporary names above!!!!!
-
- DeePBSP will fail if you have overlapping vertices-
- LineDefs, so be sure to run the check for this in
- DeeP.
-
- x y Node Building Design considerations
-
- If the manner in which you build 2-sided objects is
- not correct, you may get "floating" floors and
- barriers. These types of errors are not caught by
- the error checker, since 2-sided LineDefs have too
- many valid combinations.
-
- Basically, when you build an object, you should try
- to have all the LineDef sidedefs (side1 or side2)
- all facing the same direction, either all in or all
- out. Failure to follow this guideline, may introduce
- node conflicts. So if you have this type of problem,
- examine the structure(s) surrounding the problem!
-
- Use the final build mode (nodes are + numbers,
- usually 4 to 8) for HEXEN.
-
- Use TURBO mode (- numbers, usually -4 to -8) for
- quick developement on slower machines or for
- experimenting with nodes for HEXEN.
-
- Note : Sometimes LineDefs are drawn and configured
- "incorrectly" on done on purpose to achieve a
- special effect. Play the level to see if there it
- was done on purpose? No too unusual anymore.
-
-
- The following information is to see if you may have
- an incorrect option in your system that is slowing
- down DeePBSP.
-
- Most of your PWADs should build in less than 30
- seconds. For reference, MAP14 (DOOM2) or E1M5
- (HERETIC) should take no longer than 5 seconds on
- a DX486/33 in TURBO mode and 14 seconds in FINAL
- mode.
-
- No, final is not 3 times slower, it just depends
- on the level. An average difference is about 2,
- but it's so fast it hardly makes any difference.
-
- We use TURBO for lighting fast test turnaround and
- FINAL for the final stages. FINAL does a better
- job of balancing the node tree. This is important
- on large levels or slower machines.
-
- For faster processors, the time taken is propor-
- tional to the increase in speed. A DX2/66 is about
- 2.5 seconds and a DX4/100 is about 2.0 seconds
- (depends on wait states).
-
- A SX486/33 (no coprocessor) is about 80 seconds.
- As you can see, a mathco really helps!
-
- If your system is not within 5 seconds of this
- value, you probably did not shadow and cache your
- system BIOS. This is a big hit on all your work!
-
- One system took over 1 minute, due to just this one
- error!!
-
-
- y b File Name Length
-
- The largest path name for any file is 42 characters!
- This includes the drive specification "C:\".
-
- For example: C:\DOOM2\DeeP is 13 characters long.
-
- The default path is always added to any file you
- read or write, so don't forget to count it.
-
- ybNew Level
-
- Erases all information so you can create a level
- from scratch.
-
- It is suggested to increase the screen refresh delay
- to at least 50ms (see [] commands) to keep the map
- from flying all over the place. You may also want to
- set this for small levels or if you are running a
- very fast system.
-
- ybOpen PWAD
-
- Read a new wad patch file. The default directory is
- set by the "patch" option. If not set, the default
- follows DOS rules (usually where you started DeeP).
-
- The level edited is automatically set to the first
- one found.
-
- y The characters b.WAD are automatically appended
- y if no b. is found.
-
- ybSave
-
- Save the level as a PWAD file. Enter the name of the
- file, including the complete path. If no path is
- given, the file is stored in your current directory.
- Press Esc or Cancel to not do anything.
-
- If a file has been Read in with the same save name
- it is renamed with the .BAK extension.
-
- If you save to an existing name, but that file has
- never been read, the file is overwritten.
-
- DeePBSP should be run if you have changed any of the
- map's geometry. You can ignore this if you do not
- intend to play right now, but want to go to bed
- (it is late).
-
- pyThe Shareware version saves up to 3 files with
- different names. The .BAK name counts as a name.
- If you read in 2 levels and save using a different
- name, the maximum is exceeded.
-
- pyThe LITE version saves up to 6 files with
- different names.
-
- pyThe Shareware and LITE versions do not save
- grouped PWADs.
-
- pyThe Registered version saves up to 56 files and
- directly saves a grouped PWAD.
-
- pyClear the REJECTS
-
- This prompt does not appear on a save if the
- CLearReject option is set (see alt+F5). It always
- appears if you force a node build.
-
- If you do not clear, the existing REJECT information
- is copied. This is OK for slight tinkering with
- existing DOOM levels, but not recommended for big
- changes.
-
- The REJECTS are not always cleared to give you
- freedom to experiment easier. (DeePBSP only copies
- REJECT data to make this easy.)
-
- If you have a level that crashes, yet you can't find
- anything wrong, try using the forced BUILD nodes
- command and clear the REJECT to bFF. If your level
- no longer crashes, you need to run a REJECT program
- or reduce the number of enemies.
-
- pyDeePBSP will work on any PWAD file, just remember
- that it bdoes not clear the REJECT. DeePBSP will
- fix many levels built by other node builders that
- have bHOM errors.
-
- It is almost 100 percent reliable. It works with all
- the original levels. Be sure you run the complete
- check on a level before you build nodes! See the
- Node Depth option for varying the BSP output.
-
- Some errors we've had in the past, turned out to be
- DOOM coding errors (such as exceeding the number of
- visible SideDefs). Even DOOM II will get the message
- "exceeded number of visible planes" (or something
- like that) for some monster levels we've built or if
- we create too many steps in a spiral staircase.
-
- The limit is 128 for 2-sided LineDefs (they can have
- a different floor and ceiling "inside"). It was less
- on earlier versions of DOOM.
-
- If you get visi-plane overflows, build a "floor to
- ceiling wall" to restrict your line of sight in the
- area that caused the problem. You can also reduce
- the number of LineDefs. The most common mistake made
- is to build too good a "circle" with the polygon
- tool. Make it less perfect and it will work!
-
- If you run into bHOM errors, reduce the number of
- LineDefs and simplify the area. Play the level and
- see where you can reduce the number of visible level
- differences without making a big impact.
-
- Use the Grid feature when possible to minimize
- problems.
-
- ybSave As diff level
-
- Save the level with a different level number.
- Select the level and the rest is the same as above.
-
- ybEdit Level
-
- Select a different existing level to edit.
-
- ybReset All Files
-
- Erases all PWAD information and resets ALL levels
- to the main IWAD.
-
- ybReset 1 File
-
- Erases the PWAD information for this file and resets
- all levels that used this file to the main IWAD.
-
- ybSave with new beHavior
-
- Save the level with a new HEXEN ACS script file
- compiled using the ACC.EXE script compiler.
-
- The script object file read replaces the current
- BEHAVIOR resource for the level you are editing.
-
- Press F1 help in the command for more information.
-
- ybSave with new Mapinfo
-
- Save the level with a new HEXEN MAPINFO text file
- you have created. The text file read replaces the
- current MAPINFO resource.
-
- Press F1 help in the command for more information.
-
- ybRead Project
-
- Switches to the game and files defined by the
- project. This is how you go from editing DOOM to
- editing HERETIC or HEXEN. It loads all files and
- options active the last time the project was open.
-
- For HEXEN, this is a powerful way to keep track of
- Scripts and MAPINFO details automatically.
-
- ybRead Texture Group
-
- Reads in a set of predefined texture defaults.
-
- ybBuildNode
-
- Save the level and always rebuild nodes.
-
- If you changed the Reject, the SaveRejectMask prompt
- will also appear.
-
- ybBuildNodeAs
-
- Save the level with a different level number and
- always rebuild nodes.
-
- If you changed the Reject, the SaveRejectMask prompt
- will also appear.
-
- ybSaveRejectMask
-
- You are given the following options:
-
- awReject Mask
-
- awSkip every How many to fill with Pattern.
- awPattern Pattern to fill the rest with.
- 255 selects all (0xFF).
-
- Clear to 255 (bFF) or any pattern you like for
- TESTING or to have random fun.
-
- Once you change either value from the default value
- of 0, this prompt appears each time you build nodes.
- To get rid of the prompt change it back to 0/0.
-
- A skip value of 0, writes all the pattern.
-
- A skip value of 1, writes one "00" then your
- pattern, "00", pattern, etc. This is 50% pattern
- coverage.
-
- A skip value of 2, writes two "00" then your
- pattern, etc, this is 33% coverage.
-
- The Pattern also controls which sectors get
- activated. For example 15 (b0F) with a skip of 0
- is also 50% coverage in a different way.
-
- This is useful to debug your level. With FF, you
- can wander around the level with all the monsters
- and yet you do not have to fight them off all the
- time (most of the time).
-
- In addition, this is a check to see if the enemies
- are causing problems in your level.
-
- ybCompile Script 2
-
- Compiles the named script using the ACC.EXE
- compiler. The object name always ends in ".O".
-
- This always replaces the current BEHAVIOR object
- name with the same name as your script file, but
- the ending 2 characters are ".O".
-
- Set the name and location of ACC.EXE using alt+F5
- options.
-
- ybEdit Script 3
-
- Edits the named script using the DOS editor or
- comparable. Set the name and location using alt+F5
- options.
-
- ybEdit&Compile Script 4
-
- Edit and Compile a script as above.
-
- ybDeCompile Script 5
-
- DeCompiles the named MAP using the DEACC.EXE
- compiler. Set the name and location using alt+F5
- options.
-
- ybEdit MAPINFO 6
-
- Edits the named text file using the DOS editor or
- comparable. Set the name and location using alt+F5
- options.
-
- ybSave MAPINFO in file 7
-
- Extracts the current MAPINFO and writes it to a
- file. This is a text file you can edit as noted
- above.
-
- ybSave Lump in a file
-
- Saves any PWAD (IWAD) entry to a file. All control
- information is removed. For example, you could use
- this to save MAPINFO (as above) and the result is
- the same as the Save MAPINFO command. SNDINFO is
- another text file.
-
- ybSave Lump in a PWAD
-
- Saves any PWAD (IWAD) entry to a PWAD file. All
- control information is kept.
-
- Copies the data in the object lump and makes
- it into a PWAD file named byourname.WAD con-
- taining the object's name and data.
-
- WadFile now contains the object in the format for
- use by DOOM/HERTIC/HEXEN or DeeP. You can then read
- this file in as a replacement for DirEntry.
-
- The existing bName (or lump) represents an existing
- directory entry in any of the WAD files you have read.
-
- byourname.WAD is any valid file name and will be
- overwritten if it exists.
-
- You cannot use the same name as any PWAD you
- have read already.
-
- bnewName is the name to give the directory entry.
- This is a quick way to export data from one WAD to
- another.
-
- You can "borrow" textures between different versions
- by renaming the texture patchname from a name
- that doesn't exist in one to a name that does
- exist in the other.
-
- You use this as follows:
-
- a. In the File Menu Reset all the Files/Levels.
- b. Read in some PWAD you want to use replacement
- textures in.
- c. You read in all the textures you borrowed
- using the PWAD file names you gave them (as
- described above).
-
- If you have lots of texture files, you will
- exceed the file limit of 56. The solution is to
- read in 56 textures at a time and then group them
- into a new file.
-
- Then you use only 1 file for all 56. You can
- repeat this process again and now have 112
- textures in a file, etc.
-
- You can add exactly as many entries as there are
- entries to start with. In other words, you can
- double the size.
-
- You can do as many replacements as there are
- entries (of course).
-
- DOOM, HEXEN and HERETIC each have different color
- palettes, so the color of a DOOM texture will not
- display correctly in HEXEN or HERETIC (and visa
- versa), although you can swap textures as
- described. Use the texture conversion option to
- convert colors.
-
- ybSave and Group Files
-
- pyRegistered only
-
- Group all patch wads together in one file. When
- you BRead in more than one PWAD file, you can
- combine them into one big PWAD. This way you can
- combine all your favorite levels into 1 file that
- contains all of them.
-
- Example : You have created 3 levels called
- SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
- time in the past (ok, you spent the last 4 week-
- ends making them). Read all 3 of them using the
- Read command under File.
-
- 1. SLIDE11.WAD
- 2. STORM12.WAD
- 3. GLORY13.WAD
-
- Select Group Comand to combine them all.
-
- To replace levels in a Bgrouped PWAD with
- different (new) levels:
-
- 1. Read the grouped PWAD (the levels it contains
- are shown).
- 2. Read in another PWAD with the level you want
- to replace. (If the PWAD does not have the
- correct level number yet, read it in first
- and then SaveAs choosing the level you want.)
- 3. Group the PWAD again choosing a different name
- than what you started with (otherwise you
- would destroy the very file you are copying
- from).
-
- To edit levels in a Bgrouped PWAD :
-
- 1. Edit the level you want to change.
- 2. Save using the same name as before and copy
- ALL the data when prompted.
-
- You can also edit and save each one as
- individual files (the way you created them to
- start with). The same original name can be used.
- This also lets you reassign the level identi-
- fication, for example, from MAP03 to MAP11.
-
- Example : Assume you read MIXEDBAG.WAD and
- change SLIDE11.MAP (level = MAP11).
-
- 1. BEdit MAP11 make the changes desired.
- 2. Save the level as SLIDE11.WAD (any name you
- like of course).
- 3. BGroup as MIXEDBAG.WAD and now you're done!
-
- Group reads the information in the files, not
- what's in memory. That's why you have to save
- them again (not a bad idea if you changed the
- levels to keep from getting confused, we do).
-
- All levels that do not belong to the Master WAD
- file are written to the bwadfile selected.
-
- y For the best backup bSave modified level(s)
- with their own names before you group all the
- levels!.
-
- ybTest Level
-
- pyRegistered only
-
- Load DOOM(II) or HERETIC and play a level you
- have saved (also bShiftF1). This tests only the
- level defined by the current file active.
-
- ybTest all leVels
-
- pyRegistered only
-
- Load DOOM(II) or HERETIC and play a level you
- have saved (also bCtrl+F1). This tests the level
- of the current file active AND loads all PWAD files
- you have loaded. This can be any type of PWAD.
-
- If you must have the older version of DOOM 1, turn
- the Response File option off (1.9 is ok).
-
-
- a
- a w DOOM/HERETIC/HEXEN can thrash your memory,
- a w either due to DOOM errors or mistakes in
- a w your Level or Hardware problems!
- a w
- a w HEXEN messes with the timer tick and your
- a w PC clock will no longer time correctly
- a w if HEXEN crashes!! In DeeP the mouse will
- a w not click correctly and the screen savers
- a w will run way too fast.
- a w
- a w If you are using 0 Dram wait states, you
- a w may have problems!
- a w
- a w We therefore recommend to cold-boot (push
- a w the reset switch every once in a while to
- a w minimize unexpected failures in DOOM,
- a w HERETIC, HEXEN or DeeP!
- a w
-
- The parameters -file yourfile.wad -warp xx
- are automatically created. You may enter up to 80
- additional characters.
-
- Enter or change the testing options to what you
- normally use. These are saved for the next time.
-
- If you experience testing problems, make sure you
- have a least 1 wait state in your Dram.
-
- HERETIC is touchier than DOOM on one of our machines.
- It works fine on one, yet constantly crashes on the
- other, with the same PWAD file. So, it's probably
- the machine, right?
-
- Type any external PWADs you want added FIRST,
- followed by your normal test options. The
- additional PWADS add extra graphics and sounds
- to your level (do not enter your test level).
-
- For example: (all on one line, can't do here)
-
- aw CHOOKV23.WAD CHKSTUFF.WAD
- aw -skill 3 -nomonsters
-
- DeeP can also automatically load all the PWADs you
- have read in when testing (Ctrl+F1 shortcut).
-
- If you have DOOM and it's 1.666 or later, turn on
- the Response File option. This allows you to bypass
- the limitation of how much information you can pass
- to DOOM from DeeP (DOOM II, HERETIC and HEXEN are
- automatic).
-
- Upon exit, you return to DeeP and everything is
- restarted if you set the option to reload (see Edit
- help).
-
- p y
- p y DOOM cheat codes
- p y
-
- During play, type the codes in with the keyboard.
- A message displays on the top showing the cheat mode.
-
- I = DOOM only
- II= DOOM II only
-
- ybidbehold Displays a menu on the top line,
- enter: S = strength
- V = Invulnerability
- I = Partial Invisibility
- A = Full AutoMap
- R = Anti-radiation suit
- L = Light amplification visors
-
- ybidchoppers Chainsaw
- ybidclev## Warp (episode/mission)
- ybidclip IIWalk through walls
- ybidspispopd IWalk through walls
- ybiddqd God Mode
- ybiddt Toggles Automap (in automap)
- ybidfa Full Ammo
- ybidkfa Full Ammo, weapons, keys, armor
- ybidmus## IIChange music (episode/mission)
-
-
- p y
- p y HERETIC cheat codes
- p y
-
- During play, type the codes in with the keyboard.
- A message displays on the top showing the cheat mode.
-
- ybkitty Walk through walls
- ybravmap Shows entire map (map mode)
- ybmassacre Kill all monsters on level
- ybskel All keys
- ybrambo All weapons, ammo, armor
- ybquicken GOD mode
- ybponce Full health
- ybshazam Weapon Power Up
- ybengage## Warp (episode/mission)
- ybgimme Menu, select item and quantity
-
- a = Ring of Invincibility
- b = Shadowsphere
- c = Quartz Flask
- d = ?
- e = Tome of Power
- f = Torch
- g = Time Bomb Ancients
- h = Morph Ovum
- i = Wings of Wrath
-
-
- p y
- p y HEXEN cheat codes
- p y (Registered Only)
-
- During play, type the codes in with the keyboard.
- A message displays on the top showing the cheat mode.
-
- ybcasper Walk through walls
- ybmapsco Shows entire map (map mode)
- ybwhere Coordinate display
- ybbutcher Kill all monsters on level
- ybnra All weapons +full health/armor
- ybconan No weapons
- ybsatan GOD mode
- ybclubmed Restore Health to 100
- yblocksmith All keys
- ybsherlock All puzzle pieces
- ybindiana 25 of each artifact
- ybdeliverance Pig mode
-
- ybpuke## Script (01-99), runs script
- ybvisit## Warp (01-41)
- ybshadowcaster# Change character classs (0,1,2)
-
- ybticker Frame rate counter
- ybmartek Type in 3 times to die!
- ybnoise Sound debug
- ybinit Restart level
-
- ybPrint
-
- pyRegistered has no limit on print file size.
-
- Print the level to printer or a file (see below).
-
- A file is saved in the current DeeP directory
- or default path.
-
- You can type in any legitimate path name, for
- example, C:\mymaps\map01.hgl
-
- Press F1 help in the print menu for more info.
-
- ybNodeVieweR
-
- This was made for our internal use and left in so
- you can see all those pretty nodes<g>.
-
- For HEXEN, viewing the nodes is a must to be sure
- the node segments do not split an area for polygon
- objects (swinging doors, etc.). You should always
- try to keep lines aligned in the same plane to
- keep the number of nodes down. If you have a
- problem you can slide the area around or draw some
- "extra" stuff to force the nodes to take a
- different path. MAP01 in HEXEN is a good example
- next to the sliding doors.
-
- Press F1 for the options available.
-
- ybDOS Shell
-
- Shells to DOS temporarily. Type "exit" to return to
- DeeP. Be careful not to start DeeP twice nor start
- any of the games!!
-
- For this command to work properly, you require
- either a PATH= to your COMMAND.COM or a SHELL=
- in CONFIG.SYS.
-
- For example:
-
- PATH=C:\DOS
- - or -
- shell=c:\dos\command.com c:\dos\ /e:1024 /p
-
- ybeXit
-
- Exit the editor. Warns you if changes have been
- made and you have not saved the file.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||PRINTMAP Printing Maps
- **---------------------------------------------------
- b y
- b y Printing Maps
- b y
-
- pyThe Registered version prints any size map.
-
- The map printed is exactly the same as currently
- displayed on the screen for any resolution (please
- refer to portait printing note).
-
- You can zoom and get the zoomed MAP print. Use the
- Zoom-to-Window to get the exact section printed!
- (Hold the left button down and start drawing the
- selection box around the area. Then while still
- pressing the left mouse button, press Z.)
-
- All maps print the level as shown on the screen with
- three variations. Each type is automatically
- selected by the edit mode (Things, LineDefs,
- Sectors).
-
- ybThing mode
-
- Things are shown with an X on the map. If you
- enabled Thing numbers or descriptions, these
- will print too.
-
- ybLineDef mode
-
- Two-sided LineDefs are printed darker.
-
- ybSector mode
-
- Prints just the map.
-
- ybGrid Lines
-
- If the grid is turned on, it is superimposed as
- dotted lines over the map at the grid size active.
-
- There are three additional options when printing:
-
- ybLandScape
-
- This is the default. Clicking it OFF prints in
- portrait mode.
-
- In portrait mode the map is slightly elongated,
- but makes a long map print with more printing space
- for descriptions.
-
- Slide the map over to the left of the screen to
- get the map to print correctly on the paper.
-
- ybNumberThings
-
- Places the thing number next to each thing.
-
- ybThing Desc
-
- Places a maximum 10 character description next to
- each thing.
-
- ybText 2X
-
- When you print a full size map, the printing might
- be unreadable. Normally select 2X to make it twice
- as large. Experiment to suit your printer and
- taste.
-
-
- y bPrint Operation
-
- If you have an HP printer that supports the HPGL
- language, you can print directly to the printer.
- If the printer prints characters and numbers
- (e.g.,PD12,55), the printer does NOT support HPGL.
-
- If your printer doesn't work directly, chose a file
- for output. Then import it into Word for Windows as
- an HPGL (.HGL) graphics file.
-
- Set the page to Landscape and maximize the margins.
- Use Insert Picture to put the map in a word
- document, importing as HPGL of course.
-
- You can then print the file from Word, using
- Windows' print drivers for your printer.
-
- You need Word's graphic import filter for .HGL
- installed (one of the options on Word setup 6.0a
- graphic filters). Download an upgrade for FREE from
- Microsoft if you have 6.0. (See Word's About Screen
- for the version number).
-
- NOTE: If the map is very large, Word's import filter
- does not scale correctly. Left click to select the
- Map, then drag the right edge to the right margin.
-
- This has been tested with Word 6.0a and Paint Shop
- Pro. Corel PhotoPaint can also import it, but it's
- pretty lousy. If you know of others, let us know and
- we'll include it here.
-
- On some computers, you may get an error after
- printing for a while. The message is out of our
- control, just reply Y to retry. If you are out of
- paper, put some more paper in!
-
- We can't control this right now, it's a dumb
- compiler problem, it won't tell us there is problem
- with printing!
-
- x y End of Section
-
- **---------------------------------------------------
- ||EDIT Edit Clipboard, Copy, Paste...
- **---------------------------------------------------
- b y
- b y Edit [Alt+E]
- b y
-
-
- y b
- y b ClipBoard Buffer
- y b Undo Buffer
- y b
-
- There are two buffers available:
-
- 1. The bClipBoard buffer contains a copy of
- the last object Copied, Mirrored, Deleted
- or a copy of your last PWAD read in using
- the "Open Clipboard PWAD" command.
-
- 2. The bUndo buffer contains a copy of the
- level prior to performing any command that
- changes the level.
-
- Note: The following Ctrl+ commands are the same
- as used in MS Word and other programs. This
- makes it easy to remember for those familiar
- with those programs, however, if you have never
- used them, it may appear "strange". The keys are
- grouped next to the Ctrl key and are easy to
- combine for most of us <g>.
-
- yrCtrl+Z Undo, restore level to prior state.
-
- There is only one level of Undo. If you repeat
- the command, it flips between the new and prior
- states.
-
- Most commands that change the map geometry make
- a copy of the level before the change is made.
-
-
- yrCtrl+X Cut objects (same as Del).
-
- Deletes all the selected objects. The type of
- objects deleted vary by Edit mode.
-
- A copy of the object is placed in the bClipBoard.
-
- Vertex mode: Depending on the VertexJoin Del option,
- either deletes the vertex and joins the connected
- LineDefs or deletes the vertex and all LineDefs
- using the vertex (set in alt+F5 option).
-
- LineDef mode:
-
- Delete the linedef and all vertexes if the
- vertexes are not in use by any other Linedef.
-
- Sector mode :
-
- Delete a Sector, all the linedefs and vertices
- (as above) that reference the sector(s).
-
- Things are also deleted if the Move Things option
- (alt+F5) is turned on.
-
- Teleport Things are always deleted when in Sector
- mode.
-
- All the deleted items are put in the bClipBoard
- buffer. If you immediately change your mind, use
- Ctrl+Z to undo the delete. If you have done other
- changes, but have not reused the paste buffer, you
- can use Ctrl+V to paste the object back, although
- you may have to "connect" some part manually.
-
- yrCtrl+C Copy objects (same as O)
-
- Copy the selected objects to the bClipBoard.
-
- You should always try to get complete objects, that
- is, they should form a closed loop (see Paste
- below).
-
- Teleport Things are always copied when in Sector
- mode.
-
- If you move (by dragging) a Teleport landing Sector
- (destination), you need to be sure that the
- Teleport thing stays with the Sector. For HEXEN
- this is not important, assuming you like the spot
- already chosen.
-
- If you are not in Sector mode or if the drag Things
- option is not enabled, Teleport things are NOT
- moved. The F10 check will catch this as a missing
- Teleport thing.
-
- In LineDef and Sector mode, bshift+Left button,
- bO and bCtrl+C are all the same.
-
- In Sector mode, Things are also copied if the
- Move Things option (alt+F5) is turned on.
-
-
- yrCtrl+V Paste objects
-
- Copy the objects in the bClipBoard buffer to the
- current cursor location. The current cursor
- location is snapped to your current Grid size if
- snap-to-grid is turned on.
-
- Use bCtrl+B to view the contents of the ClipBoard
- buffer.
-
- Place the mouse where you want the pasted object(s)
- to appear, then press Ctrl+V.
-
- The objects can be pasted inside an existing sector
- or placed in a new area. The resulting object Line-
- Defs are adjusted according to the destination
- sector.
-
- 1. Placing objects in an existing sector.
-
- Be careful that the COMPLETE object(s) is
- enclosed by the destination sector (actually the
- LineDefs surrounding the object(s). If some
- parts stick out, the resulting object may have
- incorrect LineDefs!
-
- The exterior LineDefs of the object(s) are
- adjusted to point to the destination sector.
- Sidedefs are added as required to complete the
- object.
-
- 2. Placing objects in a new area (no sector is
- there).
-
- The exterior LineDefs of the object(s) have the
- SideDefs deleted as required, since no exterior
- sector is present anymore. This one can present
- the most amount of "fixing" required if the
- source object is in pieces.
-
- NOTE : If you somehow fool DeeP into thinking that
- you are in a Sector and you are not, move to an
- area to outside the boundaries of the Map. Paste or
- Mirror there and then drag the objects back. This
- can happen if you have partial construction else-
- where in the level. (Can also work in reverse, it
- detects no Sector and you think there is!)
-
- If you Paste/Mirror where DeeP thinks there is a
- Sector, but you meant for it to be a new area, the
- Exterior LineDefs are not correct. Same thing for
- the opposite case.
-
- If you surround them by a new area, then you are OK.
- All you have to do is change the outside LineDefs
- (sidedef) sector references to your new sector. But
- if that's true, you should have made the target
- area first and then Pasted into the area!
-
-
- yrCtrl+M Mirror the object(s) selected
-
- Mirrors the current selected object(s) to the
- current cursor location (also see Paste).
-
- A mirrored object is created as if a mirror
- was placed at the current cursor location.
-
- There are 8 possible mirror forms of an object.
- An imaginary box is drawn around the object(s)
- to mirror. The boundaries of the box decide what
- form the mirrored object is to take.
-
- Suggestion: Before you mirror an object, check
- the level otherwise you will copy the object,
- defects and all.
-
- In Sector mode, all the LineDefs with the same
- sector are mirrored.
-
- In LineDef mode, only the LineDefs marked are
- mirrored. Sectors are created as required. It
- is possible that the area is "not closed" since
- you can select incomplete areas.
-
- bCtrl+Left Mouse button and bctl+M are all
- the same.
-
-
- a y
- a y Paste / Mirror Notes
- a y
-
- For some situations manual correction is necessary.
- The most common one occurs if 2-LineDefs point to
- each other, for example:
-
- │ sd2a sd2b │
- ─┤ ├─
- │ (sector 3 ) │
-
- Assume the sd2a is some sidedef2 that points to
- sector 3 and sd2b is another sidedef2 also
- pointing to sector 3. If you copy the LineDefs that
- contain those those sidedefs, DeeP may think that
- sd2a and sd2b are OK since they both point to the
- same sector.
-
- This is not always correct on outside boundaries.
- If they came from a section that looked like this:
-
- ┌─────────────────┬──────────────────┐
- │ Some Sector /LineDef area │
- │ │
- │ ┌──────┴──────┐ │
- ├─ │ sd2c │ ─┤
- │ │ │ │
- │ ─┤sd2a sd2b├─ │
- │ │ │ │
- └────┴─────┘ (sector 3 ) └─────┴─────┘
-
- In the above example, sd2a, sd2b, sd2c were
- originally a separate area all sharing the same
- sector 3. DeeP will fix sd2c, since no sector
- 3 is found looking "South", but sd2a and sd2b look
- OK (as mentioned earlier).
-
- If the source object (in the Clipboard or from the
- selected objects for Mirror) is not complete, that
- is, some parts (LineDefs) are missing, DeeP
- attempts to determine what to do.
-
- If the object(s) selected have an open area between
- their own LineDefs (such as a spiral stair), they
- will appear as a "good" sector to DeeP, as noted
- above, but that sector was originally the sector
- that the object(s) came from.
-
- So adjust as required, by deleting those areas that
- DeeP could not determine as valid or ADD the
- missing sector by completing the pasted object(s)
- and correcting the LineDefs and Sector references.
-
-
- ybAdd Object (Same as bIns key)
-
- If you insert multiple Sectors at the same location
- they are deleted when you run the Xref check (if
- you never use them.
-
- New Sectors use the default values you set in
- Texture defaults.
-
- Also refer to the documentation of the bIns key
- for some more information.
-
-
- y r Ins Vertex mode
- y r Line Drawing Tool
-
- This creates the LineDefs/SideDefs/Sectors for a
- level.
-
- You can start Line Drawing Mode three ways:
-
- 1. From Vertex mode, quickly double click the left
- mouse.
- 2. Pressing Ctrl+D from any mode.
-
- 3. Quick double right click and select LineDraw.
-
- Insert Mode continues until you stop it with the
- Right Mouse button (the normal method), press the
- bEsc or bInskey. If have made some lines already,
- press either of these again to exit.
-
- LineDefs, SideDefs and Sectors are automatically
- created.
-
-
- There are two variations in Vertex mode:
-
- b1. If 1 or no vertex is selected, press the Left
- mouse button to create Vertices/LineDefs.
-
- if 1 vertex is selected, the next vertex is auto-
- matically connected to the one selected. Use this
- method to connect multiple areas.
-
- Draw over an existing LineDef of the old area to
- automatically make the old LineDef 2-sided and
- make the new sector share the same character-
- istics as the one you are connecting to.
-
- Each time the Left button is pressed a Vertex and
- a LineDef is created (if you have 2 or more
- vertices).
-
- a y Joining Areas
-
- If you are joining areas, move the cursor over an
- existing vertex in the area to join. Make it
- select (bottom box shows it and the vertex lights
- up/sound) and then press the left button. The
- existing vertex is now selected and joined to the
- priorvertex.
-
- Go over the existing LineDef to make it 2-sided
- somewhere in your creation path.
-
- If you miss, manually move the vertex by dragging
- it on top of the other one (stop insert mode
- first by pressing the Right Mouse button).
-
- The current grid is used to align vertices
- (Snap-to-Grid active).
-
- A grid of 8 is recommended. Move an existing
- vertex to make it line up if you can't match
- because the grid misaligns it.
-
- a y Splitting Lines
-
- If you place a vertex directly on top of an
- existing line, the line is automatically split.
-
- The line turns color (default RED) and shows the
- line as split. If the line did not turn color and
- the "arrows" did not appear at the when the
- vertex was created, you "missed" the LineDef.
-
- Increase the Zoom, adjust the grid or snap-to-
- grid as appropriate. If the LineDef is on the
- grid, snap-to-grid should be on. If the LineDef
- is off the grid, turn snap-to-grid off. You
- should also set the grid size to match the area.
-
- b2. If exactly 2 vertexes are selected, a new
- LineDef connecting the two is created. Insert
- mode automatically ends.
-
- This is mostly used for odd situations where
- you are connecting two separate areas or you
- are fixing a mistake.
-
-
- Press the Right button to stop inserting. The last
- two open vertices are connected, creating the last
- LineDef to close. The SideDefs and Sector is
- automatically created (unless you turned Auto Insert
- Sector OFF).
-
- If you do not want the LineDefs closed, press the
- bEsc key.
-
- A check is made to see if any obvious overlaps exist.
- The check can be turned off in Edit Options for
- faster operation.
-
- If you press bC, the command is immediately
- stopped and no SideDefs and Sector are created.
-
- When creating an area, you should end up with all
- the LineDefs forming a complete loop. All the arrows
- should point the same way.
-
- y r Rooms and Objects
-
- Rooms:
-
- Draw Rooms clockwise. An inner New sector is created.
- All the LineDefs are 1-sided.
-
- Objects:
-
- Draw Objects inside a room counter-clockwise. The
- room Sector is assigned to the LineDefs made.
-
- If you do this outside a room, a brand new Sector is
- assigned. If SmartDraw is enabled, the LineDefs are
- automatically flipped to clockwise, since normally
- that's how they should be for a Room. DeeP assumes
- you made a mistake and fixed it for you. If you
- don't want it to do this, turn SmartDraw off and
- DeeP will assume you know what you are doing!
-
- You will fix this of course. This results in a
- Sector not closed message if you forget.
-
- Flip the LineDef (F8 Misc menu) to correct any
- errors.
-
- LineDefs that do not loop result in Sector not
- closed messages. Also LineDefs that butt heads
- (they do not all go the same direction) also cause
- Sector not closed errors (if not 2-sided).
-
- If the ends do not touch, use method 2 above to
- connect the opening or select one of the vertices
- and drag it on top of the other one. Reply yes to
- merge them together (works only if you haven't
- turned the check off).
-
- If you want to Insert Sector for the inner portion,
- complete the unfinished area by selecting all the
- LineDefs (or outline a complete bclosed area).
- Then switch to LineDef mode (press bL) and press
- bIns again to create SideDefs and a Sector for the
- inner area. Now all the LineDefs are 2-sided.
-
-
- y rIns LineDef mode
-
- In LineDef mode when a group of LineDefs are
- selected and you press bIns a new Sector is
- created and one SideDef in each LineDef is bound to
- this Sector. The edit mode will switch to editing
- Sectors.
-
- Normally, SideDef1 already exists, so it adds
- SideDef2 to all the sides and makes the LineDefs
- 2-sided with no textures.
-
- If SideDef1 did not exist, it adds SideDef1 and
- nothing else.
-
-
- y rIns Sector mode
-
- Use this to create a new Sector that you are going
- to manually reference with a SideDef or to replace
- a Sector that was manually deleted in the SideDefs
- and now you want it to have a different sector.
-
- This is normally done, when you can't change the
- existing Sector, since it is shared by other
- enclosed areas (you would change all of them),
- so a new one is created.
-
- The LineDef/ SideDefs involved are manually changed
- to point to the new Sector.
-
- Select and modify LineDefs by using the Del key to
- get rid of Sectors/SideDefs you don't want and add
- new ones back in by pressing Ins. You may also want
- to change the references to SideDefs or Sectors to
- -1, the same as deleting them, with the advantage
- that you can tailor each individually without any
- danger of loosing it all!
-
-
- y rIns Thing mode
-
- A new Thing matching the current object selected is
- created.
-
-
- ybDelete Object
-
- Same as bDel key. Press the Del key again to
- confirm the deletion.
-
- For Vertex mode only, the Vertex and all connected
- LineDefs are Joined OR if the VertexDel Join option
- is turned OFF, the Vertex and all connected
- LineDefs are deleted (see VertexDel).
-
-
- ybClear Selection
-
- Same as pressing C to clear or hold the Left mouse
- button down for about 1/2 a second.
-
- ybThing Filter Mask K
-
- Clear/Mark the boxes to display or not display the
- items shown.
-
- The mask also controls the Things selected by a
- selection box drawn around the Things.
-
- Press F1 help in the command for more help.
-
-
- a wAll the options below are saved in the file
- a wDeeP.CHK and appropriate Project and Texture
- a wconfiguraton files. These files are automat-
- a wically created the first time you start DeeP.
- a wDelete this file if it gets damaged somehow.
-
-
- ybOpen ClipBoard PWAD
-
- Places the contents of the PWAD read into the
- clipboard (including Things). This data can be
- copied with the Paste (Ctrl+V) command.
-
- ybview ClipBoard Ctrl+B
-
- Displays an image of the current object(s) in the
- clipboard (including Things). This is the data
- copied with the Paste (Ctrl+V) command.
-
- ybview Sprites
-
- Display any Sprite in the IWAD file.
- Use the +/- keys to Zoom.
-
- ybview All Graphics
-
- Display any Graphic in the IWAD file.
- Use the +/- keys to Zoom.
-
- ybview PCX Image Ctrl+F7
-
- Displays screen shots made while playing the game.
- The PCX viewer is made for DOOM/HERETIC/HEXEN PCX
- files ONLY.
-
- Press F1 for more information in the command.
-
- ybview Active Files
-
- Display all files read in.
-
- ybview Lump Contents
-
- Displays the contents in HEX and character for any
- IWAD/PWAD entry. You can print just the current page
- displayed or the complete file.
-
- ybSave and make an IWAD
-
- pyRegistered only
-
- Build a new main WAD file (all umpteen megabytes)
- y replacing levels with any PWAD you have bRead.
-
- ybConvert File into PWAD
-
- Copies the data in a File and makes it into
- a PWAD file containing the directory entry name
- (lump name) selected and File data.
-
- bFile is any existing file with data in a
- format usable by DOOM/HERETIC/HEXEN.
-
- The resulting name cannot be the same name as any
- PWAD you have read already.
-
- bLumpName represents a directory entry name. If
- you intend to replace a directory entry with this
- file, choose an existing directory name.
-
- This is useful only if File is in the correct
- format for use by DOOM. You can then read this
- file in as a replacement for DirEntry.
-
-
- yb Texture Composite Viewer
-
- Use this feature to select the actual Lump name when
- you replace textures or want to draw on a texture.
-
- Briefly, the textures in the games consist of one or
- more "patches" or pieces. DOOM and DOOM II had many
- composite textures. This was cut down quite a bit
- in HERETIC and HEXEN. The original purpose was
- probably to save disk space.
-
- Press F1 for more information after selecting this
- option.
-
-
- ybConvert Textures
-
- Registered only
-
- Converts all textures read from PWADs to the
- palette required by the current game. This means
- you can lift textures from DOOM/II and give
- HERETIC and HEXEN a lift (you can go the other
- way too).
-
- **WARNING** this overwrites the current texture
- file.
-
- You can create one file with all the textures
- in one game using the "Export all Textures" command.
-
- After you create this file, switch to a new
- project (different game), read in the texture
- file you made and then convert.
-
- Note: When you read in the new texture made by the
- "Export all Textures" command, you are replacing
- the current TEXTURE and PNAMES lumps with the names
- that belong to the "other" game.
-
- This means that all the names are now changed to the
- "other" game name and that the defaults no longer
- exist. So ignore the missing default message and be
- SURE to not build a level with this file still
- loaded. Use "Reset All Files" to get the standard
- textures back.
-
- The same comment applies to the "Flats".
-
- It is best not to have any other files loaded when
- you do this (or only other texture files) so DeeP
- does not misinterpet data as graphics when it is not
- (program might hang).
-
- The resulting textures will now be displayed with
- the correct (well close enuf<g>) colors.
-
- Only DOOM->HERETIC and HERETIC->DOOM are done.
- DOOM->HEXEN is almost complete. The rest have not
- been worked on yet although you can play with it.
-
- ybExport all Textures
-
- Saves all the textures into one separate file
- (advanced). This includes the TEXTURE1/2 names and
- PNAME entries. You don't have to make this file
- if you just want to customize a few texture
- patches.
-
- If you just want to change a few patches, use the
- save Lump to a PWAD command, selecting only the
- patches you wish to change. Then either group these
- patches (after you modify them) with your level or
- all them in the -FILE command when you play you
- level.
-
- For example, DOOM -FILE MYLEVEL.WAD -MYTEXTUR.WAD
-
- Use this to create:
-
- 1. A file containing all the textures you want
- to convert from one game to another.
-
- 2. A file containing all the texture you want
- to modify using the ADD drawing mode.
-
- For example, if you are in DOOM mode, entering
- this command creates a file containing all the
- DOOM textures. You then put DEEP into HERETIC
- mode (by reading a HERETIC project), read in
- this file and then choose texture convert from
- the file menu to convert these textures to HERETIC
- colors.
-
- If you want to draw on the textures, open the
- file just created and then select Draw on Any
- Graphic.
-
-
- ybExport all Flats
-
- Saves all the floor and ceiling graphics into one
- separate file (advanced). Use this to create a
- file with all these graphics so you can modify them
- using "Draw on Any Flat" command or any other
- program.
-
- All the Flat lumps have to be together for DOOM to
- recognize your changes in an external PWAD. The
- special entries F_START and F_END are automatically
- copied.
-
-
- ybDraw on Any Graphic
-
- You can draw on any wall texture, sprite or other
- graphic following the "texture" storage format.
- This includes many other graphic symbols, such as
- the fonts, logos and special screen display
- symbols.
-
-
- ybDraw on Any Flat
-
- You can draw on any floor or ceiling texture. They
- have a special storage format.
-
-
- ybSave Palette to a File
-
- Save the current PLAYPAL entry to a text format file
- compatible with the PaintShopPro (or any JASC
- enabled) graphics drawing program. Makes it a snap
- to instantly match the palette exactly.
-
-
- ybTexture Defaults F5
-
- Changes the default values for wall, floor, ceiling
- textures for the different type of objects and floor
- and ceiling heights. (Press F1 within the selection
- for more information).
-
- ybLoad Options/Etc Alt+F5
-
- Changes the default values for the video resolution,
- files, and various startup options. Press F1 in this
- selection to see more help.
-
- ybZoom/Mouse/Map Opt F6
-
- Changes the default values for Zoom, Mouse and Map
- variables. There are two screens for this option.
-
- Press F1 in this selection to see more help.
-
- ybMouse/LineColors Alt+F6
-
- This sets the colors for many items, including the
- mouse and map line colors.
-
- Press F1 in the Color Option menu for more
- information.
-
- yb Palette Colors Alt+F7
-
- Select and set the color value for the primary color
- selections. This changes the values available in
- Mouse/Line Colors above.
-
- Press F1 help in Palette menu.
-
- x y End of Section
-
- **---------------------------------------------------
- ||TEXTUREP Texture Defaults
- **---------------------------------------------------
- b y
- b y Texture Defaults F5
- b y
-
-
- Changes the default values for wall, floor, ceiling
- textures for the different type of objects and floor
- and ceiling heights. For HEXEN, the door and lift
- speeds and delays are also here, although these
- values are automatically updated as you change them
- in making a level.
-
- Save these defaults to a different name by selecting
- the alt+F5 menu, selecting Set Texture Group and
- entering a new name.
-
- The value for the Floor/Ceiling increment is used
- when the PageUp/PageDown keys are used in the number
- boxes for ceiling and floor heights. The values are
- increased/decreased by this amount.
-
- Edit these to suit your taste. When you follow a
- theme, you may want to make the defaults follow your
- main idea. For example choose stone defaults for a
- castle theme.
-
- The textures values for DOOM are for DOOM II. Adjust
- the values for DOOM.
-
- Any textures can be used for walls with only 1-side.
- For walls with 2-sides, you have to be careful if
- you use textures on BOTH sides.
-
- Textures come in 2 flavors, single patch and multi-
- patch. All textures start out (of course) as a
- graphic. If a texture is made from only 1 graphic,
- it is suitable for use anywhere.
-
- A texture made from a composite of other textures is
- called multi-patch. That means that a combination of
- graphics combine to make the texture you see. If you
- use the Picture command (end DeeP graphic mode and
- enter the character mode prompt) you see ALL the
- raw graphic elements of DOOM/HERETIC.
-
- Some of the textures look just like the walls
- textures, but the name is not the same. If the
- graphic is exactly the same, then that graphic is
- a single-patch for that texture.
-
- If you examine the others, you'll see that by
- combining them, you have the other textures. These
- composites are multi-patch textures.
-
- The texture selection box displays the number of
- patches for a textures to help you decide if the
- texture is suitable.
-
- The default textures are all 1-sided to keep
- beginners out of trouble with textures. Bad textures
- cause weird colors and a "freezing" of action. If
- you run the Check option, it will tell you where you
- have problems automatically.
-
- You can choose textures made up from a combination
- of other textures (patches), but you have to be
- careful not to use them where you have textures on
- both sides of a wall.
-
-
- a y Ceiling
-
- The ceilings for objects are only used if you are
- making a Room. This is an object that is not inside
- an existing area. If an object is made inside an
- existing area, the current ceiling is used.
-
-
- a y F_SKY1
-
- F_SKY1/F_SKY is a special texture name results in the
- SKYx textures used for upper Textures and Ceilings.
-
- When you create predefined Teleports objects, DeeP
- looks for this name. If F_SKY1 is used, the Teleport
- ceiling is also set to F_SKY1, not the default value.
-
-
- a y Texture Sizes
-
- The floor and ceiling textures align on a 64x64
- grid. Most of the time you don't care. When you make
- small areas, the way the texture appears is decided
- by how it aligns on the grid.
-
- So for teleports, they look best if they align
- perfectly on a 64x64 grid.
-
- Walls have similar guidelines. Use the X-axis
- (left to right) texture alignment to minimize the
- number of "lines" in a wall. For short walls it can
- make a big difference how good the walls look.
- Stairs are a good example.
-
- This is a judgement call and takes some experience
- to decide. This is normally done when you are
- finishing a level. One of the detailing steps!
-
- Top to bottom (Y-axis) alignment is trickier, but
- made a lot easier with interactive texture align-
- ment. You can see the textures drawn with the offset
- directly on the screen!
-
- The simplest is to try and Unpeg the upper or lower
- texture (see the Unpegged discussion in LineDefs).
-
- For 1-sided LineDefs:
-
- 1. Normal textures are always drawn from the top down.
-
- 2. Unpegged textures are drawn from the bottom up.
-
- For 2-sided LineDefs:
-
- 1. Unpegging the Upper texture draw the texture from
- the top down. Normally they are drawn from the
- bottom up.
-
- 2. Unpegging the lower texture draws the Lower
- texture from the bottom up. Normally they are
- drawn from the top down. In some situations, the
- DOOM engine adds its own "height" offset before
- drawing the texture. We are almost done making
- all this automatic too.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||CHKOPTIONS Map Checking Options
- **---------------------------------------------------
- b y
- b y Map Checking Options
- b y
-
-
- ay Upper Textures
-
- Check to see if any Upper textures are missing.
-
- ay NormalTextures
-
- Check to see if any Normal textures are missing.
-
- ay Lower Textures
-
- Check to see if any Lower textures are missing.
-
- ay X offsets
-
- Check to see if X offset exceed texture limits.
-
- ay Y offsets
-
- Check to see if Y offset exceed texture limits.
-
- ay Multi-Patch
-
- Check to see if texture has more than 1 patch.
-
- ay Sector Closed 1
-
- Check to see if all linedefs match.
-
- ay Sector Closed 2
-
- Check to see if all SideDef references match.
-
- ay Thing in Sector
-
- Check to see if all Things are in sectors.
-
- ay Things on Top
-
- Check to see if all Things are on top of each
- other.
-
- ay Check Tags
-
- Check to see if that LineDefs have tags where
- required and that a matching Sector is found.
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||OPTIONS Setting Load Options/Etc.
- **---------------------------------------------------
- b y
- b y Load Options/Etc. altF5
- b y
-
-
- The following options are toggled as shown:
-
- In the display boxes, Red = ON, White = OFF.
-
- yb Options
-
- aySound Selection
-
- Sound when object is selected.
-
- aySound Errors
-
- Sound when an error occurs.
-
- ayLineDef Split
-
- Perform a check to see if any vertices are on top
- of a LineDef every time Vertices move. Disabling
- this speeds up editing large levels at the risk of
- missing mistakes you might make.
-
- An overlap check for Vertices is always done.
-
- aySelect Object0
-
- Select object 0 the first time.
-
- ayAdditive Select
-
- Add currently selected objects to all in the current
- select box.
-
- ayAuto Start
-
- Automatically restart DeeP in Edit mode,
-
- Use -n when loading to temporarily suppress.
-
- ayAuto Load
-
- Automatically reloads the last PWADs you were
- editing.
-
- Use -n when loading to temporarily suppress.
-
- ayGrid Dashed
-
- Set grid lines to be dashed or solid lines.
-
- aySelect Dashed
-
- Set select box lines to be solid or dashed.
-
- ayCache Textures
-
- Activate this to speed up the display of textures.
- You should have at least 5MB free when you start
- up. Turn this OFF if you run out of memory.
-
- The first time the textures are displayed there is
- some delay, subsequent displays use the resident
- copy.
-
- If you use up the memory for textures, the Thing
- display will not have any left. So if you display
- things in picture mode on the map, you may not want
- to cache textures if you have limited memory.
-
- Any texture over 32,768 is not cached. There are
- a few of those. This compromise lets more "small"
- textures be resident, rather than a few "big"
- ones.
-
-
- ayThick Lines
-
- Increase the line thickness to 3. Useful when you
- use large monitors at high resolutions or use a
- white background.
-
- ayResponse File
-
- When testing, create a response file. This is always
- done for DOOM II and HERETIC. DOOM 1.666 and later
- also supports this. The default is a response file,
- since the older versions have more problems, so most
- are newer?
-
- (See Testing help under File help).
-
- ayVertex Arrows
-
- Places direction arrows in Vertex Mode.
-
- aySnap Cursor
-
- Cursor automatically follows menus.
-
- ayExpert Mode
-
- Turn this ON to not have confirmations for deleting
- anything nor a warning when you flip SideDefs. Be
- careful to catch loose fingers <g>.
-
- Sector create and merge error messages also do not
- appear! So be sure you check your work.
-
- ayThing Picture
-
- Display a picture of all Things in any edit mode.
- The type of Thing (circle or picture) is set by the
- last setting in bT display. See what you like!
- The default is a cross.
-
- ayMenu Nesting
-
- Keeps menus displayed until you quit by pressing Esc
- or clicking the Right mouse button.
-
- If you turn this OFF, all of the menus, except for
- Things, exit after you select one item. This
- behavior is similar to DEU. You may wish to switch
- this back and forth, especially if you are
- "touching" up a level.
-
- ayShowDrawLength
-
- Displays the length of each line in LineDrawing
- mode next to the cursor.
-
- OFF displays no line length. The length is also
- displayed in the upper left corner.
-
- ayTexture Display
-
- Wall textures are displayed on the right side if
- this is turned off. Experiment to see which way
- you prefer to see the textures.
-
- ayCeiling Display
-
- Ceiling textures are displayed on the right side if
- this is turned off. Experiment to see which way you
- prefer to see the textures.
-
- B y VideoMode
-
- ay 1 640x480
- ay 2 800x600
- ay 3 1024x768
- ay 4 1280x1024
-
- Sets the video resolution desired.
-
- End the Edit mode and restart (or start the screen
- saver) to activate.
-
- If your video board does not support the resolution
- and the video driver is able to detect this, the
- resolution is reset to 1.
-
- The video driver is changed by loading Deep -D new.
-
-
- B y File Locations
-
- You can use the cursor, Home, Delete and End keys to
- edit the name.
-
- ay 5 Set Project Name
-
- This selects the type of game you want to edit.
-
- Be sure to use the correct Project for the type
- of game you are editing.
-
- There are 4 predefined project names:
-
- DOOM.PRJ = DOOM (original or Ultimate)
- DOOM2.PRJ = DOOM2
- HERETIC.PRJ = HERETIC
- HEXEN.PRJ = HEXEN
-
- Press F1 help when selected for more information.
-
- ay 6 MainWAD File
-
- Enter the location and name of the IWAD file.
-
- For example: bC:\DOOM2\DOOM2.WAD for DOOM2.
-
- The maximum length is 43 characters!
-
- Press F1 help when selected for more information.
-
- ay 7 Save & Paste Path
-
- 1. The default Drive and Directory path choosen
- when you read or save files.
-
- 2. The default Drive and Directory path choosen
- when you read into the paste buffer using the
- Open Clipboard PWAD command.
-
- You can manually type over the drive:\directory
- when you read or save, this is the default if no
- entry is made.
-
- The maximum File path length is 26 characters!
-
- Press F1 help when selected for more information.
-
- ay 8 Set Texture Group
-
- This step creates a Texture Group file for all the
- current texture defaults.
-
- Press F1 help when selected for more information.
-
- ay 9 Script Compiler
-
- This sets the path and name of the HEXEN script
- compiler (ACC.EXE).
-
- Press F1 help when selected for more information.
-
- ay A Script Editor
-
- This sets the path and name of the HEXEN text
- editor for scripts or MAPINFO.
-
- ay B Script DeCompiler
-
- This sets the path and name of the HEXEN script
- decompiler (DEACC.EXE).
-
- aySector Join
-
- This is for Vertex LineDef drawing mode only.
-
- If this option is ON, when you draw over an
- existing LineDef the Sector used by that LineDef
- is extended to the new area drawn.
-
- Press shift+Right Mouse button to override the
- setting.
-
- When this option is OFF, the opposite is true.
- Even if you draw over an existing LineDef, new
- Sectors are always created.
-
- To override this setting, press shift+Right Mouse
- button to join to the existing Sector.
-
- (Draw over only 1 LineDef).
-
- ayVertexDel Join
-
- This is for Vertex mode only.
-
- If this option is ON, the Del key deletes a vertex
- and joins the two LineDefs (on each side of the
- vertex) into one.
-
- If no LineDef is connected to the vertex, the
- vertex is always deleted.
-
- If this option is OFF, the Del key deletes all
- LineDefs connected to the vertex.
-
- Press shift+Del to perform the opposite of this
- setting. For example, if Join is set, press
- shift+Del to delete the Vertex and the LineDefs,
- rather than joining them.
-
- ayEnable Undo
-
- Normally you would not change this. This sets
- support for the Ctrl+Z Undo command.
-
- If you have a HUGE level, only 4MB of RAM and who
- knows what else, you may have to turn the Undo OFF
- so you have enough memory for other stuff.
-
- ayMove Things
-
- Turn this ON if you want Sector copies and deletes
- to also copy and delete the Things in the Sector(s).
- This takes a bit longer, depending on the machine
- and level size.
-
- ayDrag Things
-
- Turn this ON if you want Sector Dragging to also
- move the Things in the Sector(s). This takes a
- bit longer, depending on the machine and level
- size.
-
- Dragging, drags only those Things in the same
- sector(s) you are dragging. If you have sectors
- within sectors, select them ALL to drag all
- Things!!
-
- Sector that are indirectly connected do not have
- the Things moved. Those are the LineDefs that
- "slant" with the Sector when you move.
-
- aySmartDraw
-
- Turn this OFF if you are drawing areas where the
- Intelligent Inference Drawing (IID) code is
- flipping your LineDefs and you want them as drawn.
-
- This occurs when DeeP determines that all SideDef1s
- do not point to a matching sector and thus
- concludes that you must have drawn it backwards.
-
- This is normally a correct assumption, but being
- smart can also make it stupid, so this option is
- here just in case!
-
- ayClearReject
-
- Turn this OFF if you want to always answer the
- Clear Reject prompt. You may want to do reply No
- to the prompt if you have a level that has a good
- REJECT (which took some time) and the changes you
- made will not change anything.
-
- You can always temporarily override by using the
- Build Nodes option when you save. The prompt always
- appears when forcing a node build.
-
- ayGroupSave
-
- Turn this ON to always save grouped PWADS.
- No prompt will appear.
-
- ayTool Continue
-
- Turn this OFF to end Tool mode after one object
- object (Rectangle/Polygon/etc.) is created.
-
- ON keeps the Tool active so you can make more
- objects of the same type.
-
- ayShowDragLength
-
- Displays the length of up to 30 LineDefs when
- dragging in LineDef or Vertex mode. This provides
- instant feedback on the length of the line(s)
- dragged, making is very easy to set the length
- precisely.
-
- Use the F6 option to change the maximum number of
- lines displayed. The default is 3.
-
- Turn this OFF if you do not want to see lengths
- displayed.
-
- ayCursorKeys move Map
-
- Turn to ON if you want the cursor keys to move
- the MAP instead of the Home/End/Page keys.
-
- The default is OFF and these keys move the mouse
- cursor.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||ZOOMMOUSE Zoom/Mouse/Map Options
- **---------------------------------------------------
- b y
- b y Zoom/Mouse/Map Options F6
- b y
-
-
- There are two screens for this option.
-
- x y Screen 1 preferences
-
- ayObject Select Range
-
- Determines the sensitivity to selecting objects
- near the cursor.
-
- ayOverlap Tolerance
-
- Determines the number of Doom unit variance to allow
- before two points are considered to have the same
- coordinates. Default = 3.
-
- Decrease if you are creating very tight areas.
-
- It is normally impractical to make it 0, since you
- have to be EXACTLY on top of a vertex to make it
- overlap. This allows some leeway to make it easier
- to merge vertices.
-
- ayLower Grid
-
- The minimum grid size.
-
- ayUpper Grid
-
- The maximum grid size.
-
- ayShowDragLength Limit
-
- When ShowDragLines is enabled (alt+F5), sets the
- maximum number of lengths to display at one time.
-
- Select a number that suits your style and monitor.
-
- ayLower Zoom
-
- The lower zoom limit when Z is pressed.
-
- ayUpper Zoom
-
- The upper zoom limit when Z is pressed.
-
- ayLower - Key zoom
-
- The lower zoom limit for b- key zooming.
-
- ayUpper + Key zoom
-
- The upper zoom limit for b+ key zooming.
-
- ayXalign Minimum
-
- The minimum valid value for Xalignment. Normally
- this is -255 since the maximum texture width is
- 256, thus alignment past this is not required.
-
- If you are using textures wider than 256, increase
- this number.
-
- ayXalign Maximum
-
- The maximum valid value for Xalignment. Normally
- this is 255 since the maximum texture width is 256,
- thus alignment past this is not required.
-
- If you are using textures wider than 256, increase
- this number.
-
- ayYalign Minimum
-
- The maximum valid value for Yalignment. Normally
- this is -127 or more since the maximum texture
- height is normally 128. Alignment past the texture
- height usually makes no sense.
-
- The default value is -255 for compatibility with
- existing levels. We suggest making it -127.
-
- There are some "special" effects that require an
- exception.
-
- ayYalign Maximum
-
- The maximum valid value for Yalignment. Normally
- this is 127 or less since the maximum texture
- height is normally 128. Alignment past the texture
- height usually makes no sense.
-
- The default value is 255 for compatibility with
- existing levels. We suggest making it 127.
-
- There are some "special" effects that do, for
- example, the "bar door", a door made from bars
- that rises, normally not possible. It also
- requires a special construction technique!
-
- ayNode Depth
-
- Change this to a minus number (usually -4 to
- -8) to get TURBO mode nodes built for rapid
- development. A positive number (usually 4 to 8 is
- for FINAL nodes.
-
- HEXEN usually requires FINAL mode and most DOOM/
- HERETIC levels are OK in TURBO mode. Experiment
- to see what works best for you. FINAL mode also
- does a better job of balancing the node tree.
- This helps performance on large levels.
-
- For some Maps, vary this value to try to fix
- "barrier" problems you may encounter with large
- levels or disappearing walls. This is usually
- cause by 2-sided lines drawn clockwise instead
- of counterclockwise.
-
- A lower value is recommended (like 4) to start
- with. Also try the two ways of building nodes,
- TURBO vs FINAL.
-
- Changing the angle of LineDefs also can fix
- problem areas. Try to make vertex points align
- with other vertices if possible.
-
- A different nodebuilder using a different
- formula, may also fix the problem. This is
- fairly unusual, although has been observed.
- WARM is one recommended alternative, but not
- BSP1.2.
-
-
- x y Screen 2 preferences
-
- ayRuler Radius
-
- Set the radius for the ruler. Three rectangles are
- drawn. Starting with the value given, each inner
- rectangle is 1/2 the prior size. A size of 0 is no
- rectangle.
-
- ayMap Scroll Speed
-
- Determines the amount the map moves when the cursor
- touches the edges.
-
- ayMouse Sensitivity
-
- Set how fast the cursor moves. First time is the
- original value.
-
- ayMouse Click Speed
-
- Sets the double click speed in Milliseconds (ms).
- This also determines how long a button has to be
- held to enter drag or select mode.
-
- Increasing this, makes "selection" slower.
- Experiment to fit your click style.
-
- ayMouse Timer Value (*#)
-
- This is the timer calibration value dynamically
- assigned by DeeP the first time it was installed.
- If you get a new system, you should delete DEEP.CHK
- and then DEEP will reconfigure all the defaults.
-
- You can also change the value here. For example, if
- you started with a 486DX/33, the number is around
- 3000. If you later upgrade to a 486DX4/100, the
- number should be about 6000. Manually adjust the
- number higher if have a faster processor to get
- response times that suit you. A good test is the
- "About DeeP" screen under Help on the top menu bar.
- The monsters should cycle smoothly.
-
- The (*#) represents any adjustment required to keep
- the number below 32768. High end machines may have
- a value greater than 1.
-
- ayThing Fill Pattern
-
- You can change the pattern display of the Things to
- one of the following values:
-
- │ 0 │ Thing Color Transparent
- │ 1 │ Solid fill
- │ 2 │ ---
- │ 3 │ ///
- │ 4 │ ///, thick lines
- │ 5 │ \\\, thick lines
- │ 6 │ \\\
- │ 7 │ Light hatch
- │ 8 │ Heavy crosshatch
- │ 9 │ Interleaving lines
- │ 10 │ Widely spaced dots
- │ 11 │ Closely spaced dots
-
- ayPalette Number
-
- Adjust for you monitor. Loads a different palette
- from the IWAD. 1 through 8 are redder. 0 and 9 are
- similar. 13 is green.
-
- More stuff in the future. Adjust to your viewing
- pleasure.
-
- ayBeep Browse Freq
-
- Speaker beep frequency as you move the cursor across
- the map and different items select (color changes to
- Yellow).
-
- ayBeep Select Freq
-
- Speaker beep frequency when you select an item with
- the left mouse button (color changes to Green).
-
- ayBeep Error Freq
-
- Speaker beep frequency when an error message appears.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||COLORS Color Options
- **---------------------------------------------------
-
- b y
- b y Color Options
- b y
-
-
- ayMouse
-
- The color of the mouse. You must restart DeeP to see
- the change.
-
- ayMouseEdge
-
- Select the color of the mouse edge (note as above).
-
- ayMenu Color
-
- The background color for all menus.
-
- ayMenuHilite
-
- Select the color of the menu hilight character(s).
-
- ayButtonColor
-
- The color of buttons for all menus.
-
- ayButtonActive
-
- Select the color of the button when it is active.
-
- ayDragging
-
- The color for dragged objects.
-
- aySelect Box
-
- The color of the select box.
-
- ayHiLight
-
- The color for automatic hilighting of active objects.
-
- ayInsertVertex
-
- The color of lines inserted.
-
- ayVertex Square
-
- The color of Vertex dot.
-
- ayGrid
-
- The grid color.
-
- ayRuler
-
- The ruler color.
-
- ay2-Sided LineDef
-
- The color of 2-sided LineDefs.
-
- ay1-Sided LineDef
-
- The color of 1-sided LineDefs.
-
- ayBackGround
-
- The screen background color.
-
- If you change the background color, be sure to
- change the color of the LineDefs so they show up
- (and any others as appropriate). For example if
- you make the background white, then the 1-sided
- should be black and the 2-sided darkgray.
-
- ayBackGround Things
-
- The screen background color when displaying Thing
- pictures in Thing mode. Switch to any color you like.
- Normally a lighter color displays better, but each
- to their own taste.
-
- ayBackGround ThingLines
-
- Color of 1-sided lines when Things pictures are
- displayed. They will be invisible unless this is set.
-
- aySecret
-
- The color of secret areas.
-
- ayInvisible
-
- The color of invisible LineDefs.
-
- ayMonster Block
-
- The color of LineDefs that block monsters.
-
- aySound Block
-
- The color of LineDefs that block sound.
-
- ayTagged Line/Sector
-
- The color of LineDefs/Sectors that are tagged.
-
- ayNot Normal Line
-
- Color of any LineDef with some type of attribute
- other than normal.
-
- ayScripts
-
- Color of any LineDef with a HEXEN script type.
-
- ayBad Tag
-
- The color of LineDefs/Sector with missing tags.
-
- ayNot Normal Sector
-
- Color of any Sector with some type of attribute
- other than normal.
-
- ayMainMap Browser
-
- Color of browser map background for levels in main
- file (IWAD). Quick visual cue to indicate that the
- level is the default level.
-
- ayMainMap Browser Lines
-
- Color of browser map lines for levels in main file
- (IWAD).
-
- ayPWADMap Browser
-
- Color of browser map background for levels in addon
- file (PWAD). Quick visual cue to indicate that the
- level is an added level.
-
- ayPWADMap Browser Lines
-
- Color of browser map lines for levels in addon file
- (PWAD).
-
- ayTop/Misc Info Box
-
- Color of background for Top/Bottom menu lines and
- information for Tools.
-
- ayMenu Info Heading
-
- Color of background for Menu information boxes.
- (Some are always WHITE).
-
- ayMenu List Boxes
-
- Color of background for Menu List boxes.
-
- ayDialog Box Active
-
- Color of active box in Menu dialogs.
-
- ayDialog Box List
-
- Color of background in Menu dialog list.
-
- ayTeleports
-
- Color of Teleport LineDefs in LineDef mode.
-
- aySector Heights
-
- Color of Sector Lines that are a different height
- in Sector mode.
-
-
- yb Default Color Settings
-
- SelectColor = CYAN
- color for selection box
- DragColor = RED
- color for dragging
- MouseColor = YELLOW
- color of mouse
- MouseColorEdge = BLACK
- color of mouse edge
- MenuColor = LIGHTGRAY
- color of menus
- MenuHiLite = YELLOW
- color of menu hilight char
- InsVertexColor = YELLOW
- insert vertexes line color
- VertexColor = LIGHTBLUE
- color for vertex
- HiLightColor = YELLOW
- color of hilight active
- GridColor = LIGHTGRAY
- color of grid
- 1-sided LineDef = LIGHTGRAY
- color of default lines
- 2-sided LineDef = WHITE
- color of lines with 2 sides
- BackGround = BLACK
- color of background
- BackThingColor = DARKGRAY
- color of background things
- BackThingLines = BLACK
- color of 1-sided lines
- SecretColor = DARKMAGENTA
- secret area
- InvisibleColor = ORANGE
- invisible lines
- MonsterBlockColor = DARKGREEN
- monster can't pass
- SoundBlockColor = DARKRED
- sound can't pass
- TypeTagColor = LIGHTGREEN
- linedef has a type + tag#
- LineTypeColor = LIGHTMAGENTA
- linedef has a type/no tag
- TagBadColor = LIGHTRED
- linedef has no type/wtag
- SectorSpecialColor= LIGHTCYAN
- sector is "special" type
- RulerColor = MAGENTA
- color of ruler
- ButtonColor = LIGHTGRAY
- color of buttons normal
- ButtonColorActive = LIGHTGRAY
- color of buttons when pushed
- MainMap Browser = WHITE
- color of IWAD browser map
- MainMap BrowserLine=DARKGRAY
- color of IWAD browser lines
- PWADMap Browser = LIGHTBLUE
- color of PWAD browser map
- PWADMap BrowserLine=BLACK
- color of PWAD browser lines
- Top/Misc Info Box = WHITE
- color of top/bottom menu boxes
- Menu Info Heading = YELLOW
- color of menu heading boxes
- Menu List Boxes = LIGHTCYAN
- color of menu list boxes
-
-
- Note : The following colors are used when
- browsing the map and are fixed:
-
- Matching LineDef/Sector tags = LIGHTRED
- All object selections = GREEN
-
- x y End of Section
-
- **---------------------------------------------------
- ||PALETTE Palette Colors
- **---------------------------------------------------
-
- b y
- b y Palette Colors
- b y
-
- When a color is selected, the b+ and b- keys set
- 30 levels of Gamma Correction.
-
- The correction is for ALL colors. Use this to
- brighten your display as required.
-
- Adjust the colors after Gamma Correction is applied
- to make the appearance of the menus suitable for
- your monitor.
-
- It also changes those not directly set anywhere else.
- If you get lost, delete DeeP.CHK and start over.
- When you delete DeeP.CHK, DeeP reinstalls and
- recreates all basic files again.
-
- Press F1 when indicated in the square color panel
- (appears after you press enter/click to change a
- color) and all the colors are shown at once.
-
- Record your favorite settings here
- (print it out):
-
- Black =
- Blue =
- Green =
- Cyan =
- Red =
- Magenta =
- Brown =
- LightGray =
- DarkGray =
- LightBlue =
- LightGreen =
- LightCyan =
- LightRed =
- LightMagenta=
- Yellow =
- White =
- Gray =
- DarkerGray =
- DarkRed =
- DarkGreen =
- DarkBlue =
- DarkMagenta =
- Orange =
- LightBrown =
- Extra choices for anything you like.......
- LightMaroon =
- LightYellow =
- LightCyan2 =
- LighterGreen=
- LighterRed =
- LighterGray =
-
- x y End of Section
-
- **---------------------------------------------------
- ||FILTER Thing Filter Mask
- **---------------------------------------------------
- b y
- b yThing Filter Mask K
- b y
-
- All boxes together decide the Things to display.
- Except for deaf, if the box is not active, that
- item is not shown.
-
- HEXEN : Deaf and Dormant select ONLY ENEMIES that
- are Deaf or Dormant. Other types are ignored.
-
- The mask also controls the Things selected by a
- selection box drawn around the Things.
-
- Clear/Mark the boxes to display or not display the
- items shown.
-
- The selection has three separate criteria for DOOM
- and HERETIC and five separate criteria for HEXEN.
-
- To select a Thing, it must pass the selections
- choosen for each set of criteria.
-
- Example1 (DOOM and HERETIC):
-
- 1. Select a skill level.
- 2. Select ONLY deaf (enemies only).
- 3. Select the thing classification.
-
- If you mark skill level 1, deaf, and only Enemies,
- all deaf enemies for skill level 1 display.
-
- Example2 (HEXEN):
-
- 1. Select a skill level.
- 2. Select Single or Cooperative.
- 3. Select ONLY deaf,dormant (enemies)
- 4. Select if Fighter,Mage,Cleric.
- 5. Select the thing classification.
- 6. Select PolyObjects (see below).
-
- If you mark skill level 1, Enemies, Fighter and
- then mark Single Player, then only all enemies
- for skill level 1, Fighter class and Single
- Player display (deaf/dormant were not marked).
-
- HEXEN's additional filter option, PolyObjects, can
- display only PolyObjects. The Player/Tele/Mapspot
- flag is turned ON and then turn all the other
- options OFF, leaving only PolyObjects ON.
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||SEARCH Search Menu Options
- **---------------------------------------------------
- b y
- b y Search [Alt+S]
- b y
-
-
- ybFind/Replace F4
-
- y bFind
-
- ayLineDef Type
-
- Find any LineDef type.
-
- Use this when converting a DOOM level to DOOM II or
- a DOOM II level to HERETIC.
-
- ayLineDef Tag
-
- Find LineDef with the tag entered.
-
- The list shows all the LineDef tags and the sectors
- that use them. The search will show the LineDefs.
-
- aySector Type
-
- Find any Sector type. Use this when converting a
- DOOMx level to HERETIC.
-
- aySector Tag
-
- Find Sector with the tag entered.
-
- The list shows all the Sector tags and the
- LineDefs that use them. The search will show the
- Sectors.
-
- ayThing Id
-
- Find any thing object.
-
- ayThing Tid
-
- HEXEN only, find any thing Tid.
-
- ayThing PolyId
-
- HEXEN only, find any thing PolyId.
-
- ayLineDef Arguments
-
- HEXEN only, find from 1 to 5 LineDef arguments
- at the same time. Really helpful for script
- trouble shooting.
-
- ayFloor Texture Name
-
- Find any Floor/Ceiling texture.
-
- ayWall Texture Name
-
- Find any Wall texture.
-
- y bReplace
-
- ayReplace Thing
-
- Find any Thing object and replace it with a
- different one. The percent replace option, replaces
- the percent Things matching. Use this to add new
- Things from DOOM levels converted to DOOM II or just
- for fun.
-
- ayReplaceFloorTx Name
-
- Search for any Floor/Ceiling texture and replace it
- with a different one.
-
- ayReplaceWall Tx Name
-
- Search for any Wall texture and replace it with a
- different one.
-
- ybRepeat last Change or Find
-
- Perform the last command again to find the next
- match.
-
- ybNext Object (N)
-
- Go to next object.
-
- ybPrev Object (P)
-
- Go to previous object.
-
- ybJump to Object # (J)
-
- Go to a specific object number.
-
- ybSearch Help Ctrl+F2
-
- Enter a string to search for in the Help.
-
- Press F3 to look for the next match in the Help
- (while the Help Screen is displayed).
-
- x y End of Section
-
- **---------------------------------------------------
- ||MODE Edit Mode Cmds, Definitions, Tools
- **---------------------------------------------------
- b y
- b y Modes [Alt+M]
- b y
-
-
- Changes current editing mode
-
- B
- y b Thing Mode T
- y b LineDef & SideDef L
- y b Vertices V
- y b Sectors S
- B
- y b Rectangle Tool Ctrl+R
- y b Polygon Tool Ctrl+P
- y b Stair Tool Ctrl+A
- B
- y b Next Mode Tab
- y b Last Mode Shift-Tab
- B
-
- y
- y x When shifting modes using Tab
- y x or Shift-Tab, all selections
- y x you have made stay active.
- y
- y x Using one of the Letters to
- y x switch modes, may lose the
- y x current selection if it's not
- y x the same as using the Tab
- y x command.
- y
- y x Tab is only for T,L,V,S
- y
-
- Please see ? help in the beginning for basic
- definitions of the above objects.
-
- y b Tools
-
- All the tools create the type of object inter-
- actively on the screen.
-
- Rectangles or Polygons drawn directly from the
- mouse sub-menu draw different LineDefs compared to
- those drawn from the Object menu selected from the
- top menu bar.
-
- 1. Shapes drawn from the mouse submenu:
-
- Tool shapes drawn inside existing areas make
- 2-sided LineDefs with no textures.
-
- Tool shapes drawn outside existing areas make
- 1-sided LineDefs with normal textures.
-
-
- 2. Shapes drawn from the top Object menu:
-
- Regular Tool shapes drawn inside existing areas
- make 1-sided LineDefs with normal textures.
-
- Tool shapes drawn outside existing areas make
- 1-sided LineDefs with normal textures.
-
-
- Move the Mouse to change the angle or size. Press
- F1 when using the Tool to see the appropriate
- commands to size the object.
-
- The Left mouse button is used to accept the object
- as drawn. bEnter also accepts the object.
-
- The Right mouse button drags the object on the map
- after it is shown. If no object is drawn yet, the
- right button cancels the Tool command.
-
- bEsc or bC also cancel the command.
-
- BE CAREFUL when making MANY SIDES! Sometimes you
- will get a visi-plane error. This is inconsistent
- and varies on when/how/where you play in the map.
- (Somewhere around 128).
-
- So sometimes it will play fine and sometimes it
- doesn't. Just depends on the sequence of events
- (a coding error in DOOM and HERETIC?)
-
- You should probably limit yourself to around 32
- stair steps and test those beyond that. We have
- built 200 steps, but the rest of the area was
- fairly empty. So try it and see what happens. The
- effort will be worth it.
-
-
- y b LineDef & SideDef L
-
- The following 2 character abbreviations are
- used in the LineDef type descriptions:
-
- The first letter :
-
- bD Door - a door, duh..
- bS Switch - a switch, same..
- bW Walk - walk across to activate
- bG Gun - shoot to activate
-
- The second letter :
-
- bR Repeatable - works every time
- b1 One time - works only once
-
-
- The following abbreviations are used in the
- shortened type name :
-
- bO Door stays open
- bC Door closes after 4-6 seconds
- bF Door opens fast
- bS Stays open when shot
- bCe Floor rises until it reaches the ceiling
- bNe Floor rises/lowers until it reaches floor
- height of adjacent (Neighbor) Sector.
- bT Same as Ne, but the texture and type of
- Sector are also changed.
- b<> Modifiers for Ne, Ce and T to indicate
- where the it stops, < means below a
- floor and > means above a ceiling.
- b+- Modifiers for Ne and Ce to indicate
- where the it stops, - means below lowest
- and + means above a highest ceiling.
-
- x y End of Section
-
- **---------------------------------------------------
- ||MISC Rotate, Align Texture, Flip,...
- **---------------------------------------------------
- b y
- b y Miscellaneous [Alt+I]
- b y
-
-
- The options available vary according to the editing
- mode. The second option is the same for all editing
- modes.
-
- y2. bFind First Free Tag
-
- Locates the first tag number that has not yet
- been used in this map. This always automatically
- shows when you enter a new tag as the number
- between ().
-
- The rest of the options vary by mode as follows:
-
- b yThings Mode
-
- y1. b Rotate and Scale Thing(s)
-
- Move marked Things by the degree of rotation and
- a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
-
- b yVertices Mode
-
- y1. b Rotate and Scale Vertices
-
- Move marked Vertices by the degree of rotation
- and a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
- y3. b Delete Vertex and join LineDef(s)
-
- Deletes the marked vertex and joins Linedef(s)
- that were previously connected to the vertex.
-
- If the VertexJoin option is enabled, the Del key
- does the same thing.
-
- y4. b Merge several Vertices into one
-
- Same as #3 above, with multiple Vertices.
-
- y5. b Add LineDef & Split Sector
-
- You must mark exactly TWO Vertices from the SAME
- Sector before calling this command. This adds a
- LineDef and a new Sector.
-
- See Vertex Ins mode for a second way to do this.
-
- b yLineDefs/S SideDefs Mode
-
- This can also be done by drawing a LineDef from
- one side to the other. When you end by pressing
- the Right mouse button, DeeP asks if you want to
- split the Sector or make the LineDef 2-sided.
-
- b yLineDefs & SideDefs Mode
-
- y1. b Rotate and Scale LineDefs
-
- Move marked LineDefs by the degree of rotation
- and a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
- y3. b Split LineDef (add new Vertex)
-
- Splits the selected LineDef(s).
-
- y4. b Split LineDefs and Sector
-
- Splits the selected LineDefs by adding a vertex
- at the midpoint, connecting the new Vertices with
- a LineDef which divides the original Sector.
-
- See Vertex Ins mode for a second way to do this.
-
- y5. b Delete LineDefs and join Sectors
-
- Removes the selected two-sided LineDef(s) that
- divide Sectors and makes them into a single
- Sector.
-
- y6. b Flip LineDef and Swap SideDefs
-
- Flips the LineDef(s) start and endpoints.
-
- Also swap the SideDefs. This reverses the 1st and
- 2nd SideDefs. This alters the Sector references,
- what was on one side is now on the other side.
-
- Normally, you wouldn't do both, unless you have
- big plans in mind. DEU does both at the same
- time, so that's why it's here.
-
- y7. b Swap LineDef SideDefs (Ctrl+S)
-
- Swaps SideDef(s) 1 and 2. This swaps the Sectors
- assigned to each side, so check that the Sectors
- match correctly!
-
- This is the same as bCtrl+S.
-
- y8. b Flip LineDef Vertex Only (Ctrl+F)
-
- Flips the LineDef(s) start and endpoints.
-
- This is the same as bCtrl+F.
-
- y9. b Align Textures (Y offset)
-
- Align the textures on the Y offset. The first
- LineDef selected is used as the reference point.
-
- This is for vertical (up->down) Y alignment. Any
- textures that have the upper or lower texture
- unpegged are ignored.
-
- y10.b Align Textures (X Offset)
-
- This is for horizontal (left->right) X alignment.
-
- Select a group of LineDefs that follow each other.
- Select in the direction the arrows point. The
- exact sequence doesn't matter, but the direction
- arrow of each LineDef has to go to same.
-
- Each LineDef can connect to only 1 other LineDef
- at the start or end of the line. You can't have
- an "intersection" selected.
-
- The first one in the "chain" gets the initial
- offset value. The first one is the one you can
- SEE. The beginning has no arrow. The last LineDef
- in the list has the arrow.
-
- If the LineDefs form a complete loop, the one the
- cursor is positioned on is is the first one
- aligned, i.e., it gets the first offset value.
-
- The 2nd SideDef is aligned in reverse, but still
- selected the same way. The sequence is auto-
- matically reversed. The last LineDef selected is
- the first one aligned. They all flow in reverse
- of the 1st SideDef sequence.
-
- Textures can be checked for Identical Names or
- the names of the textures are ignored and are
- not compared.
-
- If you ignore checking textures for the same
- name, each time the texture name changes, the
- alignment offset is reset to 0 if you answer yes
- to the prompt that appears or the offset
- calculations continue.
-
- This is the sequence of texture selection:
-
- 1. If no Normal textures is found the Upper
- texture is used.
-
- 2. If no Upper texture is found the Lower
- texture is used.
-
- LineDefs with no textures are ignored and the
- offset is reset 0.
-
-
- y11.b Make Door from 4 LineDefs
-
- You can also use the Object menu to make a pre-
- defined Door, if you prefer or Make a Door from
- a Sector (see Sector mode menu below).
-
- Select 4 LineDefs that will be come the 4 Door
- sides and then activate this function.
-
- The LineDefs, Ceiling height, textures, etc., are
- modified accordingly.
-
- The 4 LineDefs are required to be 4 types as
- shown below. The * represents the arrow or the
- direction of the LineDefs.
-
- The 4 LineDefs butt heads at the *.
-
- L1
- *────────────────┴───────────────
- │ │
- ├─ L4 L2 ─┤
- │ │
- ────────────────┬───────────────*
- L3
-
- L1 and L3 are counter clockwise.
- They should be at least 1-sided. At
- the end they are made 2-sided.
-
- L2 and L4 are 1-sided and clockwise.
-
- p y Working with 4 Existing LineDefs
-
- If you have 4 existing LineDefs, but one of the
- Door sides is oriented in the wrong direction,
- use Misc Flip LineDef to fix.
-
- Don't mess with the sides. They should be going
- in opposite directions already, like in a hall.
- If you flip them, you may have to fix what they
- connect to also!
-
- It doesn't matter if all the SideDefs exist
- already or not.
-
- 1. Go into LineDef mode and select the 4
- LineDefs L1, L2, L3, L4
- (Left mouse click them one at a time.)
-
- 2. Select Misc, Create Door from 4 LineDefs.
-
- 3. You are done!
-
-
- p y Working with No Existing LineDefs
-
- We're going to assume you have a hallway already
- and want to put a door in it.
-
- This is what you have so far, it doesn't matter
- where they start or end.
-
- ...───────L1──────────────────────────>...
-
- some hallway
-
- ...<──────L2──────────────────────────...
-
- Snap-to-grid normally helps place the vertex on
- top of a LineDef. However, if the LineDef runs
- at a slant, it may be easier to turn snap-to-grid
- off (/) so you can place it wherever you want it.
-
- It's also suggested to run at a minimum Zoom of
- 1000 to make it easier to align!
-
- Go into LineDraw mode (press Ctrl+D or quick
- double right click and select LineDraw):
-
- 1. Place your first vertex right on top of L1
- where you want the door by pressing the Left
- mouse button.
-
- Move over to the left (width of door) and
- Left click again to place the second Vertex.
-
- This is what is should look like now:
-
- v2 v1
- ...───────L1────────<─┼─<──────────────>...
-
- If you did it correctly, the line turned Red
- and you have ┼ since the split line goes to
- the Right and you drew to the Left.
-
- This is OK. The same thing happens again in
- the next 2 steps.
-
- 2. Now move down from v2 and down to L2. Press
- the Left mouse button on top of the line to
- create vertex v3.
-
- Here's where you should be:
-
- v2 v1
- ...───────L1────────<─┼─<──────────────>
- │ a
- some hallway d─┤
- │ b
- ..<───────L2────────<──────────────────...
- v3
-
- 3. Now move to the right from v3 and line up with
- v1 and press the Left mouse button.
-
- Here's where you should be:
-
- v2 v1
- ...───────L1────────<─┼─<──────────────>
- │ a
- some hallway d─┤
- │ b
- ..<───────L2────────>─┼─>──────────────...
- v3 v4
-
- 4. Now click the Right Mouse Button to finish
- the area. You do not need to draw back to v1,
- that's done by itself. (If you did draw back,
- it will work too!).
-
- Right Click again to exit LineDraw mode if
- you have nothing else to draw.
-
- The final result (see how the sides turned
- out OK):
-
- v2 v1
- ...───────L1────────>─┬─>──────────────>...
- │ a │
- some hallway d─┤ ├─c
- │ b │
- ...<──────L2────────<─┴─<──────────────....
- v3 v4
-
- 5. Go into LineDef mode and select the 4 LineDefs
- a,b,c,d:
- (Left mouse click them one at a time.)
-
- 6. Select Misc, Create Door from 4 LineDefs.
-
- 7. You are done!
-
- The method shown, automatically picks up the
- correct reference sector from a or b, the ones
- we drew on top of, so the bottom of the Door
- Sector is correct.
-
- y12.bMake Stair from 2 LineDefs
-
- Select 2 LineDefs that will be come the Stair
- sides and then activate this function. The
- LineDefs, Ceiling height, textures, etc., are
- modified accordingly.
-
- The word bBOTTOM indicates the bottom of the
- stair default. Reply Y to the next prompt to make
- the bottom the TOP!
-
- Enter a negative value to make the stairs go down.
- This is similar to reversing the stair direction,
- but the steps are created for going Down instead
- of Up.
-
- Check that the stair did not overlay some
- existing area. Sometimes you need to fix the
- final sector, if the steps end up overlaying an
- existing LineDef.
-
- The TOP of the stair changes the floor height of
- the old Sector! So anything that that connects to
- the old sector should be raised to match the new
- floor. Make the stairs first to avoid extra work.
-
-
- b ySector Mode
-
- y1.b Rotate and Scale Sectors
-
- Move marked Sectors by the degree of rotation and
- a percentage scale.
-
- This is the same as b< > which is a quicker way
- to Enter Scale/Rotate mode.
-
- This will NOT move the "Things" in the sector.
- After rearranging the Sector, you may have to go
- into Things mode and select them and do the same
- rotation/adjustment on them.
-
- y3.b Make lift from Sector
-
- Select the Sector that is to become the lift and
- then activate this function. The LineDefs,
- textures, etc... are modified accordingly.
-
-
- y4.b Make Door from Sector
-
- You can also use the Object menu to make a pre-
- defined Door, if you prefer or Make a Door from
- 4-LineDefs (see LineDef mode above).
-
- Select the Sector that will be come the Door and
- then activate this function.
-
- The Sector choosen should be between 2 other
- Sectors. The original layout should resemble the
- following:
- a
- ...──────────────>────┬───>──────────────...>
- sector │ sector │ sector
- 1 d ─┤ 2 ├─ c 3
- │ │
- <...─────────────<────┴───<──────────────....
- b
- Please note:
-
- 1. LineDefs a and b are 1-sided.
- 2. LineDefs c and d are 2-sided.
- 3. All the linedefs go clock-wise.
-
- If you do not have it exactly as shown, messages
- appear telling you what's wrong. The most common
- one is forgetting to have one only 1 sidedef for
- a and b. The resulting message explains that you
- have too many door sides.
-
-
- y5.b Distribute Floor heights
-
- This takes the difference in floor heights
- between the first and last Sector selected,
- divide it by the number of sectors in between and
- then distribute the result across the floor
- heights of the inbetween Sectors in the order
- selected.
-
- This is useful for setting floor heights on
- stairways.
-
- You should start with the sector that has the
- lowest floor desired and end with the sector with
- the highest floor.
-
- Do NOT accidently move the cursor when you select
- this option or you may select a Sector and get
- out of the sequence chosen!
-
- y6.b Distribute Ceiling heights
-
- This takes the difference in ceiling heights
- between the first and last Sector selected,
- divide it by the number of Sectors in between and
- then distribute the result across the ceiling
- heights of the in-between Sectors in the order
- selected.
-
- This is useful for setting ceiling heights on
- stairways.
-
- You should start with the sector that has the
- lowest floor desired and end with the sector
- with the highest floor.
-
- Do NOT accidently move the cursor when you select
- this option or you may select a Sector and get
- out of the sequence chosen!
-
- y7.b Distribute Sector Lighting
-
- This takes the difference in lighting between the
- first and last Sector selected, divide it by the
- number of Sectors in between and then distribute
- the result across the lighting of the in-between
- Sectors in the order selected.
-
- This is useful for setting gradual changes in
- lighting in moving from area to area.
-
- You should start with the sector that has the
- lowest lighting desired and end with the sector
- with the most lighting.
-
- Do NOT accidently move the cursor when you select
- this option or you may select a Sector and get
- out of the sequence chosen!
-
- y8.b Merge Sectors
-
- Takes all the Sectors selected and makes them ALL
- the same number (the first one). If they are
- different heights, you may have to fix the
- textures in the SideDefs.
-
- This useful for making areas share the same
- Sector if they already share the same character-
- istics (and anything else you may think of <g>).
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||OBJECT Rectangle, Stairs, Teleports...
- **---------------------------------------------------
- b y
- b y Object Insertion [Alt+O]
- b y
-
- Basic Rectangle, Polygons, and Stairs are made
- much easier using the new interactive drawing
- Tool for these objects.
-
- After the menu values are supplied, press the
- Left Mouse button to start drawing. Press the
- Left mouse button again to accept the object as
- show. Then repeat or press the Right Mouse button
- to stop (or press Esc, Cancel, L, S, T or V ).
-
- Rooms and objects created by the different methods
- available in DeeP vary in the default number of
- sides (SideDefs) and textures created. This area
- discusses those made using the Object menu.
-
- The default Object (wall) made using the Object
- menu has only 1 SideDef when drawn inside an
- existing Room and has textures. The other objects
- (see below) have 2-sides.
-
- Objects inside a Room drawn using the bMode menu
- selection (or the one you get when you quickly Right
- Mouse click) always are 2-sided with no textures.
-
- For all of these objects, you enter interactive Tool
- mode. You can alter the dimensions originally chosen
- by pressing +, -, cursor keys, PageUp/Down, Home/End,
- Ins/Del depending on the object.
-
- Press and hold the Right Mouse button to drag the
- Tool anywhere on the Map.
-
- Press F1 after entering Tool mode to see the various
- key choices.
-
-
- A rRoom is outside a Sector.
- An rObject is inside a Sector.
-
- You can change your mind about whether you are
- making a Room or Object after you start by moving
- the cursor into or out of a sector.
-
- Teleports and Doors must be inside a sector to work.
-
- No part of the created object may cross any existing
- lines. After the object is made you can Drag the
- object (hold the right mouse button) to the correct
- location and release the button to place it.
-
- Failure to move the object results in Sector not
- closed messages.
-
- If you have a crescent shaped Sector and you want to
- make a room, but keep getting the "you need to be
- outside a sector" message, move away from the
- crescent, make the room and then drag it back.
- This is easy to do.
-
- MAP01 is a good example of this slight problem.
- We compromised between speed and accuracy.
- It takes a LOT longer to be exact.
-
-
- b yROOM - Outside A Sector
-
- ybInsert a Rectangle
-
- Enter the beginning width and height (length) of the
- rectangle. After the selection is made, you enter
- interactive Rectangle drawing with the default
- values selected.
-
- You can change them. Press the Left mouse button
- to accept the object and DeeP automatically inserts
- the Vertices, LineDefs+SideDefs, and Sector where
- shown.
-
- This is adding a rectangular room.
-
- NOTE: After you exit this Tool, if you press "Ins"
- for the new selected rectangle, a new Sector is
- created outside the rectangle and the walls are
- made transparent.
-
- This makes it 2-sided. You are responsible for
- making the Sector references match up. That is,
- you have to match the Sector number of SideDef2 to
- the "other" room you have to create around it.
-
-
- ybInsert a Polygon (N-sided)
-
- Enter the beginning number of sides and radius of
- the polygon. After the selection is made, you enter
- interactive Polygon drawing with the default
- values selected.
-
- You can change them. Press the Left mouse button
- to accept the object and DeeP automatically inserts
- the Vertices, LineDefs+SideDefs, and Sector where
- shown.
-
- You can create anything from a triangle to a 64
- sided polygon.
-
- This is adding an N-sided room.
-
- NOTE: If you press "Ins" after inserting the
- polygon, a new Sector is created outside the
- polygon and the walls are made transparent.
-
- This makes it 2-sided. You are responsible for
- making the Sector references match up. That is,
- you have to match the Sector number of SideDef2
- to the "other" room you have to create around it.
-
- p y
- p y Plain Wall
- p y Sunken Pool
- p y Pedestal/Box
- p y Light Box
- p y Wall Window
- p y Teleport Exit
- p y Teleport Entrance
- p y
-
-
- b yOBJECT -Inside A Sector
-
- The following additional options are available for
- both Rectangle and Polygon (Pool value).
-
- Options 1, 2, and 3 make a 2-sided object for you.
-
-
- xy 0 = Plain Wall
-
- A wall or column
-
- xy 1 = Sunken Pool
-
- A recessed floor area
-
- xy 2 = Pedestal/Box
-
- A podium or a box
-
- xy 3 = Light Box
-
- A pedestal hanging from the ceiling and a
- pedestal on the floor.
-
- xy 4 = Wall Window
-
- A wall with a window slit.
-
- xy 5 = Teleport Exit
-
- A 64x64x8 pad with the LineDef type set to
- Teleport. In LineDef mode, connect all the
- LineDefs to a destination by setting the LineDef
- Sector tag number to a Teleport Entrance Sector.
- The one made with 6 would work!
-
-
- x y HEXEN Teleports
-
- HEXEN only: The Teleport Thing type 14, etc. use
- "Tid" instead of a Sector. Make the Thing "Tid"
- (tag id) the same as the LineDef Tid number.
- This connect the LineDef to the teleport
- location. You can have 4 different kind of
- teleport Thing destinations:
-
- 1. Normal teleport
- 2. Teleport glow
- 3. Map Spot
- 4. Map Spot with gravity
-
- In addition, "anything" with a matching Tid is
- a legitimate teleport destination. This can
- make for some interesting stuff! For example,
- you can teleport to a monster. Normally, you
- should use the ones listed above, but moving
- enemies make for interesting teleports, eh?
-
-
- xy 6 = Teleport Entrance
-
- A 64x64x8 pad with a Teleport Thing inserted.
- In Sector mode, connect using the LineDef tag
- number to a Teleport Exit LineDef. The one made
- with 5 would work!
-
- HEXEN only: This is different for HEXEN, tele-
- port Thing Tids determine the destination.
-
- The Depth/Height, sets how deep a pool is and how
- high a pedestal is. The maximum amount you can walk
- over is 24 (HEXEN can jump to 64). The same value
- is used to set the light box size and pedestal
- combo.
-
- Ignore the Depth/Height for a Plain Wall (0) or
- Teleports. Teleports always start at 8. You should
- not go over 24 if you want to walk on top of them.
- Of course you can have ones you jump into from a
- higher level. In addition, make sure the teleports
- align on a 64x64 grid, otherwise the texture may
- not be what you wanted.
-
- We suggest you make each of these objects in a
- sector, see what they look like and then modify the
- sector heights to see what you can do.
-
- One nice effect is to make a Pool (fairly large,
- 512,512 and then insert a Pedestal inside of it.
- You can also insert Pedestal on top of Pedestal
- and you get a nice spire!
-
-
- ybInsert a Rectangle
-
- Same as outside a Sector, but the first SideDefs
- will be set to the Sector they are contained in.
- Think of this as inserting a rectangular pillar.
-
- NOTE: If you made a Plain Wall (0), pressing "Ins"
- after inserting the rectangle creates a new Sector
- inside the rectangle and changes the walls to
- transparent. This makes it 2-sided.
-
- Use this to define a new area inside a Sector.
-
- If you don't you'll get sector not closed!
-
-
- ybInsert a Polygon (N-sided)
-
- Also the same as outside a Sector, but the first
- SideDefs are set to the Sector they are contained
- in. Think of this as inserting an N-sided pillar.
-
- NOTE: If you made a Plain Wall (0), pressing "Ins"
- after inserting the polygon creates a new Sector
- inside the polygon and changes the walls to
- transparent.
-
- This makes it 2-sided. You are responsible for
- making the Sector references match up.
-
-
- p y
- p y Teleporter Pad
- p y Notes
- p y
-
- After you make a Teleporter pad you must connect the
- Teleport to the appropriate LineDef(s) or Sector.
-
- For HEXEN, you connect the LineDef Tid to the a
- teleport Thing with the same Tid as noted above.
-
- (You don't have to use the premade pads to teleport,
- any LineDef/Sector combination can teleport, this is
- a quick way to do it all- the Lights also look nice!)
-
- 1. Teleport Exit
-
- -- DOOM, HERETIC only --
-
- a. Give "destination" bSector Tag.
- b. Go to the destination Sector and give it
- a bLineDef Tag that is the same Tag
- number you said the Sector Tag would be.
- c. Place a teleport Thing in the sector
- where you will materialize (done automatically
- for you in Teleport Entrance).
-
- -- HEXEN only --
-
- a. Give "destination" bTid Number.
- b. Go to the destination Sector and insert one
- of the teleport Things and assign a
- bTid that is the same Tid number you assigned
- to the Linedef.
- c. Place a teleport Thing in the sector
- where you will materialize (done automatically
- for you in Teleport Entrance).
-
- 2. Teleport Entrance
-
- a. Give "source" bLineDef Tag.
- b. Go to the source LineDef(s) and give it
- a bSector Tag that is the same Tag
- number you said the LineDef Tag would be.
-
- Adjust the Sector heights and texture to
- suit your design.
-
- 3. Use the Pedestal feature to custom design your
- own pads.
-
- Make a pedestal, don't raise it more than 24
- above the floor, otherwise you can't step on it!
- (HEXEN can jump to 64).
-
- Change the floor texture to the Teleport look
- (or anything you like).
-
- Finish using the same stuff as in 1. above.
-
-
- r yStairs are Special
-
- This discusses stairs created as a separate object.
- Making a stair from 2 LineDefs is different from
- what follows.
-
- Stairs are always created inside a Sector.
- yThe rbottom step connects to this Sector for
- yreference. You need to complete the rtop step by
- connecting it the Sector desired.
-
- Switch to Vertex mode and place the last 2 vertexes
- yon the rLineDef desired and reply yes to the split
- LineDef message.
-
- You can also do this by dragging the stair on top of
- the LineDef you want it to connect to.
-
- Finish by changing the LineDef just created by the
- split to point to the Sector of the last step
- ( Sector reference ).
-
- ybWhenever you make more than 16 steps, be on
- ybthe lookout for HOM errors. You are creating
- yba large number of 2-sided lines with varying
- ybSector hieghts. It depends on the surroundings.
-
- ybInsert a Door
-
- Enter the width and height (length) of the Door and
- DeeP automatically inserts the Vertices, LineDefs,
- SideDefs, and Sector at the current pointer location.
- Everything is made for a Door.
-
- Drag the Door over where you want it. Rotate it as
- required or drag the vertices. The easiest way to
- connect it to a hallway is to select the door ends
- and drag them on top of the hallway LineDef one at
- a time.
-
- If everything is aligned on the grid then snap to
- grid helps you. If not, turn snap off.
-
- Fix any missing textures as apppropriate. This
- displays on the bottom panels as "missing".
-
-
- y bBe sure to move a rRoom
- y bstair out of the Sector.
-
- x y End of Section
-
- **---------------------------------------------------
- ||PREDEFINEDDOOR Predefined Door
- **---------------------------------------------------
- b y
- b y Predefined Door
- b y
-
-
- A predefined Door is one of the four ways you can
- make a door. The other 3 ways are :
- 1) from 4-linedefs
- 2) from a sector
- 3) completely from scratch
-
- The predefined door makes a "finished" door that you
- drag into place after you make it. When you make the
- door, you must make sure that it is placed inside
- the enclosed area where you want the door. In other
- words, you can't make it in another area and then
- drag it somewhere else. The reason this won't work
- is that DeeP precalculates all the Sector references
- and if you move it from one area to another, they
- will all be incorrect (resulting in Sector not
- closed messages).
-
- Here's what you do to "finish" the prefab door:
-
- After you make the Door, drag the 2 edges (a and b)
- shown below, over on top of each side A and B so
- they merge.
-
-
- │ │
- │ ┌───────┴────────┐ │
- ├─A ├─ a door b ─┤ B─┤
- │ └───────┬────────┘ │
- │ │
-
- A and B are 1-sided LineDefs!
- -and-
- a and b are 1-sided LineDefs!
-
-
- If you have the door going from top to bottom, you
- drag the top and bottom, for example:
-
- ───────┬────────
- A
- ┌─┬─┐
- │ a │
- │ │
- │ │
- ─┤ ├─
- │ │
- │ │
- │ b │
- └─┴─┘
- B
- ───────┴────────
-
- x y End of Section
-
- **---------------------------------------------------
- ||CHECK Check for Errors (Sector Not Closed)
- **---------------------------------------------------
- b y
- b y Check [Alt+C]
- b y
-
- When using the following diagnostics, if an error is
- listed, press return to continue checking or press
- Esc to select the problem object.
-
- These diagnostics are warnings. It is possible to
- deliberately do it "wrong" to get some special
- effect, e.g., floating objects, transparent stairs,
- and "bar" doors. Some of the checks can be disabled
- using the Check Option selection on the bottom of
- this menu.
-
- If you are converting from DOOM II to DOOM or from
- DOOM to HERETIC or visa-versa, be sure to replace
- any incompatible LineDefs! HEXEN conversion always
- erase all LineDef and Sector types.
-
- Use Search to find and decide what will work almost
- the same.
-
- Always run the complete check before you test the
- level!
-
-
- y1. bNumber of Objects
-
- Gives a count of all the objects in a level. The
- last five are built by the DeePBSP node builder.
-
- The amount of bytes needed to store the information
- in a PWAD file is rounded to the nearest Kbyte).
-
- The next screens display Things information to help
- you evaluate the playability of the level for the
- different skills.
-
-
- y2. bCheck if all Sectors are closed
-
- Test all Sectors and make sure they are closed.
- If they are not closed it reports the number of the
- unclosed Sector. There are some circumstances when a
- Sector is technically not closed, but if you can
- never reach it, no problem occurs. Some DOOM levels,
- for example, MAP14, have many of these.
-
- The Sector not closed message can also mean you have
- two (or more) LineDefs/Sectors in the same location.
- Please run the Xref check to automatically find
- these!
-
- Remember, the final test is playing the level!
- If the area not closed causes trouble, you
- must fix it.
-
- p y
- p y Sector Not Closed Errors
- p y Most Likely Causes
- p y
-
- x yNOTE : See drawing at the end for how a Sector
- x y should look.
-
- a. You have 1-Sided LineDefs and they do not all go
- the same direction. This is easy to see and
- understand.
-
- b. The Sector reference used in the SideDef does not
- match an opposite LineDef/SideDef that uses the
- same Sector.
-
- Remember, we are trying to mimic a real 3-D room.
- If you look at a "real" room and place yourself
- next to a wall, what do you see when you look at
- the wall facing you?
-
- You see the floor and ceiling "connecting" to
- that wall. If the opposite wall did not have the
- same floor and ceiling (it had the floor and
- ceiling of the bathroom and you are in the living
- room) you have a "sector not closed". Simple!
-
- All the walls in a Room must have the same sector
- number describing the same floor and ceiling!
-
- You get errors by drawing and deleting areas and
- therefore implicitly changing the SideDefs (which
- contain the Sector numbers) and nothing matches
- anymore.
-
- As an experiment, go to a good existing level and
- change 1 of the SideDefs to be a different Sector,
- and you will get the infamous "not closed"
- message.
-
- You fix this by changing the reference Sector for
- the SideDef in LineDef edit mode. So fix the
- error you made above to see that this really
- works.
-
- Sometimes Sector errors are visible as a "gap" in
- sector display.
-
- If you see a "red" Sector, you have no sector
- defined at all at that spot (if it's not a tag)!
-
- A quick recap:
-
- The enclosed area (room) described by the SideDefs
- must all use the same Sector number for the side
- that points to the room.
-
- For an object in a room, the "outside" wall of
- the object should be the same Sector number as
- the Sector (or room) that it is contained in.
-
- Look at the SideDefs and compare the Sector
- reference numbers used. As you follow the Line-
- Defs,look at the bottom display and view the
- Sectors active.
-
- For an object, (the LineDefs point out), Sector
- numbers must match the Sector of the immediate
- area (room) the object is in.
-
- c. 2-sided LineDefs that are do not make a complete
- are (you forgot to finish it or perhaps they were
- all supposed to be deleted) can mislead the
- routine into reporting totally different Sectors
- as not closed. This is a tough one to spot, since
- the error is not at all where you are looking.
-
- Sectors at about 90 degrees to the line-of sight
- are good candidates.
-
- d. In some rare instances, there is not enough
- accuracy in the math-coprocessor to determine
- the Sector. Examinine the Sector pointed to. If
- you see a "good" Sector on both sides of the
- problem area, then everything is OK. This is
- fairly rare, so be sure to check the rest.
- (No level in DOOM, DOOM II,HEXEN or HERETIC has
- this problem.)
-
-
- p y
- p y How a Sector should Look
- p y
-
- Here is how all Sectors should look. Exceptions to
- this drawing are possible for special effects,but
- this is for experienced users only!
-
- a. L1 through L4 represent 4 LineDefs.
-
- b. The ─┴─ represents the SideDef1 side of the
- LineDefs.
-
- L1
- ┌──────────┬──────────┐
- │ │
- │ 22 │
- L4 ├─ 22 22 ─┤ L2
- │ 22 │
- │ │
- └──────────┴──────────┘
- L3
-
- The rule is simple. All SideDefs that are opposite
- one another, have the same Sector number.
-
- So all the "22"s indicate that all the SideDef1s of
- all the LineDefs have a Sector number of 22.
-
- If for example, L1 had a Sector number of 33 (any
- number but 22), then L1 would get a "Sector not
- closed error".
-
- If a LineDef is 2-sided, then it could be SideDef1
- or SideDef2 that has to have the Sector reference
- numbers match.
-
- To illustrate, we use the same picture again, but
- now some of the LineDefs are 2-sided and the ─┴─ is
- not always pointing inwards.
-
- L1
- ┌───────────┬───────────┐
- │ 22 │
- │ │
- L4 ─┤ 22 <- SideDef2 -> 22 ├─ L2
- │ │
- │ 22 │
- └───────────┴───────────┘
- L3
-
- Now we carry this concept one step further with an
- "object" within a "room" and you should have a
- better idea of how to trouble shoot.
-
- ┌────L5───────────┬─────────────────┐
- │ 55 (outer) │
- │ │
- L8 55 │
- │ ┌──L1─────┬─────────┐ L6
- │ │ 22 │ │
- │ L4 L2 │
- ├─55 55├─ 22 (inner) 22 ─┤55 55─┤
- │ │ │ │
- │ │ 22 │ │
- │ └──L3─────┴─────────┘ │
- │ 55 │
- │ │
- │ 55 │
- └─────L7──────────┴─────────────────┘
-
- The inner area is the same one as before,
- consisting of LineDefs labelled L1, L2, L3 and L4.
- All the SideDef1 sides reference Sector 22.
-
- All the LineDefs in the "inner" area are now
- 2-sided. The SideDef2s (the outside) of the
- inner rectangle all have a Sector reference of 55.
- The LineDefs are labelled L5, L6, L7 and L8.
-
- If you look at the outer rectangle, you'll notice
- that all the SideDef1s have the SAME Sector number,
- 55. This matches the Sector number of the inner
- rectangle SideDef2s. In this example, you can
- match up the SideDef1s with the SideDef2s, but
- as shown earlier, this can vary.
-
- That's it, it's that simple! You just have to
- match the sides of LineDefs with the sides of the
- "other" LineDef sidedef and make sure that the
- Sector numbers match up.
-
- y3. bCheck cross references
-
- Verify the integrity of the level and help locate
- possible problem areas. This helps locate orphaned
- SideDefs, etc. It will also remove extraneous
- LineDefs if there are two LineDefs between the same
- Vertices. Ditto for duplicate Vertices.
-
- y4. bCheck SideDef Textures
-
- Report any SideDefs that may need to have a
- Normal/Upper/Lower texture defined.
-
- If the texture can never be seen, a missing texture
- causes no problems.
-
- In some cases textures are deliberately omitted to
- build an "invisible block". If this is not your
- level, check the level out first before changing.
-
- It also checks to see that normal textures for
- 2-sided LineDefs have only 1 patch.
-
- 2-Sided LineDefs with textures containing more than
- 1 patch slows the game to a crawl and causes the
- 'Medusa Effect' - Looks like snakes and turns you to
- stone.
-
- Textures with multi-patches that are side-by-side
- are OK.
-
- This also checks for floors and ceilings that move.
- For example, a floor that moves UP exposes a lower
- wall (so requires a texture there) and a ceiling
- that moves DOWN exposes an upper wall (which
- requires a texture).
-
- Sectors that move both Up and Down are not checked.
- So if you activate the Up/Down moving Sector and
- you get HOM, add the texture missing!
-
- It is possible have a design where a Sector moves
- only after another neighboring Sector has moved.
- Remember, if no neighbor floor or ceiling is higher
- (or lower) then a Sector with a LineDef type of
- "move to next higher/lower", the Sector will not
- move since there is nothing higher/lower.
-
- If there is no neighboring Sector that can move,
- this is a design error. If, however, there is a
- neighboring Sector that moves due to another LineDef
- type action, after this neighboring Sector moves it
- becomes an eligible neighbor target of the original
- Sector. So if the end result of the moves is no
- difference in heights, no texture is actually
- required (is this all clear as mud?)
-
- DeeP will report a missing texture that cannot occur
- since the Sector will not move until an adjacent
- Sector moves. Adding the texture normally does not
- matter.
-
- y5. bCheck Texture Names
-
- Report any texture names which are not found in the
- current DOOM/HERETIC/HEXEN IWAD file. The names are
- different for DOOM, DOOM II, HERETIC and HEXEN.
-
- y6. bCheck Thing Names/Doors/Sectors
-
- First check Player/Deathmatch start and see if
- there are enough and if they are valid.
-
- Report any Thing names which are not found in the
- current game IWAD file. The names are different
- for DOOM, DOOM II, HERETIC and HEXEN.
-
- Check for Things outside of Sectors. It's possible
- in rare instances to misreport the sector.
-
- Check for Enemies/Players on the same skill level
- on top of each other.
-
- Check for Enemies/Players stuck to a wall. This
- depends somewhat on the Thing. Some things can be
- partially stuck and can "free" themselves. If you
- keep the outside "circle" away from the walls, you
- should always be OK.
-
- Check for any Sector with an Enemy/Player that is
- lower than the the height required.
-
- Check for all keyed Doors and see that keys of that
- color exist in the level.
-
- y7. bCheck LineDef Types/Tags
-
- Report any LineDef types that are not known to DeeP.
-
- Make sure Sector tags are present when required! A
- missing Sector tag (tag is 0 and it shouldn't be)
- can crash DOOM/HERETIC/HEXEN.
-
- Report LineDefs with tags that do not require them.
- If you reset to 0, the sectors they referenced will
- complain about a missing tag, but that's ok since
- they should be set to 0 also. Recheck to make sure
- some other LineDef isn't using that tag!
-
- Tags 99 and 999 (99 DOOM I) were originally used to fix
- stair problems? Tags 666 and 667 denote special
- endings for the level they are in.
-
- Id could have used this!
-
- DeeP assumes that you are running the later versions
- of DOOM. There are no more differences between DOOM
- and DOOM II LineDefs.
-
- y8. bCheck Sector Types
-
- Report any Sector types that are not known to DeeP.
-
- List any Sectors with tags that do not have a
- matching LineDef with the same Tag number. This is
- OK, if you removed them as noted above in the
- LineDef Tag check. Otherwise, it indicates left-over
- useless tags.
-
- Use this when converting between DOOM types or
- HERETIC to find the differences.
-
- y9. bCheck (5,6,7,8)Texture,Things,LineDefs,
- Sectors.
-
- Self explanatory!
-
- yA. bCheck (2,3,4 )SectorsClose, Cross-Ref,
- Missing.
-
- Self explanatory! Should always be run to prevent
- Node building errors.
-
- yB. bCheck (2 ... 8)all of the above
-
- Self explanatory! Always run this to be sure.
-
- yC. bCheck for textures not required
-
- Checks for textures not required. This makes it
- easier to edit the level.
-
- Although these textures do not affect the game, it
- is potentially confusing to see have textures where
- none have to be. See note below for rising stairs.
-
- yD. bAutomatic fix missing Textures
-
- Check for differences in heights and determines if
- there should be a texture. Use the current default
- textures. If the wall doesn't show, it can be left
- alone, but it doesn't hurt to put it in.
-
- yE. bAutomatic fix Texture names
-
- A quick way to convert DOOM to DOOM II. Uses
- the current default textures.
-
- Will also convert to each of the games from DOOM
- to HERETIC/HEXEN or any combination thereof.
-
- yF. bAutomatic remove Extra Texture names
-
- Removes all textures not required. This makes it
- easier to edit the level.
-
- For HEXEN, be careful since the the LineDefs can
- not be not checked for any script movement!
-
- Sometimes these textures affect the display of
- textures and it is potentially confusing to see
- textures where none are required.
-
- x y Rising Stairs
-
- Rising Stairs always require a lower texture. DeeP
- does NOT currently determine all the Sectors that
- belong to the rising stair to exclude them from the
- check.
-
- For this reason, you should Answer N to exclude the
- lower texture from the check.
-
- When rising stairs are present, lower extra
- textures are not removed.
-
- Don't forget that scripts in HEXEN could be causing
- movement that DeeP cannot see!
-
-
- yG. bSet Check Options
-
- Enable or disable some of the checks. This is
- normally done if you have built a level with
- the "special" effects mentioned earlier.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||THINGS Edit Thing Type and Flags
- **---------------------------------------------------
- b y
- b y Edit Thing
- b y
-
- For the boxes you may either use the mouse and click
- the box or enter the character displayed in the box
- to activate.
-
- xyAngle
-
- The initial direction or orientation of the object.
- You can also use the b< > keys in Thing mode to
- quickly change object(s) direction.
-
- xySkill
-
- Sets the skill level for when objects will appear.
- You can make it harder (for hard levels of course)
- and reduce the difficulty for the beginners by
- reducing the number of monsters and increase the
- weapons.
-
- Make monsters deaf so you can sneak up on them!
-
- Levels designed for death match can also have
- different things.
-
- xyHEXEN Appears
-
- For HEXEN only, sets the player class and type of
- game for which the object will appear.
-
- Refer to the file HEXSPECS.DOC for more details.
-
- ybFighter
- ybCleric
- ybMage
- ybSingle Player
- ybCooperative
- ybDeathMatch
-
-
- ybThing Height
-
- For HEXEN only, this sets the initial height a
- Thing is above the floor when the game starts. For
- some objects, gravity will make them "fall" for
- others they float higher.
-
- ybThing PolyId
-
- The PolyId number refers to polyobjects. Like a
- "tag" this connects the 3000/3001/ and 3002 items
- together. Only Poly objects activate this option.
-
-
- x yNote
-
- If you turn on NET, the thing will only appear on
- NETWORKED games! So do not click this box if you
- want the thing to be there in a regular game (not
- HEXEN).
-
- ybChange All Skills
-
- When this entry is active, the skill of all the
- Things selected is changed.
-
- When not active, the skill of only one Thing is
- changed.
-
- Use this as a safety feature so you don't accidently
- change all of the selected objects.
-
- ybChange All Angles
-
- When this entry is active, the angle of all the
- Things selected is changed.
-
- When not active, the angle of only one Thing is
- changed.
-
- Use this as a safety feature so you don't accidently
- change all of the selected objects.
-
- ybChange Type
-
- Select the type of thing, monster, player,
- decorations, etc.
-
- x y End of Section
-
- **---------------------------------------------------
- ||SPAWNTHINGS Spawn Thing (HEXEN)
- **---------------------------------------------------
-
- b y
- b y Spawn Thing
- b y
-
- This is for HEXEN only.
-
- The Things presented in this list are used for the
- Thing-Spawn and Thing-Projectile LineDefs.
-
- The Tid represents the Tid of a Thing MapSpot or
- MapSpot with gravity where the Thing is created.
-
- The Angle sets the original angle the Thing faces.
- Use the angle numbers shown in the online help box.
-
- For Projectile LineDefs, the arguments set the Speed
- of the projectile and how fast it travels to the
- ground (vspeed).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||LINEDEFS LineDef Edit Type and Flags
- **---------------------------------------------------
- b y
- b y LineDef Editing
- b y
-
- ybEdit LineDef Flags
-
- Describes basic rules about the LineDef. Controls
- what happens or can happen.
-
- HEXEN only:
-
- LineDefs can be individually programmed
- for features such as Speed and Time delays.
-
- When a LineDef type is selected, the next prompt
- request the parameters for that LineDef. The type
- of parameter is noted before each prompt. "na"
- designates that this position is ignored for the
- LineDef (a few of those).
-
- ayImpassable
-
- Line is impassable for players and monsters.
-
- ayMonster Block
-
- Line is impassable for monsters only.
-
- ayTwo-Sided
-
- Line has 2-sides. The line is assumed "transparent"
- and Doom will show the area past the line. If this
- flag is not set and if there is no Normal texture,
- you will get HOM.
-
- ayUpper Unpegged
-
- For 2-sided LineDefs, draw the Upper texture from
- the top down. Normally they are drawn from the
- bottom up.
-
- ayLower Unpegged
-
- For 2-sided LineDefs, draw the Lower texture from
- the bottom up. Normally the are drawn from the top
- down.
-
- Unpegged textures for 1-sided LineDefs draw the
- Normal texture from the bottom up.
-
- A bPegged texture moves with a Sector that moves.
- Pegged textures follow the lower ceiling.
-
- An bUnpegged texture does not move with a Sector
- that moves, it is stationary.
-
- Unpegging textures is useful for making the textures
- blook good. For example, if a stair is visible
- from the side, unpegging the the lower texture
- aligns the textures to the bottom floor. This
- depends on the texture used of course.
-
- aySecret
-
- A bSecret (red on the Automap) hides what's behind
- it (does not show up on the Automap. It is not
- related to the secret areas. Those are set by the
- Sector.
-
- Makes it difficult to identify areas. (So players
- can't figure out your trap!)
-
- ayBlocks Sound
-
- Monsters can't hear you shoot! Surround the entire
- area with this flag set so they can't hear you.
- Should speed up a game with many monsters if done
- correctly.
-
- ayInvisible
-
- This line is never put on the Map.
-
- ayAutoMapped
-
- This line is always shown on the Map.
-
- ayRepeatable (HEXEN)
-
- The LineDef action repeats. You must have this
- turned on to repeat an action for HEXEN.
-
- ayActivated When (HEXEN)
-
- Unlike DOOM or HERETIC, HEXEN control the activation
- of many actions by setting this value. You can also
- control the "repeatability" as a separate choice.
-
- ybEdit LineDef Type
-
- A direct menu to LineDef types, bypassing the flags
- Menu.
-
- ybEdit the 1st SideDef
-
- Set the textures and connects it to a Sector (for
- floor/ceiling information). Use this to fix bad
- sector references that cause "Sector not closed
- messages".
-
- Normally you may have a requirement to switch the
- sectors assigned from one side to the other, for
- example, when you flip a LineDef.
-
- You also use this to assign the correct sector
- number of an object inside a room. That is, change
- the Sector number of the SideDef to match the Sector
- of the room. This is one of the methods used to fix
- "Sector not closed".
-
- xyX and Y offsets
-
- The X and Y offsets permit manual shifting of the
- textures to minimize "seams".
-
- ITA (Interactive Texture Alignment) shows you the
- texture with the offsets right on the screen!
-
- The location of the texture (upper, normal or lower)
- and whether it is unpegged determines the texture
- drawing sequence. The texture displayed is for one
- panel with the offsets entered.
-
- Review the discusson on unpegged upper and lower
- textures to determine whether the texture is drawn
- from top-to-bottom or bottom-to-top.
-
-
- x yInterActive Browser
-
- Press F1 when in the texture selection box to bring
- up a display of all the textures. You can also left
- mouse click inside the texture display window area
- to start browsing.
-
- You interactively select the texture by left mouse
- clicking or using the cursor keys to move around.
-
- The following keys control the browser:
-
- 1. PageUp/PageDown keys move back and forth.
- 2. Home = Start with first texture.
- 3. End = Start with last set of textures
- 4. Any character, starts the list with the any name
- that is closest to the character entered. For
- example, if you key in a bG, textures whose
- names start with G come first. If no match is
- found, the closest one starts the list.
- 5. Escape or Right Mouse click exits the list and no
- changes are made.
- 6. Enter selects the current outlined entry.
-
- If you press a key while the textures are still
- displaying, the display stops. If you did this by
- accident, press the first character of the texture
- to start redrawing.
-
- ayAdd a 1st SideDef
-
- This appears (instead of Edit) if no SideDef1 exists
- for the LineDef. A SideDef1 must exist!
-
-
- ybEdit the 2nd SideDef
-
- Set the textures and connects it to a Sector (for
- floor/ceiling information).
-
- The X and Y offsets permit manual shifting of the
- textures to minimize "seams". ITA (Interactive
- Texture Alignment) shows you the texture with the
- offsets entered right on the screen! See Edit 1st
- SideDef discussion.
-
- ayAdd a 2nd SideDef
-
- This appears (instead of Edit) if no SideDef2 exists
- for the LineDef. A SideDef2 is optional.
-
- ay1st SideDef ref
- ay2nd SideDef ref
-
- You use this to delete a SideDef or change the
- reference (be careful). You always need a SideDef1!
-
- If you end up with a 1-sided LineDef, edit the
- LineDef and change the type to 1-sided. F10
- Check will catch and fix it automatically.
-
- ayDelete SideDef1
- ayDelete SideDef2
-
- Deletes a SideDef. You always need a SideDef1!
-
- If you delete all the -same- side SideDef reference
- for a surrounded area, you can select them all and
- then press Ins to recreate them all with a new Sector.
-
- aySector Tag
-
- A Sector Tag is a number that connects a LineDef to
- a Sector with the same Tag number.
-
- For example, a door with a switch has a LineDef
- (type = Switch Door) and a Sector with the same Tag
- number. This causes the assigned Sector to move (and
- not some other Sector).
-
- More than one Sector can have the same Tag number,
- they will all move at the same time!
-
- Note: Use the Ctrl+T command to automatically assign
- new Tag numbers and connect them with the correct
- LineDef.
-
- ayLineDef Arguments (HEXEN)
-
- Direct access to all the LineDef arguments.
-
- ayLineDef Args 1-5 (HEXEN)
-
- Direct access to one argument at a time.
-
- ayTexture Browser
-
- This is for viewing only. No changes are done.
-
- Display as many textures on the screen as will fit
- as determined by your video resolution. You can
- also browse by pressing F1 in the texture selection
- menu.
-
- Pressing any key stops the graphical representation
- of a texture. The names are always listed. Use this
- to quickly page!
-
- Press Esc or Right mouse click to stop.
-
- Press the first character of the texture to start
- the display with textures starting with that
- character.
-
- If no texture starts with that character the closest
- prior one is shown as the first texture.
-
- Press + and - to choose from two display sizes.
-
- No changes to the map are made when browsing.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||THINGLINEDEFS Thing LineDef Specials (HEXEN)
- **---------------------------------------------------
- b y
- b y Thing LineDef Specials
- b y
-
- HEXEN only:
-
- This is the list of LineDef types that can be
- selected for Things that are activated when the
- Thing is destroyed.
-
- After a LineDef type is selected, enter the argument
- values as appropriate for the LineDef.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||SECTORS Sector Edit Type and Tag
- **---------------------------------------------------
- b y
- b y Edit Sector
- b y
-
-
- ybType
-
- Describe how the sector behaves. Here's where you
- can set the Secret attribute.
-
- ybCeilingTexture
-
- Select a Ceiling Texture.
-
- ybFloor Texture
-
- Select a Floor Texture.
-
- x yInterActive Browser
-
- Press F1 when in the texture selection box to bring
- up a display of all the textures. You can also left
- mouse click inside the texture display window area
- to start browsing.
-
- You interactively select the texture by left mouse
- clicking or using the cursor keys to move around.
-
- The following keys control the browser:
-
- 1. PageUp/PageDown keys move back and forth.
-
- 2. Home = Start with first texture.
-
- 3. End = Start with last set of textures
-
- 4. Any character, starts the list with the any name
- that is closest to the character entered. For
- example, if you key in a bG, textures whose names
- start with G come first. If no match is found,
- the closest one starts the list.
-
- 5. Escape or Right Mouse click exits the list and no
- changes are made.
-
- 6. Enter selects the current outlined entry.
-
- If you press a key while the textures are still
- displaying, the display stops. If you did this by
- accident, press the first character of the texture
- to start redrawing.
-
- ybLight Level
-
- Determines how much light there is. 0 is dark,
- 255 is full on.
-
- ybCeil/Flr Height
-
- Set the both the ceiling height and the floor height
- at the same time. Usually from -512 to 512.
-
- The maximum distance between the floor and
- ceiling is 1023 for the older DOOM.
-
- Use the PageUp and PageDown keys to automatically
- increase or decrease the values shown. The amount
- of each change is set in F5 defaults.
-
- ybCeiling Height
-
- Set only the ceiling height.
-
- When you are changing many sectors, this lets you
- change all the selected ceiling height but leave
- the floors the same.
-
- See above for PageUp/PageDown keys.
-
- ybFloor Height
-
- Set only the floor height.
-
- When you are changing many sectors, this lets you
- change the all the selected floor height but leave
- the ceilings the same.
-
- See above for PageUp/PageDown keys.
-
- ybLineDef Tag
-
- This ties the sector (and how it behaves) to a
- LineDef with the same Tag number. A number here,
- implies a LineDef with the same number.
-
- DOOM will crash if you forget to tie the Tags
- together!
-
- In Sector mode, the Tagged LineDef is rRed and in
- LineDef mode the Tagged Sector is rRed.
-
- Note: Use the Ctrl+T command to automatically assign
- new Tag numbers and connect them with the correct
- Sector.
-
- ayBrowse Floor/Ceiling
-
- Display as many textures on the screen as will fit
- as determined by your video resolution. You can
- also browse by pressing F1 in the texture selection
- menu.
-
- Pressing any key stops the graphical representation
- of a texture. The names are always listed. Use this
- to quickly page!
-
- Press Esc or Right mouse click to stop.
-
- Press the first character of the texture to start
- the display with textures starting with that
- character.
-
- If no texture starts with that character the closest
- prior one is shown as the first texture.
-
- Press + and - to choose from two display sizes.
-
- No changes to the map are made when browsing.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||FIND Find Menu
- **---------------------------------------------------
- b y
- b y Find
- b y
-
- yb Finds the item types listed
-
- ay Find LineDef Type
- ay Find LineDef Tag
-
- ay Find Sector Type
- ay Find Sector Tag
-
- ay Find Thing
-
- ay Find FloorTexture
- ay Find Wall Texture
-
- yb Finds and Replaces the item types listed
-
- ay Replace Thing
- ay ReplaceFloorTexture
- ay ReplaceWall Texture
-
- ay ReplaceFloorTextureConvert
- ay ReplaceWall TextureConvert
-
- These last two should only be used when you are
- converting from one game to another, for
- example, DOOM to DOOM II or DOOM to HERETIC,
- etc.
-
- Since the textures don't exist in one game, DeeP
- can't show them so any name is permitted. You
- can't really mess up, since this is the search
- name!
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||HOWTO How to Build your first level
- **---------------------------------------------------
- b y
- b y How To Build
- b y
-
-
- x y
- x y A Quick First Level to get going!
- x y Press the print button on the
- x y bottom so you can mark the steps.
- x y
-
-
- Read the introduction to this help for some basic
- terms, adjust the default textures if you are using
- DOOM (F5), and adjust the display speed by pressing
- ] to slow down and [ to speed up. The map will fly
- all over the place if you don't set the delay to
- around 50 (displayed on the bottom left of the
- screen).
-
- To make a quick first level just to see if you can,
- follow the steps below. It appears long because each
- step is listed, describing each movement. (Please
- make sure Snap-to-Grid is on, the bs button on the
- top of the screen should be down, press b/ to fix.)
-
- Clue: This is what you will end up drawing!
-
- ┌──────────┬──────────┐
- │ │
- │ │
- ├─ Your 1st level ─┤
- │ │
- │ │
- │ │
- └──────────┴──────────┘
-
- OK, so do the following:
-
- 1. Enter Edit mode if not already there, entering E
- after the character command prompt.
-
- 2. Press alt+F or Click File on the top bar.
- (selects File menu)
-
- 3. Press N or click New Level
- (to make a brand new level).
-
- 4. Press Home and Press Enter.
- (Select the first level. This makes
- it easier to test for Shareware).
-
- 5. Press F9 (objects)
-
- 6. Press 1, make a Rectangle Room.
-
- 7. Enter 512 x 512 in the size boxes.
-
- 8. Place the mouse cursor in the middle of the
- screen (the exact area doesn't matter), click
- the left mouse button and view the upper right
- corner of the screen to make sure it's about
- 512x 512 and press Enter or click the left mouse
- button.
-
- 9. Press the Right Mouse button to exit Tool mode.
-
- 10. Press T to go into Thing Edit mode.
-
- 11. Move the mouse cursor inside the rectangle.
- (Places the Thing coordinate location, next)
-
- 12. Press the Ins key.
-
- 13. Press Enter (brings up Thing menu).
-
- 14. Press T (or click Change Type button)
- (Select change type of thing)
-
- 15. Press 3, Player Start/Teleport
- (Type of change)
-
- 16. Press 1 , Player 1 Start
- (Change Thing to what we want)
-
- 17. Press Esc or Right Click
- (To exit menu)
-
- 18. Press Esc or Right Click
- (To exit menu)
-
- 19. Press Alt+F (or Click File on Top)
- (Selects File menu)
-
- 20. Press S or click Save
- (Save the file, ignore warnings)
-
- 21. Edit the file name or press enter
- or click Ok if you like it.
-
- 22. Press Enter (Click OK/Yes) to the
- rest the messages.
- Saves the level and builds nodes.
-
- This isn't much of a level, but you can see that it
- WORKS!.
-
- You can play it using the -file option for DOOM/
- HERETIC/HEXEN. Or if you Registered, you can play it
- directly from DeeP!
-
- (Select File and press F1 for more info.)
-
- NOTE: It's possible that a 1 room level will not
- work with future releases of DOOMx or HERETIC. As
- of 1.9 and HERETIC 1.2, this all works. Some node
- builders will not work with 1 Sector levels!
-
-
- x y
- x y Expand your First Level!
- x y
-
- Here's a brief example of how easy it is to make
- your level more than just one room. Again, each
- step is listed, but it goes really fast! Have at
- least a Zoom size of 1000 so you can see what you
- are doing.
-
- 1. Enter Edit mode if not already there, entering E
- after the character command prompt.
-
- 2. Select the level you made above (this is auto-
- matic, if you didn't switch levels!).
-
- 3. Press Ctrl+D and draw another rectangle above
- the rectangle you made. Draw the rectangle
- bclockwise. (You could use the rectangle
- tool again, but then you wouldn't see how easy
- drawing really is.)
-
- Make the bottom line that is closest to the
- original rectangle parallel to the top line of
- the old rectangle. If it goes at a slant you
- may have trouble "hitting" it later on.
-
- a. Press the Left mouse button to start, then
- move left, press the Left button again, move
- up, etc, until you have 3 sides (see below).
-
- b. Press the Right mouse button to finish the
- second rectangle. (You are still in LineDraw
- mode, so don't Right click yet!).
-
- 4. Hopefully this is what you have on the screen:
-
- ┌──────────┬──────────┐
- │ │
- │ │
- ├─ New Rectangle 2 ─┤
- │ │
- │ │
- │ │
- └──────────┴──────────┘ <-start here
-
-
- ┌──────────┬──────────┐
- │ │
- │ │
- ├─ Old Rectangle 1 ─┤
- │ │
- │ │
- │ │
- └──────────┴──────────┘
-
-
- 5. Now let's CONNECT them!
-
- Use the picture show below to guide
- you.
-
- a. Place the cursor on top LineDef O1 and press
- the left mouse button. The line should turn
- RED and you should see a Blue dot. If this
- did not happen, Right click right now and
- try again!
-
- b. Move up and place the cursor on top of
- LineDef N1 and Left click again. As before,
- the line should turn RED. If you miss this
- time, you should start over, not that you
- have to, but we'll have detail overload at
- this point. (To start over, go to the File
- menu and select Edit level, THIS one!)
-
- c. Move to the right a bit and Left click to
- create v3. Make sure the line really split
- there!
-
- d. Now move down to LineDef O1 again and place
- v4 on top.
-
- e. Right click the mouse (makes the last line)
- and that's it!
-
-
- ┌──────────┬──────────┐
- │ │
- │ │
- ├─ New Rectangle 2 ─┤
- │ │
- │ │
- │ v2 v3 │
- └─N1───<───┴───<──────┘
- │ │
- ├─ ─┤
- │ │
- ┌─O1───>───┬───>──────┐
- │ v1 v4 │
- │ │
- ├─ Old Rectangle 1 ─┤
- │ │
- │ │
- │ │
- └──────────┴──────────┘
-
- 6. Press Alt+F and save the file as before.
-
- Saves the level and builds nodes as you did the
- first time.
-
-
- x y
- x y For a Really Good Time, add a Door!
- x y
-
- I'm going to assume that you know what to do getting
- the last level loaded so we resume where we left off.
-
- The Rectangles are chopped, since what we care about
- now is the connecting corridor we made earlier. The
- corridor is made larger, again for clarity.
-
- There are 3 ways to make Doors, this is the easiest
- to start with, although later you may prefer to use
- the other methods.
-
- 1. Place your cursor in above the middle of the
- corridor made above as shown by the X below.
- The rotation places the object farther down, so
- by placing it higher we adjust for where we want
- it.
-
- 2. Press F9 select 7, make a Door. Enter an angle
- of 90.
-
- 3. Press the Right Mouse button to drag the door
- into position. All the sides must be contained
- within the corridor. It should be close to
- what you see below. The exact position is not
- critical, since that is easy to adjust. Press
- F1 help for what you can do do position the
- Door.
-
- When you have it close enough, press the Left
- mouse button, the press the Right mouse button
- to exit.
-
- │ │
- ├─ Rectangle 2 ─┤
- │ X │
- └────────<───────┴───────<────────┘
- │ ┌─────────┐ │
- A ├─ │a door b│ ─┤ B
- │ └─────────┘ │
- ┌────────>───────┬───────>────────┐
- │ │
- ├─ ─┤
- │ Rectangle 1 │
-
-
- 4. If door lines a and b are not parallel to lines
- A and B we need to move the vertices a bit.
-
- Go into Vertex mode (press V) and place the
- cursor on top of the offending vertex. Press the
- Right mouse button (hold it down) and move. When
- the line is parallel let go. Adjust any other
- sides now.
-
- 5. Enter LineDef mode (press L). Place the cursor
- on top of Door LineDef a and press and hold the
- Right mouse button. Now drag the "a" LineDef
- over on top of the "A" LineDef. You see why the
- lines had to be parallel?
-
- Release the Right mouse button, you should get
- 2 messages, one about splitting the LineDef and
- one about merging LineDefs. Reply Y to both.
-
- 6. Repeat the above using LineDef b and B.
-
- 7. Press Alt+F and save the file as before.
-
- Saves the level and builds nodes as you did the
- first time.
-
-
- x y
- x y If you're Cooking, lets' make another
- x y Room inside the area!
- x y
-
- We are going to make another room inside the top
- Room we made before, Rectangle 2 (you can duplicate
- what's shown here and do it below too).
-
- 1. Place your cursor at the X as shown below and
- press Ctrl+D to enter LineDrawing mode. Press the
- Left mouse button to place a vertex at the X and
- draw the area shown: move left, down, right, up,
- etc.
-
- When you get to Y you can Right click and the
- line will be finished to X.
-
- ┌─────────────────┬─────────────────┐
- │ │
- │ ┌────┴───────X │
- │ │ ┌───┬───┐ │ │
- ├─ ┤ ├ │ │ ─┤
- │ └┬┘ │ │ │
- │ ┤ ├ │
- │ ┌┴┐ │ │ │
- │ ┤ └───┴───┘ │ │
- │ └─────┬─────┘Y │
- └─────────────<───┴───<─────────────┘
- ├─ ─┤
-
- Adjust the spacing so you can "fit" (the above
- is not meant to be to scale). Go into LineDef
- or Vertex editing mode (press L or V), move the
- cursor on top of the object to move, press and
- hold the Right mouse button down and then move
- the mouse.
-
- 2. Press Alt+F and save the file as before.
-
- 3. You can now put a door in the opening as
- described earlier.
-
- Hopefully, this gets you going. Understanding how
- the pieces fit together is the most difficult part
- to learn. Once it hits you between the eyes, you
- will reap great benefits from the understanding,
- so don't give up!
-
- (Stop my head hurts..........)
-
- B y
- B y Please refer to the following for more:
- B y
- B y TUTORIAL.DOC for more introduction
- B y and documented sample levels
- B y HEXSPECS.DOC - HEXEN script specs
- B y SCRIPTS.DOC - introduction to scripts
- B y SCRIPTS.ACS - sample HEXEN script
- B y HEXENTUT.ACS - sample HEXEN script
- B y
-
-
- B y See DEEPEXAM.WAD for examples
- B y of the following
-
- ybDoors
-
- Select LineDef mode Misc (F8) create Door from
- 4 LineDefs.
-
- Select Object (F9) create Door for a prefab door
- that you drag/stretch to fit your space.
-
- ybPools
-
- Select Object (F9) create Rectangle or Polygon and
- turn the Pool option on.
-
- ybLights
-
- Select Object (F9) create Rectangle or Polygon and
- turn the Light option on.
-
- ybWindows
-
- Select Object (F9) create Rectangle or Polygon and
- turn the Window option on.
-
- ybLifts
-
- Select Sector mode then Misc (F8) , create lift from
- sector.
-
- ybTeleporters
-
- Select Object (F9) Rectangle object and select
- Teleport Exit/Entrance pads.
-
- For DOOM and HERETIC:
- Connect the Teleport Exit to the Entrance pad
- using the Tags.
-
- For HEXEN:
- Connect the Teleport Exit to the Entrance pad
- using the same Tid in both the LineDef and a
- teleport Thing.
-
- You don't have to use an Entrance pad, any Sector
- will do, this is mainly for looks.
-
- ybStairs/Rising Stairs
-
- Stairs, see Objects, stairs.
-
- For Rising Stairs, set the step height to 0. Make
- some LineDef one of the rising stair LineDef types
- and using the Tags, connect the LineDef to the
- first sector of the stair (see Introduction on
- Tags). All the stair steps (Sectors) have a height
- of 0.
-
- For HEXEN only, make the next Sector (not the first
- Sector you tagged to the LineDef) to type Stairs
- Special 1, then the next one to Stairs Special2,
- the next one to Special 1 and so on, back and
- forth.
-
- ybSecret Areas
-
- This is just a Sector Type.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||NODES Node Viewer
- **---------------------------------------------------
- b y
- b y Node Viewer
- b y
-
- The nodeviewer lets you visually inspect how the
- nodes were created. For HEXEN, it is important that
- you check to see that NO lines split an area that
- has a PolyObject inside of it. A simple example is
- a square rectangle. The square should be surround
- by blue/red lines, with no line anywhere inside of
- it.
-
- You can correct node problems by trying to align
- areas in line-of sight to share the same X or Y
- plane and by trial-and-error moving stuff around
- or adding "junk". "Junk" has nothing with the level,
- but it can fool the nodebuilder. Refer to MAP01 of
- HEXEN to see the "junk" around the sliding doors.
-
-
- x y Keyboard Keys
-
- ybLeft arrow Move to left Node
-
- ybRight arrow Move to right Node
-
- ybUp arrow Move up a Node
-
- ybDown arrow Move down a Node
-
- ybC Clear map
-
- ybG Toggle node lines
-
- ybJ Jump to node
-
- ybN Toggle show nodes
-
- ybS Toggle segment lines
-
- yb+ - Change Map size
- (Use C to clear)
-
- ybEsc/Enter Done
-
- ybF1 Press for more Help
-
-
- If you press F1 after the first help screen
- displayed, DeeP displays the following statistics
- about the nodes:
-
-
- Pct Balance : This number is from 1 to 100. It
- is calculated by taking the sum of
- NodesLeft/NodesRight for each leaf.
-
- So if there were exactly as many
- nodes on the left as on the right
- the number would be 100 Pct.
-
- The final subsector is not counted.
- WARM does count this and BSPINFO (we
- think) does not count this.
-
- You could argue either way:)
-
- This number is usually between 60-70
- percent. Higher percentages tend
- to more favorable, taken in context
- with the Avg Depth.
-
- Avg Depth : The average number of nodes required
- for the map. The lower the number,
- the less calculations required to
- reach any point on the map.
-
- Max Depth : The greatest "depth" encountered in
- the node tree.
-
-
- These numbers give an overall flavor of the nodes,
- but are not meant as absolute "standards" by any
- means. In our opinion, the greatest influence on
- speed (and then only for large levels), is the
- Avg Depth. The primary criteria is always that
- the level works.
-
- HEXEN polyobjects can give some trouble in nodes
- splitting the area where they reside. You can
- redraw or move the area around, try a different
- depth value, try a different nodes builder. Just be
- prepared to spend some time in this area, it's not
- simple to fix.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||HELP Help on Help
- **---------------------------------------------------
- b y
- b y Help [Alt+H]
- b y
-
- Print the help by pressing the Print button on the
- bottom of the current help screen.
-
- Each section prints only what is covered. To print
- all the help at once, select All Help (see below).
-
- ybHelp
-
- Same as F1 key.
-
- This is a complete index of all help topics.
- Select a topic and press Enter or click the
- Left mouse button in the Top selection box.
-
- ybAll Help
-
- This is a complete listing of all the help. It
- starts at the beginning and goes all the way to
- the end.
-
- ybPrint Order Form
-
- Select Print Order form and then press F1 for
- Ordering Information.
-
-
- y b General Information
-
- The bottom bar displays editing modes, auto-object
- bA, centeringb\, delayb[], and zoom bZ and
- grid bG sizes.
-
- The top bar show the number of objects in the select
- list and the DOOM coordinates.
-
- Additional help information is displayed on the top
- as appropriate.
-
-
- ybAbout DeeP...
-
- Brief information about the DeeP
- programmers and Registration.
-
- x y
- x G If you Registered, Thank You!
- x y See ORDER.FRM for Upgrade pricing.
- x y
-
- x y DOOM-HERETIC-HEXEN
- x B DoomEnhancedEditorProgram
- x B
- x y rSensor Based Systems, Inc.x
- x y r17010 N.E. 190th St x
- x y rWoodinville, WA 98072-8237x
- x y (206) 827-8794
- x y
- x y
- x y 75454.773@COMPUSERVE.COM
- x y
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||ORDER How to Order
- **---------------------------------------------------
- b y
- b y OrderForm
- b y
-
-
- x y
- x y To order the Registered version
- x y of DeeP
- x y
- r y 1. Register Online with CompuServe :
- x y
- x y DeeP (GO SWREG ID = 5392 )
- x y
- r y 2. Print ORDER.FRM for Mail or Fax Orders
- x y
- r y 3. Register voice with MC, Visa or COD.
- x y
- x y Call : (206) 827-8794 voice
- x y
-
-
- r y
- x y Call Today and start your new adventure as
- x y a DOOM, HERETIC or HEXEN wad author.
- r y
-
-
- x y
- x y Browse the Latest & Greatest Version at
- x y
- x B http://www.wolfenet.com/~sbs
- x y
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||SUMMARY Editing Key Command Summary
- **---------------------------------------------------
-
- x y Graphic Mode Character Key Command Summary
-
- These commands apply when the editor is in Map Mode
- and vary according to the editing mode.
-
- yrShift Auto-object temporary override
- yrShift+Tab Switch to the previous editing mode.
- yrShift+PageUp Immediately Increase Sector ceiling
- yrShift+PageDown Immediately Decrease Sector ceiling
- yrShift+Home Immediately Increase Sector floor
- yrShift+End Immediately Decrease Sector floor
- yrShift+Del Vertex mode only, opposite of Del
- HEXEN only
- yrShift+PageUp Immediately Increase Thing height
- yrShift+PageDown Immediately Decrease Thing height
-
- yrShift+A Toggle default auto-object selection
- yrShift+C Set ceiling height Sector mode
- yrShift+F Set floor height Sector mode
- yrShift+G Change Grid size
- yrShift+H Set ceiling/floor height Sector mode
- yrShift+I Toggles bottom display; all to none
- yrShift+R Refreshes screen display only
- yrShift+X X align both sidedefs, no texture chk
- yrShift+Y Y Align both sidedefs
- yrShift+Z Rezoom prior to Zoom-to-Window
- yrShift+ + Increase Zoom while in Tool mode
- yrShift+ - Decrease Zoom while in Tool mode
-
- yrShift+Enter Edit the current object directly.
- yrCtrl+Enter Edit LineDef flags directly.
- yrEnter Edit the current object
-
- yrTab Switch to the next editing mode
- yrSpace Toggles the scroll, rotate slow/fast
-
- yrHome Move map, Tool control, 1st item
- yrEnd Move map, Tool control, last item
- yrEsc Exit commands, menus, program
- yrIns Add current object, start/quit drawing,
- Tool control
- yrDel Delete the current object(s),
- Tool control
-
- yrPageUp Move map, Tool control, page up
- yrPageDown Move map, Tool control, page down
- yrArrows Move cursor or Tool control
-
- yrScroll Lock Turn auto scroll on/off.
-
- yr+ - Zoom in/out, Tool control
- yr[ ] Change the map scroll speed delay
- yr< > Scale/Rotate, Thing angle
- yr/ Toggle Snap-To-Grid
- yr\ Toggle AutoCenter (3 choices)
-
- yrC Clear all selections and redraw map
- yrF Repeat last Find or Change
- yrG Change the grid scale
- yrH Toggle display grid (hides the grid)
- yrI Toggle display object information
- yrJ Jump to a specific object #
- yrK Thing Mask menu.
- yrL Switch to the LineDef mode
- yrM Mark/unmark current object (select)
- yrN Jump to the next object
- yrO Copy group of objects selected
- yrP Jump to the previous object
- yrR Toggle display ruler
- yrS Switch to the Sectors editor
- yrT Switch to the Things editor
- yrV Switch to the Vertexes editor
- yrX X align both sidedefs, texture check
- yrY Y align both sidedefs
- yrZ Zoom IN/OUT instantly
- yrZ Zoom-to-Window (if Left Button pressed)
-
- yr1...0 Set Edit ZOOM level from 100 to 1000
- yr 0 In menus with numbers, exit the menu
-
- yrAlt+1 LineDef mode, edit sidedef1
- yrAlt+2 LineDef mode, edit sidedef2
-
- yrAlt+X Center the Map at current size
- yrAlt+Z Zoom to Extents (scale to fit)
-
- yrCtrl+B View the contents of Clipboard
- yrCtrl+D Enter Line Drawing mode
- yrCtrl+G Set grid scale to 0
- yrCtrl+M Mirror the object(s) selected
- yrCtrl+N Normalize LineDef or Sector
- yrCtrl+T Automatic LineDef/Sector Tagging
- yrCtrl+V Paste objects (from clipboard)
- yrCtrl+X Cut objects (same as Del)
- yrCtrl+Z Undo, restore level to prior state
-
- yrCtrl+F1 Test Level (all files loaded)
-
- yrF1 Context Sensitive Help -or-
- Enter browser mode.
- yrF2 Save level in a PWAD file
- yrF3 Save As... Reassign level of a map
- yrF4 Search/Change for Object
- yrF5 Texture/height default values
- yrF6 Zoom/Mouse/Map options
- yrF8 Miscellaneous Operations
- yrF9 Insert standard shapes
- yrF10 Check Level for errors
-
- yrAlt+F1 Screen Saver, key press stops
- yrAlt+F2 Save Level and always build Nodes
- yrAlt+F3 DOS Shell Exit
- yrAlt+F4 Exit (same as Esc)
- yrAlt+F5 Set Options for sound, grid, etc.
- yrAlt+F6 Set Colors for mouse, grid, etc.
- yrAlt+F7 Set Palette colors
- yrAlt+F8 Save with Reject Mask
-
- yrShift+F1 Test Level (one file only)
- yrShift+F2 Edit a different Level
- yrShift+F3 Create a new level from scratch
- yrShift+F4 Reset all PWAD files read
- yrShift+F5 Read a new PWAD file
- yrShift+F6 Reset 1 PWAD file read
-
- yrShift+Ctrl+G Enter any Grid Scale.
-
-
- x y Mouse Button Summary
-
- All left, right terms refer to the left or right
- mouse button respectively. Add any other key as
- listed while the button is pressed.
-
- yrLeft Select/unselect current object
- (quick click)
- yrLeft Vertex mode, enter LineDrawing
- (quick double click)
- yrLeft Draw a selection box (Edit modes)
- (button is held down)
- yrLeft+Z Zoom-to-Window (Edit modes)
- (button is held down, then press Z)
- yrLeft Tool mode, create current object
-
- yrLeft Enter Browser Mode as noted with F1
- notation. Left click in graphic shown.
-
-
- yrRight Edit the current/selected object(s)
- (quick click)
- yrRight Bring up mode/tool menu (edit modes)
- (quick double click)
- yrRight Drag the current/selected object(s)
- (button is held down)
- yrRight Tool mode, exit after last create
-
- yrShift+Left Copy (bCtrl+C)
- yrShift+Left Vertex Only, Split LineDef
- yrShift+Right Delete (bDel)
-
- yrCtrl+Left Mirror (bCtrl+M)
- yrCtrl+Right Map Panning using mouse
-
- x y Character Mode Character Key Command Summary
-
- These commands may be entered at the character
- prompt following DeeP (?=Help) >. This is only
- available if you turn AutoStart OFF. Normally you do
- NOT require access to this mode.
-
- yxE[dit] B[episode/mission level]
- Edit this level
-
- yxH[elp] Help for setting DeeP options
-
- yxN[ew] B[episode/mission level]
- Create and edit a New (empty) level.
-
- yxQ[uit] End DeeP
-
- yxR[ead] B<wadfile>
- Read a new PWAD file.
-
- yxW[ads]
- Display open wad files
-
-
- x y Options when loading DeeP
-
- xyDeeP [-n]
- [-m MainWadFile ]
- [-f PwadFiles...]
- [-p dospath]
- [-prj project.PRJ ]
- [-v mode ]
- [-d new ]
-
- yb-n (noload)
- Temporarily suppresses automatic DeeP restart
- and reset all prior files.
-
- yb-m (main) C:\DOOM2\DOOM2.WAD
- Name/location of the main IWAD file.
-
- yb-f (file) file1.wad file2.wad ...
- Add patch wad files to load. This automatically
- resets any prior files and suppresses automatic
- restart.
-
- yb-p (path) C:\DOOM2\WADS
- Set the default path for reading and saving files
-
- yb-prj your.PRJ
- Set the current project to use
-
- yb-v # (video)
- Set the default video mode number (resolution).
- 1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
-
- yb-d new (driver)
- Change the video driver.
-
- x y End of Section
-
- **---------------------------------------------------
- ||IWAD Set IWAD File
- **---------------------------------------------------
- b y
- b y Set IWAD File
- b y
-
- Set the name and location of the IWAD name.
-
- Select the IWAD file appropriate for the Project
- current active.
-
- In other words:
-
- 1. if you have a DOOM project, select a DOOM IWAD.
- 2. if you have a HEXEN project, select a HEXEN IWAD.
-
- The typical names are :
-
- DOOM.WAD = DOOM or Ultimate DOOM
- DOOM2.WAD = DOOM II
- HERETIC.WAD = HERETIC
- HEXEN.WAD = HEXEN
-
- x y Browsing Operation
-
- File browsing displays a scroll box of file names,
- directories and drives.
-
- If you know the complete path, you can enter it in
- the file name box. For example, C:\DOOM2\DOOM2.WAD
-
- The Tab/Shift+Tab key moves between areas as well as
- using the mouse to activate a dialog area (the color
- of the top box changes color).
-
- Selecting a directory, reselects files from that
- directory using the current search string.
-
- The lists displayed are scrolled the same as all the
- other scroll lists. To select the entry displayed
- in the WHITE box, left click the mouse in that
- location or press Enter.
-
- Press Esc (or right click) to exit without
- selecting anything.
-
- Press F1 help on the Option screen for more Help.
-
-
-
-
-
-
-
- x y End of Section
- **---------------------------------------------------
- ||PWAD Read a PWAD File
- **---------------------------------------------------
- b y
- b y Read a PWAD File
- b y
-
- x y Browsing Operation
-
- File browsing displays a scroll box of file names,
- directories and drives.
-
- If you know the complete path, you can enter it in
- the file name box. For example, C:\MYWADS\SAMPLE.WAD
-
- The Tab/Shift+Tab key moves between areas as well as
- using the mouse to activate a dialog area (the color
- of the top box changes color).
-
- Selecting a directory, reselects files from that
- directory using the current search string.
-
- The lists displayed are scrolled the same as all the
- other scroll lists. To select the entry displayed
- in the WHITE box, left click the mouse in that
- location or press Enter.
-
- Press Esc (or right click) to exit without
- selecting anything.
-
- A preview of any legitimate PWAD level is automatic-
- ally displayed. If there are multiple levels in the
- PWAD, control shifts to the lower right box. As you
- scroll this list, each level in the PWAD is
- displayed. To return to the file control list, press
- TAB.
-
- NOTE: There is one combination of "Open Level" reads
- that is somewhat confusing.
-
- Let's illustrate by example:
-
- 1. You read a PWAD that has information beyond that
- that required to make the level, for example,
- extra textures (could also be sounds, sprites,
- MAPINFO, ...you get the idea). In this example,
- let's assume that it is MAP01.
-
- 2. You mess around some and then read in another
- level that is also MAP01. This works just fine.
-
- 3. Now you decide you want to read the level from
- step 1 above in again. It doesn't display,
- instead the level from step 2 sticks around.
-
- What's going on? Well, the "extra" information from
- step 1 was never replaced by step 2. Now when you
- did step 3, DeeP found the "extra" information first
- and did not read the PWAD in again.
-
- This is normally a benefit, since this mechanism
- permits you to "borrow" extra information from other
- levels easily. In the above example, if you used
- the group command at step 2, the textures from step
- 1 are automatically grouped with the new level.
-
- If you want to read the "step 1" level back in, use
- the Reset All File command (under the File menu)
- to clear the information.
-
-
-
- x y End of Section
- **---------------------------------------------------
- ||TCF Create a Texture Group
- **---------------------------------------------------
- b y
- b y Create a Texture Group
- b y
-
-
- This step creates a Texture Group file for all the
- current texture defaults.
-
- If you enter a name different from the one currently
- in use, all your current defaults are stored in the
- new Texture Group name.
-
- Use the F5 menu to set the texture defaults.
-
- You can create as many Texture Groups as required
- for your taste.
-
- When you select a new file name, the new name now has
- all the current defaults. To use this name in any
- Project, read in the Texture Group by selecting
- BRead Texture Grp using the alt+F menu.
-
-
-
-
-
-
-
-
-
-
- x y End of Section
- **---------------------------------------------------
- ||ACS HEXEN Action Code Script
- **---------------------------------------------------
- b y
- b y HEXEN Action Code Script
- b y
-
-
- Object files made by the HEXEN ACC.EXE script
- compiler default to a name ending in ".o" when run
- from DeeP.
-
- The compiled object file contains what is called
- BEHAVIOR in a PWAD for HEXEN.
-
- When you save the level with a new behavior, this
- new object ACS file replaces the contents of the
- BEHAVIOR for this entry. Refer to the ACS documen-
- tation for how to code for the script compiler.
-
- If an ACS file is not supplied, the default BEHAVIOR
- resource used is the BEHAVIOR found in HEXEN.WAD for
- that level.
-
- Once you have save a level with a new BEHAVIOR, you
- do not need to that again, unless of course, you
- want to change your scripts.
-
- You really can't use or swap BEHAVIOR resources
- between levels without examining what the scripts
- do. A typical error is a complaint about an invalid
- Polyobj num xx, when you play a level with a
- BEHAVIOR not made for that level.
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||MAPINFOFILE HEXEN MAPINFO text
- **---------------------------------------------------
- b y
- b y HEXEN MAPINFO text
- b y
-
-
- This reads a file made by any text editor, for
- example the DOS EDIT program, that inserts a carriage
- return and linefeed at the end of every line.
-
- The file replaces the current MAPINFO resource for
- the IWAD. When you save the level with the MAPINFO
- option, the new MAPINFO is saved with the new PWAD.
-
- Review HEXSPECS.DOC for information on MAPINFO.
-
- To get the existing MAPINFO :
-
- Select Save MAPINFO from the File menu and save it
- to "yourfile.txt".
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||LUMPFILE Lump Information
- **---------------------------------------------------
- b y
- b y Lump Information
- b y
-
-
- A lump is any entry in the IWAD directory (also
- called directory entries or names).
-
- You can save a lump to a file without any control
- information so another program can process it
- directly.
-
- The MAPINFO and SNDINFO lumps, for example, can be
- saved and the result is a text file you can edit
- using any text editor.
-
- You can also save a lump to a file with the control
- information. You can rename the entry to a different
- name by supplying a different name in the second
- prompt. This new file can be read in as a PWAD. The
- new lump name, if any, will replace any existing
- name or it will be added to the list of names if it
- is a new name.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||INSERTFILE Insert File Command
- **---------------------------------------------------
- b y
- b y Insert File Information
- b y
-
-
- This takes an existing file (not a PWAD) and places
- the required control information around it to be
- recognized as a PWAD.
-
- The content of the input file, must of course be
- legitimate data for the game to recognize.
-
- The MAPINFO and SNDINFO lumps, for example, can be
- created by taking a text file and naming the lump
- one of those names.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||GROUPFILE Group File Command
- **---------------------------------------------------
- b y
- b y Group File Information
- b y
-
-
- This takes all existing files read combines them
- into one PWAD.
-
- Use this to combine your favorite levels. Read them
- all in (they should all be different mission
- numbers) and then group them.
-
- Reply Y to include all data. This includes any
- extra graphics, sounds, etc.
-
- The Registered version can group up to 56 files at
- once (the shareware version does none). If you
- exceed the file limit of 56. The solution is to
- read in 56 files, group them into a new file, read
- this new file and then add 55 more, etc.
-
- Refer to the File Menu commands for more help
- information.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||BUILDIWAD Build IWAD File Command
- **---------------------------------------------------
- b y
- b y Build IWAD File Information
- b y
-
-
-
- This takes all existing files read and combines them
- into one IWAD.
-
- Use this to PERMANENTLY override all the information
- in the main game.
-
- Normally, you BDO NOT do this, but instead use the
- -file option to make temporary overrides with PWADS.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||PALETTEFILE Build Palette File Command
- **---------------------------------------------------
- b y
- b y Build Palette File Information
- b y
-
-
- This creates a "text" file copy of the palette for
- use by PaintShopPro or any other compatible program.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||TEXTUREFILE Build Texture File Command
- **---------------------------------------------------
- b y
- b y Build Texture File Information
- b y
-
-
-
- This takes all existing textures and combines them
- into one PWAD. If any textures were replaced by
- an external PWAD, those are used instead of the main
- IWAD values.
-
- Here are two examples of why you would do this:
-
- 1. Use this to make a file with all textures to
- convert from one game to another.
-
- The Texture Color Conversion option requires a
- file made using this command.
-
- 2. Use this file for all texture drawing! All the
- textures are present at once for you to
- experiment with.
-
- Note: It takes a bit to load the this texture
- file, so be patient when it is loading.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||FLATFILE Build Flat File Command
- **---------------------------------------------------
- b y
- b y Build Flat File Information
- b y
-
-
-
- This takes all existing FLAT files previously read
- and combines them into one PWAD. If any FLATs were
- replaced by an external PWAD, those are used instead
- of the main IWAD values.
-
- Here are two examples of why you would do this:
-
- 1. Use this to make a file with all FLATs to
- convert from one game to another (to be done).
-
- (The future FLAT Color Conversion option
- requires a file made using this command.)
-
- 2. Use this file for all FLAT drawing! All the
- Flats are present at once for you to experiment
- with.
-
- Note: It takes a bit to load the this Flat
- file, so be patient when it is loading.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||XYALIGN X-Y Alignment Information
- **---------------------------------------------------
- b y
- b y X-Y Alignment Information
- b y
-
-
-
- X alignment shifts the starting point for displaying
- the texture Horizontally. This is used to make the
- texture display "seamless" or to make a special
- effect.
-
- Y alignment shifts the starting point for displaying
- the texture Vertically. This is used to make the
- texture display "seamless" or to make a special
- effect.
-
- A common example of Y alignment is for switches. Use
- the Interactive Texture Alignment to see how the
- texture will display in the game.
-
-
- DeeP provides two ways of aligning textures. Both
- methods interactively display the textures with
- the alignments applied on the screen. This is ITA
- or Interactive Texture Alignment. It represents the
- alignment as the game will draw it. For now, you
- need to visualize the unpegging of the textures in
- some instances (to be done).
-
- 1). Using the keyboard and entering values for the
- X and Y offsets. You can use the Page UP and
- Page Down keys to conveniently change 1 unit at
- at time. Press Enter to accept the changes.
-
- 2). Using the mouse and moving it over the texture.
- Mouse movement results in X-Y offset changes shown
- on the screen.
-
- The right mouse button cancels and the left
- mouse button accepts the changes.
-
- The Enter key also accepts the changes and the
- Esc key cancels.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||EXENAMES Text Editor and Script Compiler
- **---------------------------------------------------
- b y
- b y Text Editor and Script Compiler
- b y
-
- This sets the name for the editor to use for editing
- HEXEN MAPINFO files and BEHAVIOR scripts.
-
- You also set the name of the script compiler.
-
- This is the program that compiles the scripts and
- makes them usable as a BEHAVIOR resource. The
- ACC.EXE compiler is installed in the DeeP
- directory. If you moved it elsewhere, change the
- path and name.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||PCX View DOOM+HERETIC+HEXEN PCX files
- **---------------------------------------------------
- b y
- b y View DOOM PCX files
- b y
-
- The PCX viewer is made for DOOM/HERETIC/HEXEN PCX
- files ONLY.
-
- Useb -devparm on the command line for DOOM and
- DOOMII to enable screen shots.
-
- Useb -ravpic on the command line for HERETIC and
- HEXEN to enable screen shots.
-
- Press F1 to take a screen shot when the game starts.
-
- It was not tested on other PCX files and does not
- display certain types correctly. This is not a bug!
- All we cared about was the DOOM PCX shots and not
- others.
-
-
-
-
-
-
-
-
-
-
-
-
- x y End of Section
- **---------------------------------------------------
- ||PRJ Create a Project Name
- **---------------------------------------------------
- b y
- b y Create a Project Name
- b y
-
- This step creates a Project file for all the current
- color settings, texture defaults, and files in use.
-
- If you enter a name different from the one currently
- in use, all your current defaults are stored in the
- new Project name.
-
- A project contains the following:
-
- 1. The Name of the IWAD file.
-
- It's recommended to read the default PRJ name,
- such as HERETIC.PRJ matching the type of GAME file
- and then change the name. Doing it this way auto-
- matically sets the correct color and texture
- defaults.
-
- If you select a HERETIC IWAD for a DOOM Project,
- all the colors and texture defaults will be wrong!
-
- To fix this, either set them all manually, or
- delete the project and start over.
-
- Use (#5) on the option screen to set the IWAD
- name.
-
- 2. The default Texture Group Name
-
- This name contains all the default textures. You
- can create multiple Texture Group Names using the
- Set bTexture Group option on the alt+F5 menu.
-
- You switch between different defaults by selecting
- bRead Texture Group under the alt+F files
- menu.
-
- If you switch IWAD files from DOOM to HERETIC or
- HEXEN, be sure to set the default textures.
-
- Use the F5 menu to set the texture defaults.
-
- 3. The Default Path for reading/saving files
- Use #7 on the screen to set the Path.
-
- 4. All the files you want to work with at the same
- time.
-
- Each file currently read is saved for the project.
- Reset (delete) any file(s) in a project using the
- reset commands under File.
-
- x y End of Section
-
- **---------------------------------------------------
- ||TEXTUREVIEWER Texture Composite Viewer
- **---------------------------------------------------
- b y
- b y Texture Composite Viewer
- b y
-
- Use this feature to select the actual Lump name when
- you replace textures or want to draw on a texture.
-
- Briefly, the textures in the games consist of one or
- more "patches" or pieces. DOOM and DOOM II had many
- composite textures. This was cut down quite a bit
- in HERETIC and HEXEN. The original purpose was
- probably to save disk space.
-
- The names you see in the LineDef texture selection
- boxes are made up from many patches.
-
- The texture composite viewer displays all the actual
- Lump (PWAD directory) names used in each textures.
- Left mouse clicking inside the top texture displayed
- brings up the Texture browser.
-
- To keep this simple, this discussion calls the
- sum of the composite names, Texture Names and the
- pieces Patch names. (Patch names and Lump names are
- the same thing. We also call these directory names
- in the documentation.)
-
- For textures with multiple patches, each Patch is
- displayed. The X/Y represent the X and Y offsets
- for that Patch in the texture. The offset shift
- the starting position of where the Patch starts
- drawing. X shifts the starting spot left (-) or
- right (+). Y shifts the starting spot down (+) or
- up (-).
-
- The size is the absolute graphic size of the Patch.
- Not all of the patch may display. The Texture itself
- has a dimension and all Patches display only within
- that dimension. The "excess" is clipped.
-
-
- x y Replacing a Texture
-
- Replacing a "texture" with a new texture is easy.
-
- 1. Read in a PWAD with a texture Patch whose name is
- the same as an existing Patch name. DeeP
- implicitly replaces any duplicate Lump name.
- (This applies to ALL names, including sounds,
- sprites, etc).
-
- After you have read in the "replacement" Patch
- name, DeeP displays the new texture Patch when
- the texture Name is referenced.
-
- 2. You can make a replacement texture, by selecting
- the Patch (Lump) name desired and then use the
- Save Lump in a PWAD command.
-
- To use this texture Patch in a different texture
- Name, rename the Lump when prompted to match the
- Patch name of the desired texture Name. (I know
- this sounds weird.)
-
- Ok, here's an example for DOOM II:
-
- 1. Using the Texture Composite Viewer look at
- textures BIGDOOR5 and BROWNPIP.
-
- BIGDOOR5 consists of the Patches WALL40_1 and
- WALL42_3.
-
- BROWNPIP consists of the Patches TP2_1,
-
- We are going to change the texture BROWNPIP by
- replacing the Patch TP2_1 with the Patch
- WALL40_1.
-
- 2. In the File menu, select Save Lump in a PWAD.
- Choose the name WALL40_1.
-
- Name the file WALL40_1.WAD (any name is ok) and
- the New Lump Name = TP2_1.
-
- 3. In the File menu, select Open PWAD and select
- WALL40_1.WAD (the one we just made).
-
- 4. Now go back to the Texture Composite Viewer and
- select BROWNPIP again. What do you see?
-
- This change is temporary.
-
- To clear this texture, select the File menu and then
- choose Reset File option to clear these files.
-
- To make this change permanent, use the Group command
- and combine this modified Patch name with your level.
- Now whenever you play your level, your new BROWNPIP
- texture appears.
-
-
- x y Another Way to Replace Textures
-
- Another way to create new replacement textures is
- to use the DeeP texture drawing tool and make your
- own from scratch. You can draw (of course) on any
- graphic (including sprites) and cut and paste parts
- and pieces from any other graphic (registered) to
- make a new texture. Use the SaveAs and name your
- graphic as described earlier to replace any Patch
- name.
-
- Select F1 for help in the Drawing Tool.
-
-
- x y Adding New Textures
-
- Adding new textures means creating additional
- texture Names. This is quite a bit more involved.
- The texture names are created in a Lump called
- TEXTURE1 (and sometimes TEXTURE2). These are the
- "real" texture names. Then these names point to
- offsets in a Lump called PNAMES (patch names).
-
- So to add a new texture, you have to add the name
- in TEXTUREx and also create the Patch names used
- to make the texture in PNAMES. DeeP does not yet
- do this, but you can use a program called NWT or
- DEUTEX or WINTEX for this purpose. If there is
- enough interest, we will add this to DeeP.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||GRAPHICDRAWING Drawing Graphics
- **---------------------------------------------------
- b y
- b y Drawing Graphics
- b y
-
- ADD (Awesome Direct Drawing) lets you quickly modify
- any graphic!
-
- ADD is convenient, quick and easy. The drawing tool
- is especially designed to edit DOOM/HERETIC/HEXEN
- game graphics.
-
- You can do anything you like to any "existing" pixel
- data.
-
- Both the mouse AND the keyboard keys can be used
- for precise drawing. Some of you may want to slow
- down your mouse speed using the F6 menu. Set your
- speed below 50) to make it easier to draw.
-
- You can draw on top of any existing graphic that
- resides in another file. This protects you from
- accidently modifying the IWAD file.
-
- There are four ways you can have graphics in a
- separate file:
-
- 1. Someone already did this for you, that is, they
- have some modified graphics already. Just read
- their PWAD file.
-
- 2. Use DeeP's convenient "EXPORT all Textures" to
- save ALL textures.
-
- 3. Use the "Export all Sprites" command to save
- only the Sprite graphics to a file.
-
- 4. Use the "Export all Flats" command to save
- only the floor and ceiling graphics to a file.
-
- 5. Use the "Save a Lump to a PWAD" to save any graphic
- by itself and then modify only that graphic.
-
- Sprites and Textures are stored the same way. This
- means that you can copy and paste sprites on a
- wall texture.
-
- Flats are not stored the same way as textures. You
- should work on one or the other and not have both
- types loaded at the same time, since DeeP will give
- you "not an Image.." messages for all the Flats in
- "Draw on any Graphic" mode.
-
- FLAT note : In HEXEN we noticed a 2 flats that are
- twice as large as they should be: X_0001 through
- X_0011. This is probably a mistake, but we didn't
- have time to test all combinations. It looks like
- changes work OK and the excess is ignored.
-
-
- x y How to Draw on a Graphic
-
- First you select the graphic you want to edit. DeeP
- automatically presents you with a list of all the
- LUMP names that were found in external PWAD files.
-
- Select "Draw on any Graphic" for textures or sprites
- and "Draw on any Flat" for floor and ceiling names.
-
- Note : To find the actual Lump names of textures,
- select the Texture Composite Viewer.
-
- You should be careful and select only graphic LUMPS.
- DeeP will attempt to determine if the graphic is
- legitimate, but it's possible that it is wrong!
-
- You can change the zoom while you are drawing a
- texture by pressing the + key to increase the
- magnification and the - key to decrease.
-
- The browsing mode also lets you zoom the graphics.
- The maximum zoom is 10, however, the image zoom
- size varies in different screen resolutions. The
- image cannot exceed the box dimensions for now.
-
- You may want to experiment which resolution works
- best for your monitor and eyes.
-
- If the graphic is not a type supported, DeeP issues
- a message stating that it is not a graphic. Keep
- going till you get to a real graphic.
-
- If the LUMP is really not a graphic, but DeeP thinks
- it is, you will probably hang the program. You may
- get an error message, but don't be surprised if you
- "crash".
-
- Select a graphic to edit by pressing Enter or Left
- click on the name in the top box.
-
- There are four tool modes selected by pressing the
- buttons on the left side of the screen.
-
- 1. Paste Select mode draws a rectangle select box
- around a graphic area you want to copy. Press the
- left mouse button and move the mouse to size it
- correctly.
-
- When you release the Left mouse button, the
- graphic is placed in the drawing clipboard.
-
- Move the mouse to position the clipboard image.
- Left click again to make it permanent.
-
- To cancel Press the Right mouse button or press
- any key.
-
- Use Ctrl+V (or P) to repeat and paste the
- clipboard graphic again. Repeat the earlier steps.
-
- The image remains in the clipboard until you exit
- graphic drawing mode or clip a new image.
-
- Note : The shareware version clears the clipboard
- from image to image.
-
-
- The next 3 commands are toggled using the second
- button.
-
- 2. Freehand mode (Free) draws continuous lines from
- the time you press the Left mouse button till the
- time you release the Left mouse button, filling
- in all gaps inbetween.
-
- 3. Dot mode (Dots) draw a "dot" at a time and if you
- move the cursor fast, you will get gaps inbetween.
- This is best for selectively changing a pixel
- here and there.
-
- 4. Line mode (Line) draws a "straight" line from one
- left click to the next left click. This is best
- for drawing a line from one point to another.
-
- Select the mode suited to what type of work you are
- doing.
-
- Pixels are only draw on areas of the graphic that
- already contain pixel data. Areas of a graphic that
- do not contain any data may not be drawn over. This
- always shows up as "black" holes, but some black
- holes contain data. It's easy to tell the
- difference, on one you can draw and on the other you
- can't<g>.
-
- You can Undo up to 20,000 pixels at a time. When the
- limit is reached, the first 4000 pixel changes are
- lost.
-
- Save your work to reset the undo buffer.
-
-
- x y Mouse Butons
-
- Left button = Place a pixel of the current color at
- that location. Hold the button down
- and move the mouse to draw pixels.
-
- Right button = Select a different color from the
- palette displayed. The current
- drawing color is shown on the bottom
- left.
-
-
- x y Keyboard Keys
-
- Esc = Cancel current graphic.
-
- Enter = Place a pixel at current location.
-
- Up/Down/Left/Right Arrows
-
- = For drawing modes only.
- Move the cursor 1 graphic pixel at a
- time. This is the most accurate
- method of movement.
-
- Ctrl+V = Paste a copy of the image selected
- using the select tool.
-
- P = Resume Paste mode
-
- Ctrl+Z = Undo (same as pressing the Undo
- button).
-
- U = Undo
- R = Rectangle Select Tool
- D = Draw Dots Tool
- F = Freehand Tool
- L = Line Drawing Tool
- S = Save
- A = SaveAs
- X = Exit
-
-
- x y Some more drawing tidbits
-
- You can take "sprites" and paste them onto any wall
- or make a wall comprised of all sprites. Imagine a
- wall full of CacoDemons coming at you!
-
- This is all very easy to do. Remember, DeeP's
- graphic tool works with any graphic that is stored
- in the same format as "textures". Sprites (as well
- as a number of other graphics-see view all graphics)
- are the stored the same as textures.
-
- 1. First select a big graphic to use as a "framework"
- of your favorite monster(s).
- 2. Save this texture lump in a PWAD (see note).
- 3. Now choose your monster.
- 4. Save this sprite lump in a PWAD (see note).
- 5. Now open both files.
- 6. Go to Drawing Graphics (this of course)
- 7. Select the monster first.
- 8. Select the rectangle select tool and put the
- monster in the Graphic buffer by drawing a
- rectangle around all of the monster you want to
- copy.
- 9. Now exit and select the wall texture.
- 10. Press "P" for Paste mode and move the monster
- graphic into position. Left click to paste the
- monster.
- 11. Repeat moving and left clicking to make more
- copies on the same texture.
- 12. Save (or SaveAs) to save your modified Wall!
-
- Note : See earlier discussion about other options.
-
- If you change Zoom sizes from the size of the image
- in the graphic buffer, you can change the scaling
- of the image on the wall. Experiment to see what
- happens!
-
- x y End of Section
-
- **---------------------------------------------------
- ||DRAWINGTOOL Drawing Tool (make new LineDefs)
- **---------------------------------------------------
- b y
- b y Drawing Tool
- b y
-
-
- x y Starting Drawing Tool mode
-
- 1) From any mode press Ctrl+D
-
- 2) If in Vertex mode
-
- a) Ins = start draw mode
-
- b) Quick double left-button starts drawing mode
-
- 3) Quick double right click and select drawing
- mode from the popup menu.
-
-
- x y Once you are in Drawing Tool mode
-
- Left button = create vertex, move some, then Left
- click again.
-
- Right button = end drawing an area. Continue by
- Left clicking again. Quit by Right
- clicking again
-
- Shift+Right button= end drawing area.
- Extends an area using the same
- Sector number as a shared line.
-
- Esc = quits right away
- Does not finish the area!
-
- Ins = force 1-sided LineDefs.
- Does not adjust sector references!
-
-
- Draw clockwise for ROOMs and counterclockwise to
- create OBJECTs in rooms.
-
-
- You can also make ROOMs within ROOMS. Drawing
- clockwise in an existing ROOM makes 2-sided LineDefs.
-
- Edit the textures and sidedefs to make it impassible,
- etc.
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||SELECTTOOL Selection Tool (selects a bunch)
- **---------------------------------------------------
- b y
- b y Selection Tool
- b y
-
-
- x y Mouse Butons
-
- Left button = hold down and move mouse
- to change size
-
- Right button = drags box
-
- Release Left button when done
-
-
- x y Keyboard Keys
-
- + - = Zoom size
- Enter = Done
- Esc or C = Cancel
-
- After you exit this help, press the Left mouse
- button again to resume Select box
-
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||DRAGTOOL Drag Tool
- **---------------------------------------------------
- b y
- b y Drag Tool
- b y
-
-
- x y Mouse Butons
-
- Press the Right button and move the mouse to drag
- the selected Objects.
-
- Release the Right Mouse button to finish the move.
-
- x y Keyboard Keys
-
- +, -, Z = Change Map size
- Esc or C = Cancel/Exit
-
-
- After you exit this help, press the Right mouse
- button again to resume dragging.
-
- Use Ctrl+Z to restore the Map if unwanted movement
- occurred.
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||RECTANGLETOOL Rectangle Tool
- **---------------------------------------------------
- b y
- b y Rectangle Tool
- b y
-
-
- x y Mouse Buttons
-
- Right button = Drag object
- Left button = Create object
-
- Move mouse change size
-
- If no object is drawn yet, Right Mouse Button
- cancels
-
-
- x y Keyboard Keys
-
- + - = Change size
- < > = Rotate object
- PageUp/PageDwn = Change width
- Home / End = Change lenght
- Ins / Del = Change depth
-
- Space Toggles angle/size inc
-
- shift + - = Map size
- Enter = Create Object
- Esc or C = Cancel/Exit
- S,L,T,V = Exit, New Edit Mode
-
-
- NOTE
-
- If Snap-to-Grid is ON, the grid size determines
- vertex locations!
-
- However, if the length of a side is less than
- the grid size, it is ignored!
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||POLYGONTOOL Polygon Tool
- **---------------------------------------------------
- b y
- b y Polygon Tool
- b y
-
-
- x y Mouse Buttons
-
- Right button = drag object
- Left button = Create object
-
- Move mouse change size
-
- If no object is drawn yet, Right Mouse Button
- cancels.
-
-
- x y Keyboard Keys
-
- + - = Change radius
- < > = Rotate object
- UpCursor = Increase #sides
- DownCursor = Decrease #sides
- PageUp/PageDown = Change width
- Home / End = Change height
- Ins /Del = Change depth
-
- Space Toggles angle/size inc
-
- shift + - = Map size
- Enter = Done
- Esc or C = Cancel/Exit
- S,L,T,V = Exit, New Edit Mode
-
- NOTE
-
- If Snap-to-Grid is ON, the grid size determines
- vertex locations!
-
- However, if the length of a side is less than the
- grid size, it is ignored!
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||STAIRTOOL Stair Tool
- **---------------------------------------------------
- b y
- b y Stair Tool
- b y
-
-
- x y Mouse Buttons
-
- Right button = drag object
- Left button = Create object
-
- Move mouse change size
-
- If no object is drawn yet, Right Mouse Button
- cancels.
-
- x y Keyboard Keys
-
- + - = Change radius
- < > = Change angle
- Up/Down Cursor = Change #steps
- Left/Right Cur = Radius swirl
- PageUp/PageDwn = Change width
- Home / End = Change height
- Ins / Del = Change depth
- Tab/Shift+Tab = Rotate all
-
- Space Toggles angle/size inc
-
- shift + - = Map size
- Enter = Done
- Esc or C = Cancel/Exit
- S,L,T,V = Exit, New Edit Mode
-
- NOTE
-
- If Snap-to-Grid is ON, the grid size determines
- vertex locations! However, if the length of a
- step is less than the grid size, it is ignored!
-
- Dashed area is the Bottom of Stair. For stairs
- inside a Sector Don't make too many Visible Sides!
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||ROTATETOOL Rotate Tool
- **---------------------------------------------------
- b y
- b y Rotate Tool
- b y
-
-
- x y Mouse Buttons
-
- Left Button = End
- Right Button = Move Map
- Mouse Movement Rotates object
-
-
- x y Keyboard Keys
-
- + - = Increase/Decrease size
- < > = Rotates object
-
- Space Toggles angle/size inc
-
- shift + - = Map size
- Enter = Create Object
- Esc or C = Cancel/Exit
- S,L,T,V = Exit, New Edit Mode
-
-
-
-
-
-
- x y End of Section
-
- **---------------------------------------------------
- ||INSTALL First Time Initialization
- **---------------------------------------------------
- b y
- b y INSTALL
- b y
-
- y b
- y b First Time Initialization
- y b
- y b! Be SURE to select the correct Project FIRST !
- y b
-
- Select the correct Project name first, matching the
- type or game you wish to edit:
-
-
- Please Enter the file names for:
-
- 1. Select Project Name
- 2. Set Main IWAD name
- 3. Set Save & Paste path
-
- On the next screen, press
- 5,6 and 7
- (or click with the mouse)
-
-
- This screen is entered when the DEEP.CHK or IWAD
- file is either not present or is an old version.
-
- Use the cursor keys to edit file name entries. The
- Home key moves the cursor to the front of the entry.
-
- NOTE: The maximum total path name is 43 characters!
-
-
- yx1. Set Project Name
-
- This selects the type of game you want to edit
- (press 5).
-
- Be sure to use the correct Project for the type
- of game you are editing.
-
- There are 4 predefined project names:
-
- DOOM.PRJ = DOOM (original or Ultimate)
- DOOM2.PRJ = DOOM2
- HERETIC.PRJ = HERETIC
- HEXEN.PRJ = HEXEN
-
- yx2. The main IWAD file
-
- On the next screen press the number 6 (or click
- the box with the 6 in it) and enter the name of
- your DOOM, DOOM II, HERETIC or HEXEN file.
-
- Enter the complete path including the drive and
- directory. Some examples are:
-
- DOOM 2 : C:\DOOM2\DOOM2.WAD
- HERETIC : C:\HERETIC\HERETIC.WAD
- HEXEN : C:\HEXEN\HEXEN.WAD
-
- These are the default values, so you do not need
- to change them if they match your system. Do not
- put the name of the HERETIC IWAD in DeeP or visa
- versa.
-
- If you have installed DOOM/HERETIC/HEXEN on a
- different Drive or directory, change them as
- required.
-
- yx3. Set the File Save path
- y Set the Paste path
-
- NOTE: The maximum path length is 26 characters.
-
- On the next screen press the number 7 (or click
- the box with the 7 in it).
-
- This is not a file, but represents the default
- directory to use for reading or saving PWAD
- files and the default for the Open Clipboard
- PWAD.
-
- If no name is entered, the default directory is
- the current directory.
-
- Please TEST your path with a file save before you
- continue!
-
- yxThe DEEP.CHK file
-
- If an old CHK file from a prior version of DEEP
- was found, a new one will be created. At the
- same time all the default .CFG .PRJ, and .TCF
- files are created.
-
- The DEEP.CHK file can be deleted at any time
- and the defaults are recreated the next time.
-
- p y
- p y Enter F1 in the next SETUP screen for a
- p y description of all the entries.
- p y
- p y There are other option screens available.
- p y Press alt+E on the top menu bar to see!
- p y
-
- x y
- x y To order the Registered version
- x y of DeeP
- x y
- r y 1. Register Online with CompuServe :
- x y
- x y DeeP (GO SWREG ID = 5392 )
- x y
- r y 2. Print ORDER.FRM for Mail or Fax Orders
- x y
- r y 3. Register voice with MC, Visa or COD.
- x y
- x y Call : (206) 827-8794 voice
- x y
-
- p y
- x y Call Today and start your new adventure as
- x y a DOOM, HERETIC or HEXEN wad author.
- p y
-
- x y
- x y Browse the Latest & Greatest Version at
- x y
- x B http://www.wolfenet.com/~sbs
- x y
-
- x y End of Section
- **-----------end of help-----------------------
-