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- ---------------------
- New stuff since v3.01
- ---------------------
-
- Beta 14:
- --------
-
- * Got the demo code updated to work with the new system of doing things (i.e.
- dmapedit.ini) Basically, this means you can record demos again, and they
- should work for a long time to come (hopefully).
-
- * New error checks have been added to the error checker. Thanx to Bruce
- Benko for that.
-
- * DMapEdit now uses XPD for startup and spawning. The big reason for this is
- to get around a little problem that DJGPP has. You shouldn't notice any
- difference really, on the user end.
-
- * Added some INI variables, including 'forced doom 2 CCT', which will let you
- use the old 'palette.dme' file again, if you are one who liked that
- better.
-
- * Added a little variety to the buttons. There are now check-boxes as well
- as radio buttons. Radio buttons are used for dependent cases (only one
- item in the set can be selected at once), while check-boxes operate
- independently of everything else. The last case would be buttons that
- you can click on to perform some operation or change a field value. Right
- now it's a radio button still, but if anyone has a good idea for something
- else we could use, I'd like to hear from you. Also, feedback on what you
- think of these check-boxes would be appreciated. I'm not even sure if I
- really like them yet or not myself actually.
-
- * Spawn doom options window is now available, allowing you to specify the
- conditions to use to test out your map with in Doom.
-
- * Probably a lot more stuff, but I can't remember any of it, so too bad.. :)
-
- Beta 13:
- --------
-
- * Added scale, rotate and scretch options in the edit menu. For all those
- who have been waiting for that, it's finally in. It has a slight problem
- with leaving garbage on the screen when the mouse crosses one of the
- 'non-fixed' lines. I can't figure out how to eliminate it. Everything I
- try seems to get me nowhere. If anyone can figure out how to fix it, let
- me know, and I'll throw your name in the 'thanx to' section of the docs.
- Let me know if you'd like me to explain the problem and theory behind the
- code, and where the problem is. Oh hell, I'll just throw it at the end
- of this file instead. :)
-
- * Fixed the bug that caused DMapEdit to crash if you passed a PWAD to it via
- the command line.
-
- * Fixed the line edit window bug that didn't realize it was supposed to be
- changing the default line, instead of linedef #-1. :)
-
- * Fixed the bug that didn't allow you to have negative values for offsets in
- the second sidedef in the line edit window.
-
- * Fixed a bug in the map data group saving function. It indents the entry
- now and doesn't duplicate it, like it was before.
-
- * Fixed a bug that causes the wall texture names to be screwed up when a map
- is autoloaded at startup (any time you didn't tell DMapEdit specifically
- that you want to load a map).
-
- * Updated (not completely finished yet though) the description comments in
- the 'dmapedit.ini' file. Also removed existing slots and data groups,
- instead of leaving you with configurations I last used.
-
- Beta 12:
- --------
-
- * Revamped the INI reader. It will now handle all the information that
- state.dme stored, and in plain text, making it easily changable by you
- the user if you wish to, and also makes it more flexible. It also stores
- the information for all the map slots instead of just the current slot,
- so the full map slot state can be restored as well.
-
- * Default thing type #'s 1-3 now increment to the next type # when a thing
- is placed on the map. This makes it simple to add all 4 player start
- points at once. Simply pick type #1, and click in four different places
- to set start points there. After the first start point is placed, the
- default thing type will be 2, etc.
-
- * Ability to spawn Doom now. If you want to try your map out in Doom real
- quick and see if it looks and plays ok or whatever, just select this
- option from the file menu. It'll generate nodes and stuff if you need
- them, and then run doom directly for you. Once you quit Doom, it'll
- come back to DMapEdit again. This is the first time I've messed with
- spawning programs and such, so I dunno how great a job I did with it all,
- so let me know if you run into problems. Right now it defaults to level
- 3 difficulty. I'll put in a selection window so you can pick different
- options soon, but for now, you have to live without that. :)
-
- * There's a new flicker-free mode to the 3D renderer. The 'F' key toggles
- it. What this does is draw the screen to a buffer and then transfers it
- all to the screen at once. Kinda nice. I'm using the GRX library
- directly for my new game, so I'm more used to the GRX type calls, so this
- is just a little benefit from what I learned there. :)
-
- * Put something in to get around DJGPP's little problem of not bothering to
- pass the 0th argument to DMapEdit (making DMapEdit unable to tell where
- it is located on your system). Just use the '-d' switch, so like
- 'dmapedit -d c:\dme'. Best to just throw this in a batch file that is
- in your path somewhere, and you'll be able to run DMapEdit from anywhere,
- and not just in it's home directory.
-
- * On-the-fly Doom to DMapEdit color converting. Big deal, right? It
- already displayed Doom textures fine. The reason this is significant is
- not for Doom, but for adding in support of other games, like Heretic and
- Hexen. Displaying Heretic textures with the Doom palette doesn't look
- very pretty. Now that this change is in, the way is clear for adding
- Heretic support, and Hexen, if anyone has the specs for it yet.
-
- * Mark line/vertex moving doesn't do the abnoxious map-redraw every time the
- mouse moves anymore.
-
- * Fixed a bug with the 'doom 2 path =' line in dmapedit.ini. DMapEdit won't
- crash now if you don't have Doom II. :)
-
- * Finally got around to adding default sectordef editing.
-
- * Also finally got around to adding the sector blend mode bluebox.
-
- * Automatic Linedef flipping to solve errors has been disabled. Everyone is
- complaining about it, so we'll try it this way. We'll see if Doom refuses
- to run maps more often from now on or not.
-
- * Arrow keys supported in the picklists now, and letter keys work in the
- floor/ceiling texture picklist now.
-
- * Bug in save window fixed.
-
- * What else.. Other little things I can't remember right now. One day I'll
- probably get better organized and keep track of the stuff I do as I do it,
- but I'm not that organized yet. :)
-
- Beta 11:
- --------
-
- * Actually, I don't remember all that much what I've changed, but I'll list
- what I can remember.
-
- * The DJGPP version now defaults to keeping the old textures in memory.
- This should speed up the wall texture view again. A lot of people were
- complaining about it being slow, so maybe this solve that. Let me know.
-
- * Unavailable options in the menus are dimed now.
-
- * Generate sectors now has a warning message to inform you that it will
- destroy existing sectors.
-
- * Deleting a line doesn't automatically combine the 2 sectors into one
- anymore. Easy enough just to rebuild the polygon if you want it to be
- one sector.
-
- * Multi-map switching between maps with different wall textures has been
- fixed. Copy and pasting between Doom 1 and Doom II maps in different
- slots should work fine now. Did for me. :)
-
- Beta 10:
- --------
-
- * Fixed more bugs! All these bugs are getting pretty ridiculous. Someone
- wanted me to make finer steps in the zoom routines. Big mistake! I'm
- still trying to fix everything to work with it now. The only bug I
- still know about with this is the staircase builder. Nothing big, but
- if it acts funny on you, change the zoom level by one. My main goal for
- beta 10 was simply to get it stable again. Here's a list of bugs fixed:
-
- + Scale mismatch errors have been fixed, wherever I could find them.
- + Found problems with Reject occuring. (see below)
- + Fix sectors & generate sectors gets an error when there are no lines.
- Pointless to use it in such a case, but it still shouldn't give you a
- fatal error, so I fixed that.
- + Whenever you try to load a map without any nodes, it would erase all
- your vertexes, so the map looked like a huge jumble of lines. Such a
- map is ok on disk, it's just that DMapEdit screwed it up after it
- loaded it. Fixed now, though. It should load a map like that fine
- now, if you encountered this bug.
-
- * Roundoff (snap-to-grid) can be toggled on and off now with the ' key.
- This will allow you to keep your current roundoff level intact when you
- want to use it again.
-
- * I found out that Reject was only calculated in one place in DMapEdit, and
- that was after a 'generate sectors'. This could cause problems for wads
- that already have a reject bitmap when you add more sectors. The reject
- bitmap no longer will be the correct size, and between the actual and the
- 'should be size' is undefined, and could be set. This can cause a number
- of problems:
-
- + Shooting rockets at walls point blank doesn't hurt you at all.
- + monsters round around you but never attack.
- + monsters looking straigh at you don't see you and thus don't 'wake up'.
-
- If you have a PWAD that you created that suffers from these problems,
- you can fix them now. Reject is rebuild with a 'make', but can also be
- recalculated with Alt-J.
-
- Beta 9:
- -------
-
- * Fixed new bug that showed up in beta 8 with floor/ceiling textures not
- being found correctly from the IWADs.
-
- Beta 8:
- -------
-
- * Beta 7 was actually quite buggy. Here's what the bugs were:
-
- + When saving the editor state, it only recorded the filename itself,
- and not the full path to the current PWAD. So when it tries to
- restore the state later, it tries to find the PWAD in the current
- directory. If it wasn't there, it crashed. However, even if it
- can't find it, it should just load up the IWAD instead. This has
- been fixed now.
-
- + When working with multiple maps at once, not all the information was
- being swapped in and out, mainly the wall textures. This could
- easily corrupt everything. Unfortunately, I haven't managed to
- track down all the bugs here yet, so watch out if you use more than
- one map slot.
-
- Beta 7:
- -------
-
- * 3D preview now allows you to use coloring in solid rendering mode that
- most closely matchs the texture on that wall. Use 'C' to toggle this.
-
- * Preference menu items and the editor state can not be saved and restored
- on exit/startup. This is used by the demo functions, to keep a demo
- played back in a fixed state. As a result, previous demos, if you have
- recorded any, won't work. If you really want to convert them over,
- let me know and I'll explain how to do it.
-
- * Multi-map is in and working. I have done quite a bit of testing on it,
- and it's working pretty good now, but I really can't say how stable it
- is. However, as beta testers, I would appreiciate it if you used it a
- lot, as long as you aren't working on anything important. If you are,
- you could make a backup of it and then heavily test it. :)
-
- * Grid style (solid or dotted lines) is now selectable in the dmapedit.ini
- file. Variable is 'grid lines', and can be 'solid' or 'dotted'. So, lets
- have a vote. Try them both out and tell me which one you like better. I
- will make the one that the most number of people like best the default
- grid style. Also, if you zoom out too far, and the distance between
- grid lines gets below 8 pixils, DMapEdit will draw every other/every
- fourth/etc grid line until they are 8 or more apart. That's not new.
- What's new is that the grid will be drawn in red now if all the grid
- lines aren't being drawn, so you know that the grid you see doesn't
- represent the true grid size indicated.
-
- * Hold down the Alt key in rectangle creation mode while dragging out a
- rectangle will now force that rectangle to be a square instead.
-
- * Fixed a bug with the 'grid' setting used in the dmapedit.ini file.
-
- Before beta 7:
- --------------
-
- * 3D preview. See above for more information of this.
-
- * Auto staircase-builder. Type 'b' to get it going. Should work without
- and problems. The ceiling problem has been fixed.
-
- * Polygon generator. Selectable from the misc menu.
-
- * Convert sector to door function. Type 'd' to activate it.
-
- * Demo record/playback.
-
- * Rectangle mode is in. Only way to get to it right now is with F5.
- So, press F5 and drag yourself some boxes. I think you'll enjoy it.
- Currently only overlapping horizontal and vertical lines are checked
- for and merged, but the other checks are on the way.
-
- * Sidedef edit mode is in. Use F6 to get to it. It displays textures on
- the currently highlighted sidedef, and it is also handy for editing
- groups of sidedefs. Ever wanted to edit all the sidedefs of a sector
- at once? Just mark a sector in sector edit mode, switch to sidedef
- edit mode, and press spacebar. Well, kinda. I'm still working on it
- so it probably won't work correctly, but it will soon.
-
- * Pretty minor, but when box-marking, or making a rectangle in rectangle
- mode, you can press the delete button/key to cancel. You will be
- holding down one of the buttons already (for stretching the box), so
- the remaining buttons (excluding the delete button) will switch you
- to the opposite corner of the box. Handy if you started the box but
- found you slipped slightly from where you wanted to start.
-
- * New lines are created smarter now. If the line is single sided, it
- won't have a '-' for the middle texture. If it's double sided, but
- has a multi-patch texture for the middle, it'll change it to '-'
- automatically for you. So, creating lines shouldn't introduce
- sidedef errors of any type anymore.
-
- * The merging problems with rectangle mode I decided to handle in the
- add new line function. So, new lines you create from line edit mode
- will also merge. Like I said, though, only the horizontal and
- vertical overlap cases are currectly detected.
-
- * add/remake sector function has been fixed up and improved. Void
- detection worked much better now, and should be flawless. It also
- won't alter anything if it fails during the process. It's also much
- faster, since void checking is done 'as it goes' instead of before it
- even attempts to do anything.
-
- * Whole new interface! Menus, toolbar, info boxes! Better than windows
- itself! (only my opinion, of course) And a lot more colorful too.
- If you are going to spend hours building maps, shouldn't it be
- plesant to look at?
-
- * Better docs! It describes in detail not only how to use DMapEdit, but
- how to go about making maps, what rules need to be followed, how doors,
- lift, etc work, you name it. And because it is split up into several
- files, the info you are looking for is generally easier to find.
- There's even a DMapEdit FAQ.
-
- * Copy and paste! Duplicate whole groups of Things, Lines, etc. and put
- copies elsewhere on your map.
-
- * Fix sectors option available now. Much like 'generate sectors', only it
- doesn't trash your old sector definitions first. Instead, it tries to
- use your old sector definitions.
-
- * Template support! Mark a group of objects, copy them, and save to a
- template file to use later in other pwads. Grab template files from
- friends and build a prefabricated structures library. Distribute whole
- libraries for others to use. You can use templates to snag an area
- from another pwad and put it into one of yours too. Templates are
- the future of doom map editing, and will make map creating a snap.
-
- * Map scrollable with the mouse. Bring the cursor near the edge of the
- screen, and it changes to an arrow. Press the left mouse button to
- scroll a single step, or the right mouse button to scroll continuously.
- Also, holding ctrl, pressing a mouse button and dragging will drag
- the map viewing area. Nice for positioning it exactly where you want
- it.
-
- * Many preferences selectable from the preferences menu. Things like
- zoom on cursor position, grid size follows roundoff value, etc.
-
- * File picklist system, much like most DOS programs use. See all the
- PWADs you have in your directory and click on the one you want to
- load. You can even use the 'del' key to delete PWADs off your drive.
-
- * Extensive map error checking. If your map has an error, chances are
- DMapEdit will find it! The only thing I know of that it won't find
- is some causes of HOM. This is something that is almost impossible
- to detect. If anyone has an idea for doing it though, let me know and
- I'll put it in if it's feasable.
-
- * Node generator has been improved. Faster and better than before. Code
- was written by be from scratch, so won't hit problems that other node
- builders hit. There is checking for roundoff errors as well (complex
- splits), but this new code doesn't appear to get any such errors.
- Thanx to the Renegade Node builder, which I stole the line-splitting
- method from. Still don't fully understand the math, though.. :)
-
- * Map rating system for all difficulty settings. Nice for telling how
- hard a map is likely to be, and to see if difficulty settings are even
- implimented in a map.
-
- * Bug fixes:
- + Line color wasn't updated after editing a line.
- + Cancel button wasn't reachable in 1024x768 graphics mode.
- + Saved maps were corrupt when sidedefs memory block was >64k.
- + Vertical lines weren't skipped when remaking sectors.
- + Void detection has been improved when remaking/adding sectors. Also,
- no changes are made if the operation fails, so you don't have added
- sidedefs around the map.
- + Node generator bug fixed while I was optimizing it. So, not sure what
- was causing it, but it's gone now. Hasn't failed on any valid map
- yet. I dare you to find an exception! :)
- + Math optimizations everywhere, thanx to Robert Forsman, 'Math God'
-
- --------------------
- New stuff since v3.0
- --------------------
-
- * Combined the shareware module (unreg.c) and registered module (reg.c)
- into a single module, which is now used. It's basically just the
- registered version now, except for messages and such.
-
- * Fixed a minor bug in the texture picklist. No, it's not the major bug
- that some people are talking about. I haven't found that one yet, and
- may not anytime in the near future. This one's hiding really well in
- there. I don't know if it's every really in the texture picklist
- routines, or is somewhere else, and the picklist just shows the symptoms
- of it. If anyone out there can debug, and has this problem on their
- system (it doesn't show up on my system normally) and are interested in
- trying to find it, THANX! Your name will go to the front of the 'thanks
- you' list at the end of this file.
-
- * Fixed the group line edit bugs. Now, when you change something, it will
- actually be changed!
-
- * Fixed a bug in saving maps. Some people said that texture names were
- getting screwed up after a blockmap generation. Well, close. Actually
- it happened when you saved a map with the size of the sidedef memory
- block >64k. Fixed now, though.
-
- * Included is a very helpful file called 'concepts.doc', which I wrote to
- help anyone out there who doesn't have god-like knowledge of the internal
- workings of Doom by reading and fully understanding the unofficial Doom
- specs. It's an excellent file for programmers and hackers, but it's not
- really written for map designers. So, 'concepts.doc' will give you all
- the basic concepts and such you need to know instead. Let me know if
- you have any ideas/complains/feedback on this file. I'm more of a
- programmer than a docs writter..
-
- --------------------
- New stuff since v2.1
- --------------------
-
- * Memory usage has been drastically altered. You should be able to use
- it with less memory now, and with larger files, as long as you have
- memory for it all. The old limits I had for everything are now
- gone. It still uses base memory, and not EMS or XMS. Until I know
- how to use these memories, it will stay this way. If your map gets
- too big to for DMapEdit, it's probably too to play with Doom without
- it being slow on the average pc. Split into a few missions instead!
-
- * Texture picklists! No need to try and remember/figure out all the
- wall texture names. If you become familiar with the names, though,
- and know just what texture you want, you can still just type it in,
- (for power users like myself), by clicking with the right mouse
- button instead.
-
- * Zooming, roundoff, and the grid has been changed around. Zooming has
- "half-steps" now. The grid now displays to the scale of the roundoff
- level, unless the space would fall below 7 pixils between lines. In
- this case, every other line/fourth line, eighth/etc is drawn instead.
-
- * Made a new hilight method, which is now the default. If you liked the
- old way better, though, it is still possible to use that. Just put
- "flash mode=old" in the INI file. Which brings us to:
-
- * INI file support. You change all sorts of default settings in the
- "dmapedit.ini" file. Take a look at it. A list of all INI file
- variables and values is discussed in "dme_ini.doc".
-
- * There is now a crosshare that shows where adding things, etc will be
- put. With roundoff values greater than 1, this position can be
- different from the mouse hotspot. ("roundoff" is know and "snap-to
- grid" in some other editors) If it gets on your nerves or something,
- you can turn it off with the 'x' key.
-
- * Node generator has been improved to eliminate the "sliver" effect it
- used to produce. The "sliver" effect is a very narrow vertical line
- that you can see through while playing doom. The speed hasn't been
- changed from v2.1. This will be worked on for the next version,
- hopefully.
-
- * Loading/saving to a working datafile is no longer supported. Such
- files are obsolete, and PWADs should be used instead. The new
- load/save routines have been greatly improved as well. "L" and "S"
- are now used to load/save to/from a PWAD, which is first prompts
- your for. "Alt-L" and "Alt-S" will also load/save to/from a PWAD,
- but it doesn't prompt you for the name first, unless this is the
- first time it has asked you.
-
- * Ability to re-configure the mouse buttons. Key to do this is <tab>.
- Then just click the function button with the whatever mouse button
- you wish that button to be used for.
-
- * Ability to mark objects (an object is a Thing, Vertex, Line, Sidedef,
- or Sector). Except for Things, all marked objects affect the marking
- of the remaining object. Thus, if you mark a sector, it also marks
- all the lines touching the sector, all sidedefs facing the sector,
- and all vertexes involved. Once you have marked object(s), you can
- do several things with them as a group. See the appropriate section
- below for more information.
-
- * Ok and Cancel buttons have been added to the relevent windows. The
- <enter> key simulates the Ok button, and <esc> for Cancel also.
-
- * Most of the edit modes have been changed around a little to be more
- intuative and useful.
-
- * More error checking routines have been implemented.
-
- * Many bugs have been corrected from v2.1, including: change level bug,
- which reported inability to open "", display filter buttons wouldn't
- light up, "sliver" bug in node generator, creating 'donut sectors.'
- That's all I can remember offhand.
-
- --------------------
- New stuff since v2.0
- --------------------
-
- * Shareware version will allow you to save maps of limited size now. A
- map such as E1M1 is too big. In fact, all the original maps are too
- big. This has been done so that people can test it out and verify
- that it does actually work (with the distrust of current node
- generations lately, I needed to provide this save ability)
-
- * Bug fixes. Ok, so I guess I didn't get all the bugs. I planned to,
- but forgot to do so with everything else on my mind. Sorry. Got
- them now, though. I'm sure this time, because unlike last time, I
- fixed them before I am writting this. :)
-
- * Ability to flip lines now, (and flip line & sidedefs). Because of
- dooms pickyness with a sidedef on the right side, you can do this. I
- really don't think it will be needed anymore, though. DMapEdit will
- automatically handle these problems for you, but in case I'm wrong (I
- didn't write Doom, so I can't be sure what will and will not cause
- problems), this options is here.
-
- Note: Be sure to line error-check any map from other editors or previous
- versions of DMapEdit. Can't hurt anything, and it will fix any
- minor problems a map may have. (such as a map causing doom to
- hang or reboot when it loads the map, which happened to me, and
- thus I was able to fix DMapEdit to repair them)
-
- --------------------
- New stuff since v1.1
- --------------------
-
- * Fix of all know bugs! If there's still any around, then let me know,
- since I can only fix bugs I know about, and if there still are any
- in there, I don't know about them.
-
- * Sector edit mode has been improved. You can add/delete sectors with
- the proper add/delete mouse buttons (or ins/del keys). There is also
- a sector blend/copy function now (requested by Rod McCabe, in the
- first postal letter I have received of 2 total to date :) For
- information about this function, see below under 'sector editing'.
-
- * A new misc/advanced functions menu (F9 key), with several options:
-
- * Error checking options: Use these to check over a new map to
- identify any errors that might exist (and fix some of them). If
- you get a new PWAD from somewhere, you should error check it before
- you start messing around with it in DMapEdit. Strange thing might
- happen if you start editing a map with errors.
-
- * Line Fixer: This option will correct any errors or inconsistancies
- it detects with the lines/sidedefs. It may change things that
- are meant to be the way they are (the less common special effect
- type things), so it should probably be used mainly for a major
- overhaul, or to setup sidedefs for a new map that you have laid out
- the lines for (easier than doing it by hand!)
-
- * Sector generator: This options will reconstruct, from scratch, all
- the sectors. This should really only be used for a major overhaul,
- or on a new map without any sectors yet, since any existing sector
- information will be lost, replaced with a standard sector definition.
-
- * Fix sectors: Not yet available, this will attempt to correct any
- problems with existing sectors, and create new sectors in any
- empty polygons. The result will be pretty much the same as with
- the sector generator, except the current sector info will not be
- trashed, but incorperated.
-
- * Node generator: Before a new or line changed map can be played, a
- node structure must be generated. That is what this option will
- do. I have fixed all the bugs in it, and tested it out on several
- maps, and it has worked fine on them all.
-
- * Blockmap generator: When you complete a new map, or finish changing
- an existing map around, the last two steps are to create a Node BSP
- tree, and a blockmap, before you can play it. The blockmap
- generator works flawlessly, but the node generator..you know..
-
- * Working PWAD/datafile name and editing mode is now displayed at the
- bottom of the screen.
-
- * Picklist now is scrollable in 2 directions. The old selection is also
- in the middle of the displayed list now, instead of the top. (for
- example, the current thing is an ammo clip, and you select picklist,
- then the ammo clip will be in the center of the displayed list).
-