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-
- DoomEdit/PM - OS/2 PM DOOM MAP Editor
-
- [ Beta Release 0.80 ]
-
-
- IMPORTANT: BEFORE USING DEPM, make sure you read the "Tricky Problems"
- section (1.3); DEPM is very powerful, but there are some
- tricks to using it. If you do not know about these tricks,
- you can really mess yourself (and your PWAD) up.
-
-
- CONTENTS:
- -------------------------------------------------------------------------------
- [1.0] A Note from the Author
-
- [1.1] Disclaimer
- [1.2] What's Missing
- [1.3] Tricky Problems
- [1.3.1] Left-side Orphaning
- [1.3.2] Molding and Splitting
- [1.3.3] Bug Inheritance
- [1.3.4] Texture Tricks
- [1.3.5] Build Avoidance
- [1.3.6] Non-Map Resources
- [1.3.7] Compression
- [1.4] Reporting Bugs
-
- [2.0] Introduction to DEPM
-
- [2.1] Installation
- [2.2] Starting Up
- [2.2.1] Parameters
-
- [3.0] The Menu Bar
-
- [3.1] File Menu
- [3.1.1] New PWAD
- [3.1.2] Open PWAD...
- [3.1.3] Import PWAD...
- [3.1.4] Extras...
- [3.1.5] Save PWAD
- [3.1.6] Save PWAD As...
- [3.1.7] Quit
-
- [3.2] Edit Menu
- [3.2.1] New Map
- [3.2.2] Edit Map
- [3.2.3] Alter ExMx
- [3.2.4] Drop Map
- [3.2.5] Close Map
- [3.2.6] Check Map
-
- [3.3] Preferences Menu
- [3.3.1] BSP Tuning
- [3.3.2] Map Behavior
- [3.3.3] Textures
- [3.3.4] Compression
-
- [3.4] Help Menu
- [3.4.1] Product Information
-
- [4.0] Editor Controls
- [4.1] Radio Buttons
- [4.2] Zoom
- [4.3] Grid
-
- [4.4] Tools
- [4.4.1] Thing Template
- [4.4.2] Vertex Template
- [4.4.3] Sector Template
- [4.4.4] Nodes Building
- [4.4.5] Shredder
-
- [5.0] THINGS Mode
- [5.1] Adding Things
- [5.2] Deleting Things
- [5.3] Moving Things
- [5.4] Changing Things
-
- [6.0] LINEDEFS Mode
- [6.1] Adding Vertexes
- [6.2] Deleting Vertexes
- [6.3] Moving Vertexes
- [6.4] Merging Vertexes
- [6.5] Adding LineDefs
- [6.6] Deleting LineDefs
- [6.7] Flipping LineDefs
- [6.8] Changing LineDefs
-
- [7.0] SECTORS Mode
- [7.1] Adding Sectors
- [7.2] Deleting Sectors
- [7.3] Changing Sectors
-
- [8.0] History
- -------------------------------------------------------------------------------
-
-
- [1.0] A Note from the Author
-
- "Hello. I'm Gerald Callow. And you're not."
-
- I am releasing this BETA to give some of the OS/2 addicts out there
- a 32-bit PM Doom Map editor. It isn't by any means finished, but
- it works, more or less.
-
- Enjoy!
-
-
- [1.1] Disclaimer
-
- DOOM is a trademark of id Software. If you are playing with an illegal
- copy, please shell out the cash to register. DO NOT distribute maps
- which will work under the shareware version of DOOM. It's pretty easy
- to do this: just use "registered" textures in episode 1 maps. I am not
- disabling the ability to replace E1 maps because there are a lot of
- "compound" wads out there which do this already.
-
- Any damages incurred by using DOOM or DEPM are solely your reponsibility.
- I have tested and debugged my little brains out in an attempt to make this
- BETA as stable as possible, but nothing is ever bug-free. No, there isn't
- any code in here which could hit your DOOM.WAD or format your disk, but
- if it crashes after a couple of hours of editing, and you have disabled
- autosave, I'm not going to drive to your house to reconstruct your lost
- map. Dig?
-
-
- [1.2] What's Missing
-
- This BETA doesn't do everything 100%. It's missing pieces, and there are
- some parts I would like to change. Please do not whine about the following
- things:
-
- Texture Rendering: it's slow. I know this. Right now it just renders
- textures using the current colour compensators as you
- select them. Version 1.00 will kick off a separate
- thread to render textures into bitmaps so that when you
- want them, they show up instantly.
-
- Help: this hasn't been implemented yet.
-
-
- [1.3] Tricky Problems
-
- Although DEPM attempts to present an intuitive interface, there are some
- "tricks" to using it.
-
- [1.3.1] Left-side Orphaning
-
- When you SPLIT a SECTOR by drawing a LINEDEF, make sure that there are no
- "sectors within sectors" or "obstacles" on the left side of the line. DEPM
- creates the new sector by traversing the outside of the sector to reassign
- the sidedefs to the new sector; it will NOT find sidedefs which are not along
- the outside wall.
-
- Example:
-
- o-----o o-----o
- | A | 1 | B |
- |o-o o-o-o-o |
- || | | <-- sector dropped in for "teleporter exit".
- |o-o o-o-o-o | we want to split this with a door.
- | | 2 | |
- o-----o o-----o
-
- To split the sector, we will draw a linedef between vertexes 1 and 2.
- If we go from 1 to 2, the new sector B will be traversed, and everything
- will work out fine. If we go from 2 to 1, however, the new sector A
- will be traversed, but the "teleporter exit" will think it's still in
- the big sector (now sector B). This is BAD.
-
- When splitting sectors, MAKE SURE the new left sector does NOT contain
- any sectors within it; if it does, you will have to manually reassign
- the sidedefs to reference the correct sector (in the above example, if
- we had drawn from 2 to 1 we would need to assign the "exit" sidedefs
- from B to A. If you don't go in and fix the problem right away, you
- are just asking for trouble -- splitting an already-confused sector will
- just confuse it more.
-
- A better way to avoid left-side orphaning is to drop in teleporters,
- crates, etc. AFTER the sectors have been split as desired. That way,
- you don't have to worry about it.
-
- [1.3.2] Molding and Splitting
-
- The biggest mistake people make when using DEPM seems to be that they
- drop in a sector, mess around with it a bit, then want to drop in
- another sector and connect the two of them. You can DO it, but it
- means you have to add a sidedef to a line and delete another line and
- try to keep the sector assignments right. This isn't a BIG problem,
- but there is a MUCH easier way to do it. Use vertexes to "extrude"
- your sector to where you want the new sector, then split it by drawing
- a linedef. Then use vertexes to mold the new sector into the desired
- shape. Want another sector off that one? Extrude the new sector,
- split it, then mold the next new sector. Once you become accustomed to
- this way of doing things, I guarantee you won't want to use ANY other
- editor that doesn't work this way. Trust me!
-
- [1.3.3] Bug Inheritance
-
- Make sure you CHECK whatever you are working on OFTEN. Once you create
- an object that is in error (eg, a one-sided linedef with the 2S flag on),
- it will be propagated to anything you create from it. For example, if
- you drop a vertex on a one-sided linedef with the 2S flag on, you now
- have TWO linedefs with the 2S flag on, and so on. If you build a map
- from start to finish without making a single error that the checker could
- have caught, you're much more clever than I am (and id Software, for that
- matter -- the checker catches all sorts of stuff in the DOOM2 wad).
-
- [1.3.4] Texture Tricks
-
- Make sure you keep an eye on what textures are getting put where. DEPM
- takes the last SIDEDEF you saved and uses it to create new ones when you
- draw a linedef or drop a sector. SO: even if you don't have a sidedef
- in existence that you want to use for a sector you're going to drop in,
- change an existing sidedef to be the one you want, drop the sector, then
- change it back. This saves LOTS of time. It works especially well with
- stairways; when you draw the steps, it can be applying a LL, LU, RL and
- RU texture for you, as well as floor and ceiling textures. Then all you
- have to do is change the heights. Keep in mind that 24 bytes are USED
- by EVERY sidedef, so having a texture that nobody sees is NOT going to
- make your PWAD bigger. Example:
-
- o--------o
- | | Step 1 - Floor 16, ceiling 144
- o---<A---o
- | | Step 2 - Floor 24, ceiling 160
- o--------o
-
- Note that linedef A MUST HAVE RL (right lower) and LU (left upper)
- textures. If the last sidedef you saved had an upper and lower
- texture, you will get RL, RU, LL and LU textures. The RU and LL
- textures are not needed, but they don't hurt anything so you can
- leave them alone and not worry about it. The checker looks for
- missing textures, not unnecessary ones.
-
- [1.3.5] Build Avoidance
-
- Whenever you leave LINEDEFS mode, the node builder starts up. This
- means that you cannot save, close, quit, or re-enter linedef mode
- until it has completed. Although the node builder is quite fast,
- and runs in a separate thread, it's a good idea to avoid getting into
- the situation where you want to do something, but can't because the
- node builder is running. I get around this by drawing as many lines
- and assigning all the textures that I can, before going into sectors
- or things mode. That way, while I'm setting up my sectors and things,
- the node builder runs. It usually completes before I want to go back
- into LINEDEFS mode, so this seems to work OK. The whole idea is to
- do all your linedef stuff first. For instance, if you test your map
- and see there is a texture you want to change, and you want to change
- the ceiling height and add some monsters and a little room at the back
- that opens up when you walk past, DON'T fix the texture then mess with
- the sectors. DO fix the texture, draw the lines to make the new sector
- and split it off and set up its textures, THEN diddle with sectors and
- things. Not a BIG thing, but just keep it in mind. That way you won't
- have to minimize DEPM and do something else for a minute or two.
-
- [1.3.6] Non-Map Resources
-
- DEPM allows you to load, import, merge and save PWADs containing extra
- resources such as sounds, wall patches, demos, etc. It also allows
- you to remove these resources from the PWAD, or to rename them. In the
- case of wall patches, these will be rendered into walls as you view them.
- In many cases, the patches do not look the same under the OS/2 palette,
- but hopefully what you can see of it is enough to twig your memory.
-
- It is important to note that some editors produce PWADs with incorrect
- directory lengths or invalid directory entries. When DEPM encounters
- an invalid entry, it attempts to salvage the PWAD contents. In some
- cases this may not work 100% (it SEEMs to work 100% but I haven't seen
- what every other editor in the world produces), so just make sure you
- double-check that all the stuff you wanted to import got saved in the
- finished PWAD (save to a different name and try it out).
-
- If everything looks OK, you might want to replace the incorrect PWAD
- with one generated by DEPM. This will prevent future errors from
- happening when you are trying to import it (no guarantee the other
- editor will still read it, though).
-
- Corrupted PWADs (entries that point beyond end of file) will still
- be abandoned without salvaging; it is assumed that these files have
- been mangled by something and do not contain valid information.
-
- [1.3.7] Compression
-
- A program exists which produces PWADs in which all redundant sidedefs
- have been removed (DMCRUSH? DMSQUISH?). Simply put, instead of having
- two identical sidedefs pointed to by two linedefs, the linedefs both
- point to the same sidedef. The game works fine if you do this, and the
- size of the PWAD can be decreased by 10% - 30%. This feature may also
- improve performance in large PWADs.
-
- I have implemented this feature as a preference in DEPM. To read in a
- "compressed" PWAD, turn on compression and load it in. To save a PWAD
- "compressed", turn on compression and save it. You can read in a
- "compressed" PWAD, turn off compression, and save it "uncompressed",
- or vice-versa.
-
- I strongly recommend that you NOT use compression until your PWAD is
- completed. Compressing the level every time you save it will be a real
- annoyance.
-
- If you can't remember whether you compressed a PWAD on save, or if you
- don't know whether someone else's PWAD was compressed, load it with
- compression on (this won't hurt anything if it's not compressed), then
- save it with compression off.
-
- If you load a compressed PWAD without decompressing it, be aware that the
- following things will happen:
-
- o if you edit a sidedef, the change will be reflected by ALL
- linedefs pointing to it; and
-
- o the node builder will very likely produce garbage.
-
- In other words, loading a compressed PWAD without decompression and then
- saving it is OK as long as you didn't go into LINEDEFs mode.
-
-
- [1.4] Reporting Bugs
-
- The whole idea of releasing a BETA is to get some feedback on DEPM and
- have a bunch of people finding my bugs for free. If you find bugs, please
- let me know what exactly you did, and how DEPM messed up.
-
- My Internet mail address is: Gerald.Callow@WPCUsrGrp.MB.CA
-
- I can also be reached on the Winnipeg PC User's Group BBS, when the moon
- is full. I'll get a REAL Internet account when I get OS/2 Warp.
-
-
- [2.0] Introduction to DEPM
-
- DoomEdit/PM (DEPM) requires practice to use, mainly because the optimal
- method of building a level from scratch is completely the opposite to
- that of other editors. For instance, in other editors you add vertexes
- then linedefs; in DEPM, you can add vertexes only to existing linedefs.
-
- The commands are meant to be intuitive and simplistic. Using the commands
- properly, however, does take some practice. The BEST way to create a
- level is to drop ONE sector, add vertexes to the linedefs and drag the
- vertexes around to form an "outline" within which the other sectors will
- exist. Next, the outline is split up into other sectors. For example:
-
- Step 1.
- o-----o
- | | <-- first sector dropped.
- | |
- o-----o
-
- Step 2.
- o-----o o-----o
- | | | | <-- vertexes added to lines and moved to form
- | o-o-o-o | an outline.
- | |
- | o-o-o-o |
- | | | |
- o-----o o-----o
-
- Step 3.
- o-----o o-----o
- | | | | <-- linedefs added to make a "door".
- | o-o-o-o |
- | | | |
- | o-o-o-o |
- | | | |
- o-----o o-----o
-
- Step 4.
- o-----o o-----o
- | | | |
- |o-o o-o-o-o |
- || | | | | <-- sector dropped in for "teleporter exit".
- |o-o o-o-o-o |
- | | | |
- o-----o o-----o
-
- The main trick to remember is that when a linedef is drawn which will
- bisect an existing sector, the sector is split and a new sector is
- created on the "left" side of the bisecting linedef.
-
-
- [2.1] Installation
-
- Stick DOOMEDIT.EXE somewhere. Create a program object for it. Stick the
- program object in a folder, or on the desktop. Set the working directory
- to the directory you want AUTOSAVE.WAD to be in.
-
-
- [2.2] Starting Up
-
- Double-click on the DEPM icon to open the program. It will display a file
- dialog asking for the DOOM.WAD. Find your DOOM.WAD and hit "OK". DEPM
- saves the location of the DOOM.WAD to its INI file for subsequent runs.
- If you don't move your WAD or erase DOOMEDPM.INI, you shouldn't have to
- do this again. Don't be loading the WAD off a network drive, OK?
-
- [2.2.1] Parameters
-
- There is one parameter only, and it is optional. The parameter is the
- "profile" you want to use within DOOMEDPM. Only the first eight (8)
- characters are significant. This key is used to uniquely identify the
- profile within DOOMEDPM.INI; each time you pass DEPM a unique profile
- key, a new profile is created. This allows you to create multiple program
- objects on your desktop (for example, DEPM for DOOM and DEPM2 for DOOM2).
- One program object can default, the other can explicitly pass a different
- profile key (for instance, DOOM2). You can have as many different
- profiles as you wish. The Default is "DoomEdPM".
-
-
- [3.0] The Menu Bar
-
- The Menu Bar is almost always active, letting you do stuff. Some of the
- functions will be disabled if you are doing something which causes them
- to be disabled. Did that make sense?
-
-
- [3.1] File Menu
-
- The File Menu allows you to perform functions at a PWAD level.
-
- [3.1.1] New PWAD
-
- This wipes the current PWAD out of memory and clears all the patched
- maps and extras. Like it says!
-
- [3.1.2] Open PWAD...
-
- This wipes the current PWAD out of memory and clears all the patched
- levels and extras, then displays a file dialog to select a PWAD. The
- chosen PWAD is loaded into memory, and can contain multiple maps (up to,
- uh, 18). The PWAD is also backed-up to filename.BWD in the same directory
- as the PWAD is in, just in case you mess something up and save it.
- This can hog quite a bit of disk space, so it's a good idea to go in and
- delete .BWD files occasionally.
-
- [3.1.3] Import PWAD...
-
- This displays a file dialog to select a PWAD. The chosen PWAD is merged
- with the PWAD currently in memory. If there are conflicting maps or extras,
- you will be prompted as to whether you want to replace the existing patched
- dilly or not. Once the import has completed, the file dialog is displayed
- again. This is meant to allow you to import multiple PWADs into the
- current PWAD. When you are done importing things, hit "cancel".
-
- [3.1.4] Extras...
-
- This brings up the list of currently loaded "extra" things (sounds, patches,
- etc.) and allows you to drop or rename them. Multiple selection is enabled
- for this list to allow you to do multiple drops or renames.
-
- [3.1.5] Save PWAD
-
- This saves the current PWAD to disk, under the current name. If the PWAD
- is not named, you must give it a name by using the "Save PWAD As..." menu
- option.
-
- [3.1.6] Save PWAD As...
-
- This saves the PWAD currently in memory to a new name, and changes the
- working name to match.
-
- [3.1.7] Quit
-
- When enabled, this menu option terminates DEPM.
-
-
- [3.2] Edit Menu
-
- The Edit Menu allows you to perform functions at a MAP level.
-
- [3.2.1] New Map
-
- This allows you to select a map to create. The map selection dialog will be
- displayed. Maps which have been patched will show up black, unpatched maps
- will show up dark cyan. Select the map you want to create and hit OK.
- If the map has been patched, you will be asked if you want to wipe it out.
- DEPM goes into edit mode and you start off with a blank map. The first thing
- you should do is add a sector (see far below about adding sectors), and put
- in a "Player 1 Start" thing.
-
- [3.2.2] Edit Map
-
- This allows you to edit a map. You can edit a PWAD map or an id map. As with
- NEW, the map selection dialog will be displayed. DEPM goes into edit mode and
- displays the selected map in THINGS mode.
-
- [3.2.3] Alter ExMx
-
- This allows you to change the episode and map # of a PWAD map. The selection
- dialog will appear twice -- once to get the PWAD map you want to change, then
- once more to get the episode and map # you want to change it to.
-
- [3.2.4] Drop Map
-
- This allows you to drop patched maps from the PWAD. The selection dialog will
- appear and allow you to select the map to drop. You can continue to drop maps
- until you hit cancel.
-
- [3.2.5] Close Map
-
- This allows you to cancel editing mode without saving the changed level to
- memory. You will be asked if you're sure you want to do this.
-
- [3.2.6] Check Map
-
- This option checks the map in the current editing mode. Things it checks
- for include:
-
- THINGS Mode:
- ------------
- o Unknown Types;
- o Four Player Starts;
- o Four Deathmatch Starts; and
- o DOOM2 things in DOOM PWADs.
-
- LINEDEFS Mode:
- --------------
- o Missing SideDefs;
- o Missing/Invalid Textures;
- o Incorrect flag settings;
- o No End Level;
- o Unknown Types;
- o DOOM2 Types in DOOM PWADs;
- o Missing Tags;
- o Unreferenced SideDefs.
-
- SECTORS Mode:
- -------------
- o At least two sectors;
- o Closure;
- o Unknown Effects;
- o Invalid/Missing Textures;
- o DOOM2 Effects in DOOM PWADs; and
- o Unreferenced Sectors.
-
-
- [3.3] Preferences Menu
-
- The Preferences Menu allows you to change the way some of DEPM works.
-
- [3.3.1] BSP Tuning
-
- You can adjust the way the node builder picks partition lines by changing
- the weight (emphasis) given to
-
- - avoiding splits; and
- - balancing the tree.
-
- Avoiding Splits will build a tree with fewer segs and less complexity.
- This will help to avoid problems with HOM effects.
-
- Balancing the Tree will build a tree with a closer ratio of left-side
- nodes to right-side nodes. This will improve performance (slightly).
-
- Feel free to experiment with different weight settings to change the
- way the tree gets built for maps exhibiting odd effects. Most likely
- you will not notice any difference no matter what settings you use,
- but who knows?
-
- [3.3.2] Map Behavior
-
- You can adjust the zoom and scroll behaviors, and change the autosave
- timer setting by changing:
-
- - zoom above threshold;
- - threshold;
- - zoom below threshold;
- - page scroll;
- - line scroll;
- - zoom on find; and
- - autosave.
-
- Zoom Above Threshold is the scaling percentage to zoom when the current
- scale is above the threshold.
-
- Threshold is a scale at which the zoom amount will change.
-
- Zoom Below Threshold is the scaling percentage to zoom when the current
- scale is below the threshold.
-
- Page Scroll is the percentage of the view to be moved off the screen when
- the scroll bars are used to scroll up/down/left/right a page.
-
- Line Scroll is the percentage of the view to be moved off the screen when
- the scroll bars are used to scroll up/down/left/right a single line.
-
- Zoom on Find is the scale to use when displaying objects found by the
- map checker. If disabled, the current scale is used.
-
- Autosave is the number of minutes to wait between autosaves; this feature
- can be disabled. The map being edited will be saved to AUTOSAVE.WAD in
- the DEPM program object's working directory. I don't advise you turn
- this off, mainly because this is a beta and you're better off being safe
- than sorry (besides, autosave takes virtually NO time and can save your
- buns big time).
-
- [3.3.3] Textures
-
- You can adjust the look of the textures on your system, and change whether
- textures are rendered as you select them by changing:
-
- - red compensation;
- - green compensation;
- - blue compensation; and
- - render on select.
-
- Red Compensation is the amount of red added to the translated palette. You
- can experiment with this amount to find the best compensation for your
- system.
-
- Green Compensation is the amount of green added to the translated palette.
- You can experiment with this amount to find the best compensation for your
- system.
-
- Blue Compensation is the amount of blue added to the translated palette.
- You can experiment with this amount to find the best compensation for your
- system.
-
- Render on Select indicates whether you want wall textures to be displayed
- when you select them. If this checkbox is left unchecked, wall textures
- will be displayed only when you double-click on them.
-
- [3.3.4] Compression
-
- When checked, sidedef compression is enabled. When unchecked, sidedef
- compression is disabled. For the most part, you will only use compression
- for your final cut of a PWAD.
-
-
- [3.4] Help Menu
-
- This menu option will eventually be used to get help for the various
- functions of DEPM. At the moment it contains one entry only.
-
- [3.4.1] Product Information
-
- This is the one entry mentioned above. You can see the version number
- and go to the credits screen to see who we have to thank for this
- program (other than me).
-
-
- [4.0] Editor Controls
-
- When editing a map, there are two sections: one is the editor controls
- section, the other is the map section. The map section depends on the
- editor controls section so I will go through it first.
-
-
- [4.1] Radio Buttons
-
- The radio buttons in the level identifier group are used to change between
- the different editing modes. These are:
-
- - things mode;
- - linedefs mode; and
- - sectors mode.
-
- Things Mode is used to edit a map's THINGS, and will be explained later in
- a section devoted to it.
-
- LineDefs Mode is used to edit a map's LINEDEFSS, and will be explained later
- in a section devoted to it.
-
- Sectors Mode is used to edit a map's SECTORS, and will be explained later in
- a section devoted to it.
-
-
- [4.2] Zoom
-
- This control is used to change the scale of the map being displayed, and is
- described as a percentage of the map's pixels to the screen's pixels. To
- zoom in, press the up arrow to increase the percentage. To zoom out, press
- the down arrow to decrease the percentage.
-
-
- [4.3] Grid
-
- This control is used to display and/or change the grid. If a grid is
- displayed, things and vertexes added or moved will be snapped to it. The
- grid is described as the number of map pixels from one grid line to the
- next. To get a denser grid, press the down arrow to decrease the number
- of map pixels between lines. To get a sparser grid, press the up arrow.
- The grid progresses from none to 8, to 16, to 32, to 64, to 128, to 256,
- to 512, to 1024, to none (if using the up arrow). The reverse is true
- when using the down arrow.
-
-
- [4.4] Tools
-
- The Tool Bar thing isn't really a tool bar, but it is convenient for me
- to call it that because it includes three items which behave as templates,
- one that acts as an indicator, and one that behaves as an object. The
- icons in this group include:
-
- - thing template;
- - linedef template;
- - sector template;
- - nodes building; and
- - shredder.
-
- [4.4.1] Thing Template
-
- Used in THINGS mode, the thing template works just like an OS/2 template.
- To create a new THING, position the mouse pointer over this icon and then
- right-button-drag to the desired map location. When you "drop" the new
- thing, it will be created.
-
- [4.4.2] Vertex Template
-
- Used in LINEDEFS mode, the vertex template works just like an OS/2 template.
- To create a new vertex on an existing linedef, position the mouse pointer
- over this icon and then right-button-drag to the desired position on the
- target linedef. Make sure the linedef is identified before dropping the
- vertex, or the operation will be aborted. When a new vertex is dropped onto
- a linedef, the linedef is split.
-
- [4.4.3] Sector Template
-
- Used in SECTORS mode, the sector template works just like an OS/2 template.
- To create a new sector, position the mouse pointer over this icon and then
- right-button-drag to the desired location on the map. If you drop a new
- sector inside another sector, the linedefs will be made two-sided, and
- the appropriate sector assignment made to the left sides. If you drop a
- new sector outside other sectors, the linedefs will be created impassable.
- NOTE that when dropping sectors "outside", try to do so close to another
- sector in one of the cardinal directions: DEPM goes a-hunting for the
- closest linedef in the NSEW directions to determine whether the new linedefs
- should be made two-sided.
-
- [4.4.4] Nodes Building
-
- Visible only when the node builder is running, this icon is there just to
- let you know that your map is being rebuilt. Each time you leave LINEDEFS
- mode, the level will be rebuilt. In theory this sounds like a pain. In
- practice, it works very well. This is because the node builder runs as a
- separate thread, allowing you to continue working in THINGS mode or in
- SECTORS mode (with the restrictions that you cannot add or delete sectors).
- By the time you've done whatever you left LINEDEFS mode to do, the build
- is complete. The nodes builder is based on BSP12x with some alterations.
- Kudoes to Colin and Raphael. NOTE that you CANNOT SAVE or CLOSE the map
- while BSP is running because the nodes and stuff are in a transient state.
-
- [4.4.5] Shredder
-
- Used in all modes, the Shredder behaves much like the OS/2 shredder. If you
- drop a THING, VERTEX, LINEDEF or SECTOR on it, it will be deleted.
-
-
- [5.0] THINGS Mode
-
- DEPM is meant to be as OS/2-like as possible. In many cases, operations you
- use on the OS/2 desktop will work on the DEPM map section.
-
- NOTE: before trying to change, move, clone or delete a thing, make sure that
- DEPM has identified it before pressing the mouse button.
-
-
- [5.1] Adding Things
-
- You can add new things in one of two ways:
-
- - create a new thing from the Thing Template; or
- - clone a thing from the map.
-
- To create a new thing, position the mouse pointer on the Thing Template and
- right-button-drag to the desired map location. The new thing will have the
- attributes of the last thing you saved.
-
- To clone an existing thing, position the mouse pointer on the thing you want
- to clone and hold down the ctrl key while doing a right-button-drag. Drop
- the new thing in the desired location.
-
-
- [5.2] Deleting Things
-
- To delete a thing, position the mouse pointer on the thing you want to delete
- and right-button-drag it to the shredder (in the Tools group, not on the
- OS/2 desktop, yutz).
-
-
- [5.3] Moving Things
-
- To move a thing, position the mouse pointer on the thing you want to move
- and right-button-drag it to the desired location. Then let go.
-
-
- [5.4] Changing Things
-
- To change a thing, position the mouse pointer on the thing you want to change
- and left-click. Note that this is NOT like OS/2 properties menu. It's a
- "select".
-
-
- [6.0] LINEDEFS Mode
-
- DEPM is meant to be as OS/2-like as possible. In many cases, operations you
- use on the OS/2 desktop will work on the DEPM map section.
-
- NOTE: before trying to change, move, clone or delete a vertex or linedef,
- make sure that DEPM has identified it before pressing the mouse
- button.
-
-
- [6.1] Adding Vertexes
-
- You can add new vertexes in one of two ways:
-
- - create a new vertex from the Vertex Template; or
- - clone a vertex from the map.
-
- NOTE that the two methods produce identical results.
-
- To create a new vertex, position the mouse pointer on the Vertex Template
- and right-button-drag to the desired linedef location.
-
- To clone an existing vertex, position the mouse pointer on the vertex you
- want to clone and hold down the ctrl key while doing a right-button-drag.
- Drop the new vertex at the desired linedef location.
-
-
- [6.2] Deleting Vertexes
-
- To delete a vertex, position the mouse pointer on the vertex you want to
- delete and right-button-drag it to the shredder (in the Tools group, not
- on the OS/2 desktop, yutz). This will delete any linedefs/sidedefs which
- are connected to the vertex. If this causes any other vertexes to be
- "disconnected", they will be deleted also. If the linedef is to be retained,
- merge the vertex with another one instead (see Merging Vertexes below).
-
-
- [6.3] Moving Vertexes
-
- To move a vertex, position the mouse pointer on the vertex you want to move
- and right-button-drag it to the desired location. Then drop it. Be careful
- when using the grid; sometimes the "snap" causes the vertex to move onto a
- linedef you don't want it to move onto.
-
-
- [6.4] Merging Vertexes
-
- To merge two vertexes, position the mouse pointer on the vertex you want to
- get rid of and right-button-drag it to the vertex you want to merge it with.
- Any linedefs will be moved as well. This can produce odd results when
- linedefs from different sectors all converge on a single vertex, so be
- careful. This is mainly intended to remove vertexes from a linedef without
- deleting it.
-
-
- [6.5] Adding LineDefs
-
- To add a new linedef, position the mouse pointer on the vertex you want the
- linedef to be "from" and left-click. The pointer will become a pencil, to
- indicate that you are drawing a linedef. Move the mouse pointer to the
- vertex you want the linedef to be "to" and left-click. The linedef will be
- drawn. If the linedef bisects a sector (it always will, if you're using
- DEPM the way it's meant to be used), the sector will be split into two
- sectors and the linedef will be made two-sided. If the linedef does NOT
- bisect a sector, it is assumed that it is an "outside" wall and is made
- one-sided.
-
-
- [6.6] Deleting LineDefs
-
- To delete a linedef, position the mouse pointer on the linedef you want to
- delete and right-button-drag it to the shredder (in the Tools group, not
- on the OS/2 desktop, yutz). This will delete any sidedefs which are
- connected to the linedef. If this causes any vertexes to be "disconnected",
- they will be deleted also. If this linedef is the final two-sided linedef
- dividing two sectors, the sectors will be merged and the "left" sector will
- inherit the properties of the "right" sector.
-
-
- [6.7] Flipping LineDefs
-
- To flip a linedef, or to swap its sidedefs, position the mouse pointer on
- the desired linedef and right-click. A little menu will show up with buttons
- on it which allow you to:
-
- - flip;
- - swap; or
- - abort.
-
- Flip allows you to swap the sidedefs as well as the "from" and "to"
- vertexes, effectively reversing the linedef's "direction".
-
- Swap allows you to swap the sidedefs without changing the linedef's
- "direction".
-
- Abort allows you to do nothing to the line.
-
- Note that this is kind of like a "properties" menu. Since some of the bugs
- in DEPMV070 have been fixed, I haven't used this at all; however, it may
- come in handy when you have to go in and mess around with lines manually.
-
-
- [6.8] Changing LineDefs
-
- To change a linedef, position the mouse pointer on the linedef you want to
- change and left-click. Note that this is NOT like OS/2 properties menu.
- It's a "select".
-
-
- [7.0] SECTORS Mode
-
-
- DEPM is meant to be as OS/2-like as possible. In many cases, operations you
- use on the OS/2 desktop will work on the DEPM map section.
-
- NOTE: before trying to change or delete a sector, make sure that
- DEPM has identified it before pushing the mouse button.
-
-
- [7.1] Adding Sectors
-
- You can add new sectors in one of two ways:
-
- - create a new sector from the Sector Template; or
- - split an existing sector with a linedef.
-
- To create a new sector, position the mouse pointer on the Sector Template
- and right-button-drag to the desired map location.
-
- To split an existing sector, draw a new linedef bisecting the sector. The
- sector will be split into two sectors. This is the preferred method for
- creating new sectors unless the sector is to be totally disconnected from
- all other sectors.
-
-
- [7.2] Deleting Sectors
-
- To delete a sector, position the mouse pointer on the sector you want to
- delete and right-button-drag it to the shredder (in the Tools group, not on
- the OS/2 desktop, yutz). The sidedefs pointing into this sector will be
- deleted. If this leaves any linedefs with no sidedefs, they will be deleted
- also. If this leaves any vertexes "disconnected", they too will be deleted.
-
- Note that if the linedefs were two-sided, they will be made one-sided and
- impassable and may be flipped to ensure that the remaining sidedef is
- on the right side -- when this happens, the upper or lower texture is
- applied to the normal texture (which used to be "-", probably), with the
- lower texture being given preference.
-
- This makes it very easy to create pillars or other obstacles -- just drop
- a sector in an existing sector, then delete it. The remaining sidedefs
- pointing into the sector are now an obstacle. Before doing this you will
- likely want to save a sidedef to set up the textures for the obstacle
- (remember, lower texture is given preference).
-
-
- [7.3] Changing Sectors
-
- To change a sector, position the mouse pointer on the sector you want to
- change and left-click. Note that this is NOT like OS/2 properties menu.
- It's a "select".
-
-
- [8.0] History
-
- Pre-DEPM - Kev says "Write an OS/2 doom editor or I'll break your
- face." I say "Um...yes, I will do this thing."
-
- Version 0.00
- Implemented basic skeleton, file dialogs and menu progressions for
- WAD files.
-
- Version 0.10
- Implemented skeleton routines and dialogs for map selections
- and dialogs for editing. Most window routines defined. Basic
- IWAD recognition and palette loading. Most menu functionality
- put in place and coded.
-
- Version 0.2
- PWADs can be loaded and saved.
-
- Version 0.3
- WAD menu functions fully implemented and crash-tested. Everything
- seems to work fine. NEW, OPEN, IMPORT, SAVE, SAVE AS, QUIT, DROP,
- and ALTER now work correctly. Large multi-level PWADS can hog quite
- a bit of memory and will cause the SWAPPER.DAT to grow.
-
- Version 0.4
- Map functions (except sectors) have been implemented. These include drawing
- IWAD and PWAD maps, fully-functional scroll, zoom, grid, and snap. Map
- elements (things, vertexes, linedefs) are identified by pointing to them
- with the mouse. Linedef direction indicators have been implemented. Mouse
- performance becomes impacted when moving over active map elements, due to
- object correlation. I'm not sure how sectors will work yet.
-
- Version 0.5
- Drag and drop editing has been implemented. Linedef drawing is in place.
- Some polishing needs to be done on the UI behavior, but this can wait until
- a functional beta is in test.
-
- Version 0.6
- Worked bugs out of texture rendering. Implemented multiple drops and
- imports. Implemented Autosave and the Nodes Builder.
-
- Version 0.7
- Implemented preferences dialogs and released as Beta 0.70.
-
- Version 0.8
- Implemented compression, checking and support for extra stuff and Doom2.
- Released as Beta 0.80.
-
- Future Versions
- ---------------
- Version 0.9 - Should contain complete help.
- Release Version 1.0 - Should be a fully-functional dilly!
-
- About the Author
- ----------------
- Gerald Callow is a professional programmer who rushes home from work every
- night to continue programming. His interests include drinking ludicrous
- amounts of coffee, playing DOOM, writing OS/2 stuff, and sending mail to
- asian women. So how the hell are ya?
-