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-
- DoomEdit/PM - OS/2 PM DOOM MAP Editor
-
- [ Beta Release 0.70 ]
-
- CONTENTS:
- -------------------------------------------------------------------------------
- [1.0] A Note from the Author
-
- [1.1] Disclaimer
- [1.2] What's Missing
- [1.3] Reporting Bugs
-
- [2.0] Introduction to DEPM
-
- [2.1] Installation
- [2.2] Starting Up
-
- [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] Save PWAD
- [3.1.5] Save PWAD As...
- [3.1.6] 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] Cancel Changes
- [3.2.6] Save Changes
- [3.2.7] Check Map
-
- [3.3] Preferences Menu
- [3.3.1] BSP Tuning
- [3.3.2] Map Behavior
- [3.3.3] Textures
-
- [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.
-
-
- [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.
-
- Many of the line types have not been tested. The information on the line
- typeds is based on DMSPEC13 (I will get hold of the most recent version
- of the specs one of these days). I will correct these as I find them (or
- as other people find them). That's what beta releases are all about!
-
- 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.
-
- Sector Splitting: this doesn't work 100% in all cases. You may have to go
- and "tidy up" sidedef sector refs once in a while to keep
- the sectors correct. DON'T leave messed up stuff to fix
- later because it will probably cause other stuff to get
- messed up.
-
- Sector Merging: this doesn't work 100% in all cases. You may have to go
- and "tidy up" sidedef sector refs once in a while to keep
- the sectors correct. DON'T leave messed up stuff to fix
- later because it will probably cause other stuff to get
- messed up.
-
- Check Map: this hasn't been implemented yet.
-
- Help: this hasn't been implemented yet.
-
- Extras: PWADs containing goofy junk like patches and textures and sounds and
- all that are NOT supported. In the future, music and sounds and
- textures may be supported by DEPM, maybe even edited! Who knows?
- I may get bored and stop working on it to play Hell On Earth.
-
-
- [1.3] 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: GeraldCallow@WPCUsrGrp.MB.CA
-
- I can also be reached on the Winnipeg PC User's Group BBS, when the moon
- is full.
-
-
- [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.
-
- Keep in mind that sector splitting does not always work perfectly, and
- occasionally you will have to go into the sidedefs to change the sector
- assignment.
-
-
- [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?
-
-
- [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. Like it says!
-
- [3.1.2] Open PWAD...
-
- This wipes the current PWAD out of memory and clears all the patched
- levels, 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).
-
- [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, you
- will be prompted as to whether you want to replace the existing patched
- map 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] 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.
-
- [3.1.5] Save PWAD As...
-
- This saves the PWAD currently in memory to a new name, and changes the
- working name to match.
-
- [3.1.6] 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] Cancel Changes
-
- This allows you to cancels 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] Save Changes
-
- This menu selection ends editing mode and saves the changed level to memory.
- This option is disbled while the node builder is running.
-
- [3.2.7] Check Map
-
- Eventually this will do something useful, I think.
-
-
- [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; 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.
-
- Autosave is the number of minutes to wait between autosaves, or 0 if the
- autosave feature is to be disabled. The map being edited will be saved to
- AUTOSAVE.WAD in the DEPM program object's working directory.
-
- [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.
-
-
- [3.4] Help Menu
-
- This menu option will eventually be used to get help for the various
- functions of DEPM. At the moment it contains only one entry.
-
- [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 a template,
- 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 created 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.
-
- [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 pushing the mouse button.
-
-
- [5.1] Adding Things
-
- You can add new things in one of two ways:
-
- - create new thing from Thing Template; or
- - clone a thing on the map.
-
- To create a new thing, position the mouse pointer on the Thing Template and
- right-button-drag to the desired map location.
-
- 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.
-
-
- [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 pushing the mouse button.
-
-
- [6.1] Adding Vertexes
-
- You can add new vertexes in one of two ways:
-
- - create new vertex from Vertex Template; or
- - clone a vertex on 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.
-
-
- [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.
-
-
- [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.
-
-
- [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 new sector from 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 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.
-
-
- [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.
-
- Future Versions
- ---------------
- Version 0.8 - Should allow checking, bitmap rendering.
- 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.
-