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- READ THIS ENTIRE DOCUMENT BEFORE FLAMING ME!!!!!!
-
- This is a BETA version. There ARE bugs. As much as I HATE releasing it
- as a BETA, I feel that it is ESSENTIAL that it be out NOW.
-
- This program DOES allow you to create a Doom map from scratch. It allows
- quite a large level of complexity, at least as much as ANY Doom level, with
- the single exception of E2M7. There is a memory management issue with E2M7,
- since it uses more than 64k for SideDefs. This CRASHES many C compilers,
- including the one I am using (Microsoft C 8.0 / Visual C 1.0). Read the
- detailed tutorial in the online HELP. There you will find out how easy it
- really is. I created a 90 sector, 389 sidedef map in two hours.
-
- A fully debugged version will be available as soon as possible. For now, you
- can do some incredible things, and it only crashes rarely.
-
- ---------------------------------------------------------------------
- This program requires Windows 3.1 or above.
- Using a 256 color display driver at 800 x 600 resolution (or more)
- is HIGHLY recommended, but not required.
-
- Installation:
- -------------
- Create a directory or use your DOOM directory, it doesn't matter where.
- The following should be in the same directory:
- DOOMED.EXE
- DOOMED.HLP
- THINGS.DEF
-
- Copy this into your Windows directory:
- DOOMED.INI
-
- Edit the DOOMED.INI file to show where your files are.
-
- Export Directory is where your newly created files (including WAV,
- WMF, and extracted files) will go. Game directory is where your
- full WAD and miniWAD files are stored.
-
- Note: Some Other<tm> editor is also calling itself "DoomEd". For
- this reason it is important that you have this DoomEd.Hlp in
- the proper directory or you might get that Other<tm> help.
- To my knowledge, this is the FASTEST editor, and quite a lot
- easier to use than any Other<tm> editors. Also, it is the
- first USEABLE editor to allow maps from scratch.
-
- That's IT! Have fun, and remember, it gets better if you REGISTER!
-
- (Soapbox ON)
- I would like to respond to some rather nasty criticism which I
- have received lately. First, I am NOT charging for this program.
- Sending money is totally voluntary, and I sincerely appreciate
- those (few) who understand how many hours went into it. Second,
- I did not "steal" anything from Deu. The disclaimer on the Deu
- source code states plainly that persons writing an editor can
- use it, as long as it is properly credited. I have made no
- secret as to the source of the nodes builder module.
- Finally, I have a mandatory policy of not putting the source
- code out there since it is in flux. As soon as source is
- generally available, everyone who thinks they're a better
- programmer will come out with a different variation, and I am
- trying to control that. Later, I will probably make source
- available generally, but not until a more stable version.
- Look, I wrote you a Doom Map Builder, which automates a lot of
- things. In just a couple of hours during testing, I was able to
- make a quite passable level. Isn't this what you all wanted?
- (Soapbox OFF)
-
- ------G-O-A-L--------------------------------------------------------
- Future - Version 3.00 - est. (maybe June?)
- - (Beta testing commenced March 21, 1994)
- - (Beta testing showed fundamental problem. decided to grow
- from version 2.5 for now)
- - Ability to create your own maps from scratch
- (in 2.5)
- - Editing of existing maps
- (in 2.5)
- - Will allow assembly of new textures from panels
- (integrating for 2.6)
- - Will allow editing of sprites, floor/ceil, and panels
- (integrating for 2.6)
- - Will allow direct sampling of sounds using multimedia ext.
- (integrating for version after 2.6)
- ------C-U-R-R-E-N-T--------------------------------------------------
- Changes - Version 2.50 BETA 3 - March 30, 1994
- - Very stable - just a few small changes left before full release
- - Map load, save, and new put under the file menu where it
- belongs. Many people didn't realize that loading a patch
- Wad file was not here, and everyone tried Loading the files
- directly. Sorry, that should have been more clear.
- - All kinds of solidity changes, but still can't save twice
- in one session. Sorry, but I'm On It!!!!
- - When you first break a LineDef, you can jostle the new vertex
- into position. When you release the right mouse button, it will
- be placed as required.
- Problems:
- - Found out that the compiler problem had to do with the
- optimizer. By disabling some of the optimizations, all code
- compiled AND none of the wierd, untraceable bugs occurred.
- ---------------------------------------------------------------------
- Changes - Version 2.50 BETA - March 28, 1994
- - Ability to create your own maps from scratch
- - Nodes, ssectors, segs are rebuilt (code from Deu)
- Map creator not even required to be aware of this.
- - Automation of sector generation, line connecting
- - Read the help file for instructions - It's EASY!!!
- Problems:
- - small bug in compiler disrupts things sometimes
- - must exit and reload to save each time due to memory
- allocation error in node builder - this is a Microsoft
- problem and I am trying to find a workaround. (C 8.0)
- ---------------------------------------------------------------------
- Changes - Version 2.42a - March 22, 1994
- - Major overhaul to Linedef/Sidedef editing - easier now
- - Huge lists of options integrated to combo boxes
- - Nobody reads these lists, do they? Tell me!
- - Dragging of Things now Windows standard.
- - Stripped out old obselete editing dialogs
- ---------------------------------------------------------------------
- Changes - Version 2.41 - March 19, 1994
- - OOOPS! Fixed a stupid little bug.
- - Ability to define any sector as a platform in sector
- editing dialog
- - Modeless dialog boxes for sector and linedef editing
- - Internal modification for some things you can't see
- ---------------------------------------------------------------------
- Changes - Version 2.40 - March 18, 1994 (pulled before release)
- - Direct clicking on Linedefs or Sectors to edit them
- - Much improved everything - faster
- - Ability to name platforms, and save that data
- ---------------------------------------------------------------------
- Changes - Version 2.30 - March 9, 1994 (not generally available)
- - Mini wads - no need to completely rebuild Wad to play map
- - Better adjustment of Segs, SSectors, Nodes
- - Right Mouse button in Nodes displays node lines
- - Many Many Many bug fixes and solidity enhancements
- ---------------------------------------------------------------------
- Changes - Version 2.20 - February 19, 1994
- - Removed AutoCad & 3d-Studio export (didn't work anyway)
- - Vertex editing also fixes nodes, segs, & blockmap.
- This means REAL MAP EDITING for the first time ANYWHERE.
- There are still some problems, but generally useful...
- - Mouse movement - hold CTRL while moving to lock 90 degrees
- - First version of new help file - needs much work, but
- quite a lot more informative.
- ---------------------------------------------------------------------
- Changes - Version 2.10 - February 11, 1994
- - Finished Control Bar support
- - Removed Toolbox
- - Improved scroll-bars - now Windows compliant
- - Better everything
- ---------------------------------------------------------------------
- Changes - Version 2.00b - February 10, 1994
- - Removed Shareware version detection (for registered users)
- - Added palette support for 256 color drivers
- - Removed internal palette record, now loading from WAD
- - Reduced dialog box sizes for use on 640x480 displays
- - Improved mouse support - very stable now
- - Added Control Bar
- - Increased speed using optimization options
- - Added texture assembly to Viewer
- ---------------------------------------------------------------------
- Changes - Version 2.00 - February 6, 1994
- - Too numerous for all to be cataloged
- - Dramatic improvements to mouse support
- - Added ability to edit Sectors and SideDefs
- - Added ability to edit more in WAD file (not current map)
- ---------------------------------------------------------------------
- Changes - Version 1.2
- - Added Shareware version detection
- - Large memory model for easier memory allocation
- ---------------------------------------------------------------------
- Previous DoomEd versions undocumented.
- ---------------------------------------------------------------------
- Original program was called Wadder, and was originally written in
- Professional Basic 7.1, with my own assembly routines for graphics,
- list boxes, etc. Unfortunately, outgrew this direction within two
- weeks and moved to Visual C++ 1.0 (Professional Edition).
-
- ---------------------------------------------------------------------
- THIS PROGRAM IS NOT FREEWARE NOR IS IT PUBLIC DOMAIN
- ---------------------------------------------------------------------
-
- To the few who have registered, Thank You. If no one else
- registers their copies of this program, then I will not have the time
- to continue development. You DO want a Doom Editor, don't you?
-
- See the Registration Information on the Help menu for more info.
-