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-
- ΓòÉΓòÉΓòÉ 1. Using Help ΓòÉΓòÉΓòÉ
-
- DoomEdit/PM (DEPM) allows you to request help in three ways:
-
- the Help Menu provides you with several options allowing you to request general
- help for some aspects of DEPM;
-
- help buttons on dialogs generally allow you to request help for the dialog; and
-
- F1 provides help for individual controls and menu choices.
-
-
- ΓòÉΓòÉΓòÉ 2. Keys Help ΓòÉΓòÉΓòÉ
-
- DoomEdit/PM (DEPM) is designed to be operated with a mouse. Although an
- attempt has been made to provide keyboard functionality, the very nature of
- DEPM prevents it from being operable by keyboard alone.
-
- Accelerator Keys:
-
- Esc discards the applicator.
- F1 provides help for individual controls and menu choices.
- F2 selects the Save PWAD menu item.
- F3 selects the Quit menu item.
- F5 selects the Check Map menu item.
- F6 selects the Thing menu item.
- F7 selects the Next thing menu item.
- F9 invokes the Texture Palette once the texture rendering process is
- complete.
- Arrow Keys scroll the Map Window one "line" in the arrow's direction.
- Pg Up and Pg Dn scroll the Map Window one "page" up or down.
- Home and End scroll the Map Window one "page" left or right.
- Keys 1 through 0 set the zoom to a preset scale (10, 20, 30, 40, 50, 60, 70,
- 80, 90, 100).
-
-
- ΓòÉΓòÉΓòÉ 3. General Help for DoomEdit/PM ΓòÉΓòÉΓòÉ
-
- If you are new to DoomEdit/PM, please use the Tutorial to learn the basic
- methods behind map construction.
-
- DoomEdit/PM (DEPM) will run properly with a 256-colour display ONLY. It will
- not render textures properly on 16-colour displays.
-
- The DEPM main window provides you with a menu bar allowing you to access:
-
- o the File menu
- o the Edit menu
- o the Locate menu
- o the Convert menu
- o the Preferences menu
- o the Help menu
-
- DEPM is intended to be operated with a mouse. If you want to try it with a
- keyboard only, I wish you the best of luck.
-
-
- ΓòÉΓòÉΓòÉ 3.1. The File Menu ΓòÉΓòÉΓòÉ
-
- The File menu provides you with a number of choices which allow you to perform
- operations at a PWAD level. These choices are:
-
- o New PWAD
- o Open PWAD...
- o Import PWAD...
- o Extras...
- o Save PWAD
- o Save PWAD as...
- o Quit
-
-
- ΓòÉΓòÉΓòÉ 3.1.1. New PWAD ΓòÉΓòÉΓòÉ
-
- Selecting the New PWAD item will clear the current PWAD from memory. If the
- current PWAD has changed since it was saved, you will be asked if you are sure
- you want to clear it.
-
-
- ΓòÉΓòÉΓòÉ 3.1.2. Open PWAD... ΓòÉΓòÉΓòÉ
-
- Selecting the Open PWAD... item will allow you to load a PWAD into the editor.
- If the current PWAD has changed since it was saved, you will be asked if you
- are sure you want to clear it.
-
- The File Selection dialog will be displayed. If DEPM has a problem loading the
- specified file, you will be informed. Some editors produce PWADs with invalid
- or empty directory entries; when DEPM loads a file of this type, it will
- attempt to salvage all the resources for which valid directory entries exist.
- You will be informed when this happens.
-
- If Compress has been selected, DEPM will decompress the PWAD as it loads it.
- If you are unsure whether a PWAD has been compressed, it is always safest to
- load it with Compress selected.
-
-
- ΓòÉΓòÉΓòÉ 3.1.3. Import PWAD... ΓòÉΓòÉΓòÉ
-
- Selecting the Import PWAD item will allow you to load a PWAD into the editor,
- merging it with the PWAD already in memory.
-
- The File Selection dialog will be displayed. If DEPM has a problem loading the
- specified file, you will be informed. Some editors produce PWADs with invalid
- or empty directory entries; when DEPM loads a file of this type, it will
- attempt to salvage all the resources for which valid directory entries exist.
- You will be informed when this happens.
-
- If Compress has been selected, DEPM will decompress the PWAD as it loads it.
- If you are unsure whether a PWAD has been compressed, it is always safest to
- load it with Compress selected.
-
- If conflicts are detected between maps or extras, you will be asked if you want
- to replace the one in memory with the one being loaded.
-
- The File Selection dialog will be displayed again, to allow you to import
- another PWAD. Dismiss the File Selection dialog to end the import process.
-
-
- ΓòÉΓòÉΓòÉ 3.1.4. Extras... ΓòÉΓòÉΓòÉ
-
- Selecting the Extras... item will cause the Extras dialog to be displayed.
- This dialog allows you to delete or rename extras in memory.
-
-
- ΓòÉΓòÉΓòÉ 3.1.5. Save PWAD ΓòÉΓòÉΓòÉ
-
- Selecting the Save PWAD item will save the PWAD in memory to disk. If there
- are maps in your PWAD which need rebuilding, you will not be able to play them.
- If the map being displayed needs to be rebuilt, you will be given the option of
- doing so.
-
-
- ΓòÉΓòÉΓòÉ 3.1.6. Save PWAD As... ΓòÉΓòÉΓòÉ
-
- Selecting the Save PWAD as... item will save the PWAD in memory to disk under a
- new name. If there are maps in your PWAD which need rebuilding, you will not
- be able to play them. If the map being displayed needs to be rebuilt, you will
- be given the option of doing so.
-
- The File Selection dialog will be displayed, allowing you to select a new name
- for your PWAD.
-
-
- ΓòÉΓòÉΓòÉ 3.1.7. Quit ΓòÉΓòÉΓòÉ
-
- Selecting the Quit item (or dismissing DEPM by using the System Menu) will
- clear the current PWAD from memory, and will terminate DEPM. If the current
- PWAD has changed since it was saved, you will be asked if you are sure you want
- to clear it.
-
-
- ΓòÉΓòÉΓòÉ 3.2. The Edit Menu ΓòÉΓòÉΓòÉ
-
- The Edit menu provides you with a number of choices which allow you to perform
- operations at a map level. These choices are:
-
- o New map...
- o Edit map...
- o Alter ExMx...
- o Drop map...
- o Close map
- o Check map
-
-
- ΓòÉΓòÉΓòÉ 3.2.1. New Map... ΓòÉΓòÉΓòÉ
-
- Selecting the New map... item will allow you to create a new map from scratch.
-
- The Map Selection dialog will be displayed to allow you to select which map you
- wish to create a new map for.
-
- Once you have selected a target map, DEPM will enter Things Mode and the Editor
- and Map windows will be displayed.
-
-
- ΓòÉΓòÉΓòÉ 3.2.2. Edit Map... ΓòÉΓòÉΓòÉ
-
- Selecting the Edit map... item will allow you to edit an existing map.
-
- The Map Selection dialog will be displayed to allow you to select which map you
- wish to edit.
-
- Once you have selected a target map, DEPM will enter Things Mode and the Editor
- and Map windows will be displayed.
-
-
- ΓòÉΓòÉΓòÉ 3.2.3. Alter ExMx... ΓòÉΓòÉΓòÉ
-
- Selecting the Alter ExMx... item will allow you to change the target episode
- and map for a patched map.
-
- The Map Selection dialog will be displayed to allow you to select which map you
- wish to change.
-
- Once you have selected a source map, the Map Selection dialog will be displayed
- again, to allow you to select the target episode and map.
-
- Once the target map has been selected, the patched map will be moved.
-
-
- ΓòÉΓòÉΓòÉ 3.2.4. Drop Map... ΓòÉΓòÉΓòÉ
-
- Selecting the Drop map... item will allow you to delete a patched map from
- memory.
-
- The Map Selection dialog will be displayed to allow you to select which map you
- wish to drop.
-
- Once you have selected a map, the Map Selection dialog will be displayed again,
- to allow you to drop another map. This process continues until the Map
- Selection dialog is cancelled.
-
-
- ΓòÉΓòÉΓòÉ 3.2.5. Close Map ΓòÉΓòÉΓòÉ
-
- Selecting the Close map item will allow you to dismiss the Editor and Map
- windows. If the map needs to be rebuilt, you will be given the option of doing
- so.
-
-
- ΓòÉΓòÉΓòÉ 3.2.6. Check Map ΓòÉΓòÉΓòÉ
-
- Selecting the Check map item will cause DEPM to check your map for errors. The
- tests performed will depend on which mode the editor is in:
-
- o Things Mode
- o LineDefs Mode
- o Sectors Mode
-
-
- ΓòÉΓòÉΓòÉ 3.2.6.1. Things Mode ΓòÉΓòÉΓòÉ
-
- In Things Mode, DEPM looks for:
-
- o unknown thing types;
- o four (4) player starts;
- o four (4) deathmatch starts; and
- o DOOM2 things in DOOM PWADs.
-
-
- ΓòÉΓòÉΓòÉ 3.2.6.2. LineDefs Mode ΓòÉΓòÉΓòÉ
-
- In LineDefs Mode, DEPM looks for:
-
- o missing sidedefs;
- o missing or invalid textures;
- o incorrect flag settings;
- o no way to end the map;
- o unknown types;
- o DOOM2 linedefs in DOOM PWADs; and
- o missing sector tags.
-
-
- ΓòÉΓòÉΓòÉ 3.2.6.3. Sectors Mode ΓòÉΓòÉΓòÉ
-
- In Sectors Mode, DEPM looks for:
-
- o at least two (2) sectors;
- o sector closure;
- o unknown sector effects;
- o missing or invalid textures;
- o DOOM2 sector types in DOOM PWADs;
- o unreferenced sidedefs; and
- o unreferenced sectors.
-
-
- ΓòÉΓòÉΓòÉ 3.3. The Locate Menu ΓòÉΓòÉΓòÉ
-
- The Locate menu provides you with a number of choices which allow you to search
- a map for one of the following:
-
- o Free tag
- o Thing
- o Next thing
-
-
- ΓòÉΓòÉΓòÉ 3.3.1. Free Tag ΓòÉΓòÉΓòÉ
-
- Selecting the Free tag item will cause DEPM to find the first unused sector tag
- on the map, starting from "1".
-
-
- ΓòÉΓòÉΓòÉ 3.3.2. Thing ΓòÉΓòÉΓòÉ
-
- Selecting the Thing item will cause DEPM to display the Find Thing dialog.
- This dialog is used to define the type of thing you want to find, and will
- search for the first thing of that type.
-
-
- ΓòÉΓòÉΓòÉ 3.3.3. Next Thing ΓòÉΓòÉΓòÉ
-
- Selecting the Next thing item will cause DEPM to search for the next occurrence
- of the type of thing defined in the Find Thing dialog.
-
-
- ΓòÉΓòÉΓòÉ 3.4. The Convert Menu ΓòÉΓòÉΓòÉ
-
- The Convert menu provides you with two choices which allow you to convert
- textures between DOOM and DOOM2 maps:
-
- o Walls
- o Floors
-
-
- ΓòÉΓòÉΓòÉ 3.4.1. Walls ΓòÉΓòÉΓòÉ
-
- Selecting the Walls item will cause DEPM to display the Convert Textures
- dialog. This dialog allows you to find wall textures which do not exist in the
- IWAD, and to change them for the entire map.
-
-
- ΓòÉΓòÉΓòÉ 3.4.2. Floors ΓòÉΓòÉΓòÉ
-
- Selecting the Floors item will cause DEPM to display the Convert Textures
- dialog. This dialog allows you to find floor textures which do not exist in
- the IWAD, and to change them for the entire map.
-
-
- ΓòÉΓòÉΓòÉ 3.5. The Preferences Menu ΓòÉΓòÉΓòÉ
-
- The Preferences menu allows you to change some of the ways in which DEPM
- behaves. The following items can be selected:
-
- o BSP tuning...
- o Map behavior...
- o Textures...
- o Autobuild
- o Compress
- o Backup
- o Palette
-
-
- ΓòÉΓòÉΓòÉ 3.5.1. BSP Tuning... ΓòÉΓòÉΓòÉ
-
- Selecting the BSP tuning item will cause DEPM to display the BSP Tuning dialog.
- This dialog allows you to change the behavior of the node builder.
-
-
- ΓòÉΓòÉΓòÉ 3.5.2. Map Behavior... ΓòÉΓòÉΓòÉ
-
- Selecting the Map behavior item will cause DEPM to display the Map Behavior
- dialog. This dialog allows you to change the behavior of the Map Window.
-
-
- ΓòÉΓòÉΓòÉ 3.5.3. Textures... ΓòÉΓòÉΓòÉ
-
- Selecting the Textures... item will cause DEPM to display the Textures dialog.
- This dialog allows you to change the way textures are displayed in the SideDef
- Properties and Sector Properties dialogs.
-
-
- ΓòÉΓòÉΓòÉ 3.5.4. Autobuild ΓòÉΓòÉΓòÉ
-
- Selecting the Autobuild item will toggle DEPM's automatic node builder.
-
- When this item is checked, the node builder starts up whenever the map must be
- rebuilt, and it is safe to do so.
-
- When this item is not checked, the node builder does not start up unless you
- choose to do so during Close map, Save PWAD as..., or Save PWAD.
-
-
- ΓòÉΓòÉΓòÉ 3.5.5. Compress ΓòÉΓòÉΓòÉ
-
- Selecting the Compress item will toggle DEPM's compress mode.
-
- When this item is checked, DEPM will attempt to decompress PWADs when it loads
- them in, and compress PWADs when it saves them to disk.
-
- When this item is not checked, DEPM will not attempt to compress and decompress
- PWADs.
-
- Note that decompressing a PWAD which is not compressed will not cause a
- problem; the PWAD will be examined and will be left alone if it is not
- compressed. Loading a compressed PWAD with Compress not checked, however, will
- cause problems during linedef editing and node building. If you do not know
- whether a PWAD is compressed, it is always safest to load it in with Compress
- checked.
-
-
- ΓòÉΓòÉΓòÉ 3.5.6. Backup ΓòÉΓòÉΓòÉ
-
- Selecting the Backup item will toggle whether DEPM saves a copy of a PWAD to
- <name>.BWD when it loads it.
-
- When this item is checked, DEPM will back up any PWADs loaded.
-
- When this item is not checked, DEPM will not back up PWADs when it loads them.
-
-
- ΓòÉΓòÉΓòÉ 3.5.7. Palette ΓòÉΓòÉΓòÉ
-
- Selecting the Palette item will toggle whether DEPM renders textures into
- bitmaps when it runs.
-
- When this item is checked, DEPM will start a thread to render textures into
- bitmaps. This provides you with faster texture displays in the SideDef
- Properties and Sector Properties dialogs. When the rendering process
- completes, you will be able to invoke the Texture Palette to apply textures to
- linedefs quickly and easily. While the rendering thread runs, overall
- performance will be slightly more "choppy".
-
- When this item is not checked, DEPM will not render wall textures into bitmaps.
- This means that textures will be displayed more slowly, and the Texture Palette
- will be unavailable; however, it does have the advantage of smoother overall
- performance during the first 30 minutes of runtime.
-
-
- ΓòÉΓòÉΓòÉ 3.6. The Help Menu ΓòÉΓòÉΓòÉ
-
- The Help menu provides you with a number of choices which allow you to request
- assistance or information:
-
- o Using help
- o General help
- o Editor Window
- o Map Window
- o Tutorial
- o Product information
-
-
- ΓòÉΓòÉΓòÉ 3.6.1. Using Help ΓòÉΓòÉΓòÉ
-
- Selecting the Using help item will display an explanation of how to use OS/2's
- help facility.
-
-
- ΓòÉΓòÉΓòÉ 3.6.2. General Help ΓòÉΓòÉΓòÉ
-
- Selecting the General help item will display an explanation of the File menu;
- this panel can be used as a starting point for locating the information you
- require by using DEPM's hypertext help.
-
-
- ΓòÉΓòÉΓòÉ 3.6.3. Editor Window ΓòÉΓòÉΓòÉ
-
- Selecting the Editor Window item will display an explanation of the Editor
- Window; this panel can be used as a starting point for understanding how the
- Editor Window operates, and what all the controls and tools do in the various
- edit modes.
-
-
- ΓòÉΓòÉΓòÉ 3.6.4. Map Window ΓòÉΓòÉΓòÉ
-
- Selecting the Map Window item will display an explanation of the Map Window;
- this panel can be used as a starting point for understanding how the Map Window
- operates, and which drag-and-drop operations are supported in the various edit
- modes.
-
-
- ΓòÉΓòÉΓòÉ 3.6.5. Tutorial ΓòÉΓòÉΓòÉ
-
- Selecting the Tutorial item will cause DEPM to start up the DoomEdit/PM
- Tutorial as a separate process. This is intended to allow you to go through
- the Tutorial and to perform the activities described therein.
-
-
- ΓòÉΓòÉΓòÉ 3.6.6. Product Information ΓòÉΓòÉΓòÉ
-
- Selecting the Product information item will cause DoomEdit/PM to display
- version and copyright information about itself.
-
-
- ΓòÉΓòÉΓòÉ 4. The Extras Dialog ΓòÉΓòÉΓòÉ
-
- The Extras dialog allows you to delete or rename extras in a PWAD. The
- controls provided are:
-
- o Extras list box
- o All button
- o Delete button
- o Rename button
- o Help button
- o Exit button
-
-
- ΓòÉΓòÉΓòÉ 4.1. Extras List Box ΓòÉΓòÉΓòÉ
-
- The Extras list box displays all extras in the current PWAD.
-
- You may select any number of extras to delete or rename.
-
-
- ΓòÉΓòÉΓòÉ 4.2. All Button ΓòÉΓòÉΓòÉ
-
- To select all of the extras, press the All button.
-
-
- ΓòÉΓòÉΓòÉ 4.3. Delete Button ΓòÉΓòÉΓòÉ
-
- To delete the selected extras from memory, press the Delete button.
-
-
- ΓòÉΓòÉΓòÉ 4.4. Rename Button ΓòÉΓòÉΓòÉ
-
- To change the directory entries for the selected extras, press the Rename
- button. The Rename dialog will be displayed to prompt you to enter the new
- name for each extra selected.
-
-
- ΓòÉΓòÉΓòÉ 4.4.1. Rename Dialog ΓòÉΓòÉΓòÉ
-
- The Rename dialog allows you to enter a new name for a selected extra. The
- following controls are provided:
-
- o Name entry field
- o OK button
- o Abort button
-
-
- ΓòÉΓòÉΓòÉ 4.4.1.1. Name Entry Field ΓòÉΓòÉΓòÉ
-
- Type a new name for the extra into the entry field.
-
-
- ΓòÉΓòÉΓòÉ 4.4.1.2. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button (or Enter) after typing the new name for the extra into the
- Name entry field. If the new name is already in use, you will be informed, and
- will be given the opportunity to try again.
-
-
- ΓòÉΓòÉΓòÉ 4.4.1.3. Abort Button ΓòÉΓòÉΓòÉ
-
- If you do not wish to change the name of the extra, press the Abort button.
-
-
- ΓòÉΓòÉΓòÉ 4.5. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display help for the Extras dialog.
-
-
- ΓòÉΓòÉΓòÉ 4.6. Exit Button ΓòÉΓòÉΓòÉ
-
- Press the Exit button (or Esc) to dismiss the Extras dialog.
-
-
- ΓòÉΓòÉΓòÉ 5. The Map Selection Dialog ΓòÉΓòÉΓòÉ
-
- The Map Selection dialog will be displayed each time you are expected to tell
- DEPM which map you want to perform some action on. It contains the following
- controls:
-
- o Radio Buttons
- o OK Button
- o Help Button
- o Exit Button
-
-
- ΓòÉΓòÉΓòÉ 5.1. Radio Buttons ΓòÉΓòÉΓòÉ
-
- The radio buttons are used to select a map to perform an operation on. The
- label beside each radio button tells you which episode and map will be chosen
- when you select that button.
-
- Maps which are patched by the PWAD in memory will be displayed in black; maps
- which are not patched will be displayed in dark cyan.
-
- You cannot perform the following actions on maps which are not patched by the
- current PWAD:
-
- o Alter ExMx...
- o Drop map...
-
-
- ΓòÉΓòÉΓòÉ 5.2. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to perform the desired action on the selected map.
-
-
- ΓòÉΓòÉΓòÉ 5.3. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Map Selection dialog.
-
-
- ΓòÉΓòÉΓòÉ 5.4. Exit Button ΓòÉΓòÉΓòÉ
-
- Press the Exit button to dismiss the Map Selection dialog.
-
-
- ΓòÉΓòÉΓòÉ 6. The Convert Textures Dialog ΓòÉΓòÉΓòÉ
-
- The Convert Textures dialog allows you to find textures which do not exist in
- the IWAD, and to change them for the entire map. It contains the following
- controls:
-
- o Textures Combo Box
- o OK Button
- o Abort Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 6.1. Textures Combo Box ΓòÉΓòÉΓòÉ
-
- The Textures combo box contains the valid textures in the IWAD. This control
- is used to select a replacement for the texture which was not found.
-
-
- ΓòÉΓòÉΓòÉ 6.2. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to change the current texture to the texture selected in
- the Textures Combo Box and to search for the next missing texture.
-
-
- ΓòÉΓòÉΓòÉ 6.3. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to dismiss the Convert Textures dialog.
-
-
- ΓòÉΓòÉΓòÉ 6.4. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Convert Textures
- dialog.
-
-
- ΓòÉΓòÉΓòÉ 7. BSP Tuning Preferences ΓòÉΓòÉΓòÉ
-
- The BSP Tuning dialog allows you to change the way in which the node builder
- selects partition lines by changing the weight given to avoiding sidedef splits
- and to balancing the node tree. The weights are used against each other, so
- assigning a weight of 9 to both is the same as assigning a weight of 1 to both.
- The following controls are provided:
-
- o Split Weight Slider
- o Balance Weight Slider
- o OK Button
- o Abort Button
- o Help Button
- o Reset Button
-
-
- ΓòÉΓòÉΓòÉ 7.1. Split Weight Slider ΓòÉΓòÉΓòÉ
-
- The split weight slider allows you to control the weight given to avoiding
- sidedef splits when the node builder rebuilds the map. The valid range is 0
- (no attempt to avoid splits) to 9 (avoid splits as much as possible).
-
- Assigning a high weight to avoiding splits will cut down on the number of
- sidedefs the game engine must display, and may prevent the HOM (Hall of
- Mirrors) effect in areas with a large number of two-sided sidedefs.
-
-
- ΓòÉΓòÉΓòÉ 7.2. Balance Weight Slider ΓòÉΓòÉΓòÉ
-
- The balance weight slider allows you to control the weight given to balancing
- the tree created when the node builder rebuilds the map. The valid range is 0
- (no attempt to balance) to 9 (balance as much as possible).
-
- Assigning a high weight to balance may improve the performance of the game
- engine; be aware, however, that more balance may cause more splitting.
-
-
- ΓòÉΓòÉΓòÉ 7.3. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the Split Weight and
- Balance Weight sliders, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 7.4. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the Split Weight
- and Balance Weight sliders, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 7.5. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the BSP Tuning dialog.
-
-
- ΓòÉΓòÉΓòÉ 7.6. Reset Button ΓòÉΓòÉΓòÉ
-
- Press the Reset button to reset the Split Weight and Balance Weight sliders to
- their defaults.
-
-
- ΓòÉΓòÉΓòÉ 8. Map Behavior Preferences ΓòÉΓòÉΓòÉ
-
- The Map Behavior dialog allows you to change the way in which the Map Window
- behaves. The following controls are provided:
-
- o Zoom Above Threshold
- o Zoom Threshold
- o Zoom Below Threshold
- o Page Scroll
- o Line Scroll
- o Zoom On Find
- o Autosave
- o Sector X Size
- o Sector Y Size
- o OK Button
- o Abort Button
- o Help Button
- o Reset Button
-
-
- ΓòÉΓòÉΓòÉ 8.1. Zoom Above Threshold ΓòÉΓòÉΓòÉ
-
- The Zoom Above Threshold slider is used to set the amount by which the scale of
- the Map Window changes when a Zoom is performed and the current scale is above
- the Zoom Threshold. This slider ranges from 1% to 25%.
-
-
- ΓòÉΓòÉΓòÉ 8.2. Zoom Threshold ΓòÉΓòÉΓòÉ
-
- The Zoom Threshold slider is used to set the scale at which the Zoom amount
- changes. This allows you to customize the zoom behavior to your liking. This
- slider ranges from 1% to 100%.
-
-
- ΓòÉΓòÉΓòÉ 8.3. Zoom Below Threshold ΓòÉΓòÉΓòÉ
-
- The Zoom Below Threshold slider is used to set the amount by which the scale of
- the Map Window changes when a Zoom is performed and the current scale is below
- the Zoom Threshold. This slider ranges from 1% to 25%.
-
-
- ΓòÉΓòÉΓòÉ 8.4. Page Scroll ΓòÉΓòÉΓòÉ
-
- The Page Scroll slider is used to set the percentage of the current view moved
- off the screen when a page scroll is performed on the Map Window. This slider
- ranges from 1% to 100%.
-
-
- ΓòÉΓòÉΓòÉ 8.5. Line Scroll ΓòÉΓòÉΓòÉ
-
- The Line Scroll slider is used to set the percentage of the current view moved
- off the screen when a line scroll is performed on the Map Window. This slider
- ranges from 1% to 100%.
-
-
- ΓòÉΓòÉΓòÉ 8.6. Zoom On Find ΓòÉΓòÉΓòÉ
-
- The Zoom On Find slider is used to set the scale to use for the Map Window when
- an object is "found". This is used by the Check map item. Zoom on Find can be
- disabled; if it is not disabled, it ranges from 1% to 200%.
-
-
- ΓòÉΓòÉΓòÉ 8.7. Autosave ΓòÉΓòÉΓòÉ
-
- The Autosave slider is used to set the amount of time which passes before the
- Map Window saves the current map to disk in case of disaster. The map will be
- saved as "AUTOSAVE.WAD" in DEPM's working directory. Autosave can be disabled;
- if it is not disabled, it ranges from 1 minute to 30 minutes between saves.
-
-
- ΓòÉΓòÉΓòÉ 8.8. Sector X Size ΓòÉΓòÉΓòÉ
-
- The Sector X Size field is used to set the X size of new sectors dropped onto
- the map from the Sector Template. The valid range for this field is 8 to 1024.
-
-
- ΓòÉΓòÉΓòÉ 8.9. Sector Y Size ΓòÉΓòÉΓòÉ
-
- The Sector Y Size field is used to set the Y size of new sectors dropped onto
- the map from the Sector Template. The valid range for this field is 8 to 1024.
-
-
- ΓòÉΓòÉΓòÉ 8.10. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the Map Behavior
- preferences, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 8.11. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the Map Behavior
- preferences, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 8.12. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Map Behavior dialog.
-
-
- ΓòÉΓòÉΓòÉ 8.13. Reset Button ΓòÉΓòÉΓòÉ
-
- Press the Reset button to reset the Map Behavior preferences to the default
- settings.
-
-
- ΓòÉΓòÉΓòÉ 9. Textures Preferences ΓòÉΓòÉΓòÉ
-
- The Textures dialog allows you to change the way DEPM deals with textures. The
- following controls are provided:
-
- o Red Compensation
- o Green Compensation
- o Blue Compensation
- o Render Textures on Selection
- o OK Button
- o Abort Button
- o Help Button
- o Reset Button
-
-
- ΓòÉΓòÉΓòÉ 9.1. Red Compensation ΓòÉΓòÉΓòÉ
-
- When DEPM renders a texture, it attempts to translate the IWAD palette to the
- OS/2 system palette. DEPM allows you to adjust the way the palette is
- translated, so that you can experiment to determine the best translation for
- your system.
-
- The Red Compensation slider is used to set the amount of red added to the
- translated palette. This slider ranges from 0 to 99.
-
-
- ΓòÉΓòÉΓòÉ 9.2. Green Compensation ΓòÉΓòÉΓòÉ
-
- When DEPM renders a texture, it attempts to translate the IWAD palette to the
- OS/2 system palette. DEPM allows you to adjust the way the palette is
- translated, so that you can experiment to determine the best translation for
- your system.
-
- The Green Compensation slider is used to set the amount of green added to the
- translated palette. This slider ranges from 0 to 99.
-
-
- ΓòÉΓòÉΓòÉ 9.3. Blue Compensation ΓòÉΓòÉΓòÉ
-
- When DEPM renders a texture, it attempts to translate the IWAD palette to the
- OS/2 system palette. DEPM allows you to adjust the way the palette is
- translated, so that you can experiment to determine the best translation for
- your system.
-
- The Blue Compensation slider is used to set the amount of blue added to the
- translated palette. This slider ranges from 0 to 99.
-
-
- ΓòÉΓòÉΓòÉ 9.4. Render Textures on Selection ΓòÉΓòÉΓòÉ
-
- DEPM will render a texture in the Sector Properties dialog whenever that
- texture is selected. Performance is not impacted dramatically due to the small
- size of the textures (64 x 64).
-
- When a texture is selected in the SideDef Properties dialog, DEPM will not
- render the texture unless the selection is double-clicked. This is because the
- large size of the wall textures causes the rendering process to take a few
- seconds.
-
- If Render Textures on Selection is checked, DEPM will render textures as they
- are selected in the SideDef Properties and Sector Properties dialogs. Unless
- you are running a pentium with PCI or Local Bus video, I recommend you leave
- this option unchecked.
-
- When this checkbox is left unchecked, you can still cause textures to be
- rendered by double-clicking on them.
-
-
- ΓòÉΓòÉΓòÉ 9.5. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the Textures
- preferences, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 9.6. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the Textures
- preferences, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 9.7. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Textures dialog.
-
-
- ΓòÉΓòÉΓòÉ 9.8. Reset Button ΓòÉΓòÉΓòÉ
-
- Press the Reset button to reset the Textures preferences to the default
- settings.
-
-
- ΓòÉΓòÉΓòÉ 10. Thing Properties ΓòÉΓòÉΓòÉ
-
- The Thing Properties dialog allows you to change a thing's type, angle, and
- flags. The following controls are provided:
-
- o Category List Box
- o Type List Box
- o Angle Radio Buttons
- o Easy Checkbox
- o Medium Checkbox
- o Hard Checkbox
- o Deaf / Ambush Checkbox
- o Multi-Player Checkbox
- o OK Button
- o Abort Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 10.1. Category List Box ΓòÉΓòÉΓòÉ
-
- The Category list box allows you to change the category into which the thing
- falls. Things have been placed into categories to avoid having a list of all
- possible things in the game. Note that I categorize a barrel as being a
- weapon.
-
- When you select a category, the Type List Box is loaded with thing types which
- fall into that category.
-
-
- ΓòÉΓòÉΓòÉ 10.2. Type List Box ΓòÉΓòÉΓòÉ
-
- The Type list box allows you to select the thing's type. This list box will
- display only those thing types which fall into the category selected in the
- Category List Box.
-
- Types which begin with an asterisk ('*') are available in DOOM2 only.
-
-
- ΓòÉΓòÉΓòÉ 10.3. Angle Radio Buttons ΓòÉΓòÉΓòÉ
-
- The circle of radio buttons in the Angle group are used to change the direction
- in which the thing is facing when the map begins.
-
- Select one of these radio buttons to change the thing's angle.
-
-
- ΓòÉΓòÉΓòÉ 10.4. Easy Checkbox ΓòÉΓòÉΓòÉ
-
- When the Easy checkbox is checked, the thing will appear in Easy mode (skills 0
- and 1).
-
-
- ΓòÉΓòÉΓòÉ 10.5. Medium Checkbox ΓòÉΓòÉΓòÉ
-
- When the Medium checkbox is checked, the thing will appear in Medium mode
- (skills 1 and 2).
-
-
- ΓòÉΓòÉΓòÉ 10.6. Hard Checkbox ΓòÉΓòÉΓòÉ
-
- When the Hard checkbox is checked, the thing will appear in Hard mode (skills 3
- and 4).
-
-
- ΓòÉΓòÉΓòÉ 10.7. Deaf / Ambush Checkbox ΓòÉΓòÉΓòÉ
-
- When the Deaf / Ambush checkbox is checked, the thing (monster only) will not
- react until it sees the player.
-
-
- ΓòÉΓòÉΓòÉ 10.8. Multi-Player Checkbox ΓòÉΓòÉΓòÉ
-
- When the Multi-Player checkbox is checked, the thing will appear ONLY in
- multi-player games (co-op or deathmatch).
-
-
- ΓòÉΓòÉΓòÉ 10.9. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the thing's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 10.10. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the thing's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 10.11. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Thing Properties
- dialog.
-
-
- ΓòÉΓòÉΓòÉ 11. LineDef Properties ΓòÉΓòÉΓòÉ
-
- The LineDef Properties dialog allows you to change a linedef's type, flags,
- sector tag, and sidedefs. The following controls are provided:
-
- o Impassable Checkbox
- o Monsters Cannot Pass Checkbox
- o Two Sided Checkbox
- o Upper Texture Unpegged Checkbox
- o Lower Texture Unpegged Checkbox
- o Secret Checkbox
- o Sound Dampening Checkbox
- o Invisible on Map Checkbox
- o Mapped at Start Checkbox
- o Category List Box
- o Type List Box
- o Right Side Button
- o Left Side Button
- o Sector Tag
- o OK Button
- o Abort Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 11.1. Impassable Checkbox ΓòÉΓòÉΓòÉ
-
- When the Impassable checkbox is checked, the player will not be able to cross
- the linedef.
-
-
- ΓòÉΓòÉΓòÉ 11.2. Monsters Cannot Pass Checkbox ΓòÉΓòÉΓòÉ
-
- When the Monsters cannot pass checkbox is checked, monsters will not be able to
- cross the linedef.
-
-
- ΓòÉΓòÉΓòÉ 11.3. Two Sided Checkbox ΓòÉΓòÉΓòÉ
-
- When the Two sided checkbox is checked, shots and sound will travel across this
- linedef. This implies that the linedef has two sidedefs; if it doesn't, you
- will get the HOM effect and the game engine may slow to a crawl. Similarly, it
- is dangerous to create linedefs where there are two sidedefs, but this checkbox
- is not checked.
-
-
- ΓòÉΓòÉΓòÉ 11.4. Upper Texture Unpegged Checkbox ΓòÉΓòÉΓòÉ
-
- When the Upper texture unpegged checkbox is checked, the upper texture is
- "unpegged": when the ceiling of the sector adjacent to this linedef moves up,
- the upper texture will not move with it (used very rarely).
-
-
- ΓòÉΓòÉΓòÉ 11.5. Lower Texture Unpegged Checkbox ΓòÉΓòÉΓòÉ
-
- When the Lower texture unpegged checkbox is checked, the lower texture is
- "unpegged": when the ceiling of the sector adjacent to this linedef moves up,
- the lower and normal textures will not move with it (used mainly for door
- tracks).
-
-
- ΓòÉΓòÉΓòÉ 11.6. Secret Checkbox ΓòÉΓòÉΓòÉ
-
- When the Secret checkbox is checked, the linedef appears on the player's
- automap as a normal wall.
-
-
- ΓòÉΓòÉΓòÉ 11.7. Sound Dampening Checkbox ΓòÉΓòÉΓòÉ
-
- When the Sound dampening checkbox is checked, the linedef partially blocks
- sound. It takes two such linedefs to silence noise such that monsters will not
- react to it; this property is used only for two sided linedefs -- one sided
- linedefs are inherently soundproof.
-
-
- ΓòÉΓòÉΓòÉ 11.8. Invisible on Map Checkbox ΓòÉΓòÉΓòÉ
-
- When the Invisible on map checkbox is checked, the linedef will not appear on
- the player's automap.
-
-
- ΓòÉΓòÉΓòÉ 11.9. Mapped at Start Checkbox ΓòÉΓòÉΓòÉ
-
- When the Mapped at start checkbox is checked, the linedef will appear on the
- player's automap as soon as the map begins.
-
-
- ΓòÉΓòÉΓòÉ 11.10. Category List Box ΓòÉΓòÉΓòÉ
-
- The Category list box allows you to change the category into which the linedef
- falls. Linedefs have been placed into categories to avoid having a list of all
- possible types in the game.
-
- When you select a category, the Type List Box is loaded with linedef types
- which fall into that category.
-
-
- ΓòÉΓòÉΓòÉ 11.11. Type List Box ΓòÉΓòÉΓòÉ
-
- The Type list box allows you to select the linedef's type. This list box will
- display only those linedef types which fall into the category selected in the
- Category List Box.
-
- DEPM uses the following convention:
-
- TAR Description
-
- T indicates whether or not a sector tag is required; this will be "T" if a
- sector other than the one on the left side of the line is affected, or " "
- if the sector on the left side of the line will be affected.
- A indicates the activation type; this will be "W" if the linedef is
- activated when the player walks over it, "S" (switch) if the linedef is
- activated when the player pushes on it, or "G" (gun) if the linedef is
- activated when the player shoots it.
- R indicates whether the event can take place more than once; this will be
- "R" if the event is repeatable, or "1" if the event may take place once
- only (the single exception is "animated wall" which takes place all the
- time).
-
- Types which begin with an asterisk ('*') are available in DOOM2 only (I could
- be wrong).
-
-
- ΓòÉΓòÉΓòÉ 11.12. Right Side Button ΓòÉΓòÉΓòÉ
-
- The Right Side button label changes depending on whether or not a sidedef
- exists for the right side of this linedef: it will be "Edit" if one exists,
- "Add" if one does not exist.
-
- To add or edit the sidedef on the right side of this linedef, press the Right
- Side button: the SideDef Properties dialog will be displayed.
-
-
- ΓòÉΓòÉΓòÉ 11.13. Left Side Button ΓòÉΓòÉΓòÉ
-
- The Left Side button label changes depending on whether or not a sidedef exists
- for the left side of this linedef: it will be "Edit" if one exists, "Add" if
- one does not exist.
-
- To add or edit the sidedef on the left side of this linedef, press the Left
- Side button: the SideDef Properties dialog will be displayed.
-
-
- ΓòÉΓòÉΓòÉ 11.14. Sector Tag ΓòÉΓòÉΓòÉ
-
- The Sector Tag field allows you to enter the arbitrary sector tag to use for
- this linedef to identify the sector(s) it affects.
-
- This field accepts values from 0 (no tag) through 999.
-
-
- ΓòÉΓòÉΓòÉ 11.15. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the linedef's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 11.16. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the linedef's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 11.17. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the LineDef Properties
- dialog.
-
-
- ΓòÉΓòÉΓòÉ 12. SideDef Properties ΓòÉΓòÉΓòÉ
-
- The SideDef Properties dialog allows you to change a sidedef's texture offsets,
- sector assignment, and textures. The following controls are provided:
-
- o X Offset
- o Y Offset
- o Sector
- o Upper Texture Combo Box
- o Normal Texture Combo Box
- o Lower Texture Combo Box
- o OK Button
- o Abort Button
- o Delete Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 12.1. X Offset ΓòÉΓòÉΓòÉ
-
- The X Offset field allows you to enter an offset for the game engine to use
- when applying a texture to this sidedef.
-
- A positive offset "shifts" the texture to the LEFT; a negative offset "shifts"
- the texture to the RIGHT.
-
- This field accepts values from -128 through 128.
-
-
- ΓòÉΓòÉΓòÉ 12.2. Y Offset ΓòÉΓòÉΓòÉ
-
- The Y Offset field allows you to enter an offset for the game engine to use
- when applying a texture to this sidedef.
-
- A positive offset "shifts" the texture UP; a negative offset "shifts" the
- texture DOWN.
-
- This field accepts values from -128 through 128.
-
-
- ΓòÉΓòÉΓòÉ 12.3. Sector ΓòÉΓòÉΓòÉ
-
- The Sector field allows you to manually correct which sector this sidedef is a
- part of. If a group of sidedefs are assigned to the wrong sector, it is
- prudent to correct them as soon as possible to avoid future problems.
-
- This field accepts valid sector numbers only.
-
-
- ΓòÉΓòÉΓòÉ 12.4. Upper Texture Combo Box ΓòÉΓòÉΓòÉ
-
- The Upper Texture combo box allows you to change the texture applied to the
- area of this sidedef above the ceiling of the sector on the other side of the
- linedef.
-
- To view the texture you have selected, double-click on the selection. Textures
- will be displayed when you select them if the Render Textures On Selection
- checkbox has been checked in the Texture Preferences dialog.
-
-
- ΓòÉΓòÉΓòÉ 12.5. Normal Texture Combo Box ΓòÉΓòÉΓòÉ
-
- The Normal Texture combo box allows you to change the texture applied to the
- area of this sidedef between the floor and ceiling of the sector which it is a
- part of.
-
- To view the texture you have selected, double-click on the selection. Textures
- will be displayed when you select them if the Render Textures On Selection
- checkbox has been checked in the Texture Preferences dialog.
-
-
- ΓòÉΓòÉΓòÉ 12.6. Lower Texture Combo Box ΓòÉΓòÉΓòÉ
-
- The Lower Texture combo box allows you to change the texture applied to the
- area of this sidedef below the floor of the sector on the other side of the
- linedef.
-
- To view the texture you have selected, double-click on the selection. Textures
- will be displayed when you select them if the Render Textures On Selection
- checkbox has been checked in the Texture Preferences dialog.
-
-
- ΓòÉΓòÉΓòÉ 12.7. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the sidedef's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 12.8. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the sidedef's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 12.9. Delete Button ΓòÉΓòÉΓòÉ
-
- Press the Delete button to delete this sidedef, and to dismiss the dialog.
-
- Note that this button should be used only to correct an error; you should never
- have to use this button.
-
-
- ΓòÉΓòÉΓòÉ 12.10. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the SideDef Properties
- dialog.
-
-
- ΓòÉΓòÉΓòÉ 13. LineDef Flipping Menu ΓòÉΓòÉΓòÉ
-
- The LineDef Flipping menu allows you to change the direction of a linedef, or
- to swap its sidedefs. The following controls are provided:
-
- o Flip Button
- o Swap Button
- o Abort Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 13.1. Flip Button ΓòÉΓòÉΓòÉ
-
- Press the Flip button to reverse the linedef's from and to vertexes, to swap
- its sidedefs, and to dismiss the menu.
-
-
- ΓòÉΓòÉΓòÉ 13.2. Swap Button ΓòÉΓòÉΓòÉ
-
- Press the Swap button to swap the linedef's sidedefs, and to dismiss the menu.
-
-
- ΓòÉΓòÉΓòÉ 13.3. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to dismiss the menu without doing anything.
-
-
- ΓòÉΓòÉΓòÉ 13.4. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the LineDef Flipping
- menu.
-
-
- ΓòÉΓòÉΓòÉ 14. Sector Properties ΓòÉΓòÉΓòÉ
-
- The Sector Properties dialog allows you to change a sector's floor and ceiling
- heights, floor and ceiling textures, light level and effects. The following
- controls are provided:
-
- o Ceiling Height
- o Ceiling Texture Combo Box
- o Floor Height
- o Floor Texture Combo Box
- o Effects List Box
- o Light Level
- o Sector Tag
- o OK Button
- o Abort Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 14.1. Ceiling Height ΓòÉΓòÉΓòÉ
-
- The Ceiling Height field allows you to change the ceiling height for this
- sector.
-
- This field will accept values from -16384 to 16383.
-
-
- ΓòÉΓòÉΓòÉ 14.2. Ceiling Texture Combo Box ΓòÉΓòÉΓòÉ
-
- The Ceiling Texture combo box allows you to change the texture applied to the
- ceiling of this sector.
-
- To view the texture you have selected, double-click on the selection. Textures
- will be displayed when you select them if the Render Textures On Selection
- checkbox has been checked in the Texture Preferences dialog.
-
-
- ΓòÉΓòÉΓòÉ 14.3. Floor Height ΓòÉΓòÉΓòÉ
-
- The Floor Height field allows you to change the floor height for this sector.
-
- This field will accept values from -16384 to 16383.
-
-
- ΓòÉΓòÉΓòÉ 14.4. Floor Texture Combo Box ΓòÉΓòÉΓòÉ
-
- The Floor Texture combo box allows you to change the texture applied to the
- floor of this sector.
-
- To view the texture you have selected, double-click on the selection. Textures
- will be displayed when you select them if the Render Textures On Selection
- checkbox has been checked in the Texture Preferences dialog.
-
-
- ΓòÉΓòÉΓòÉ 14.5. Effects List Box ΓòÉΓòÉΓòÉ
-
- The Effects list box allows you to change the special effect which takes place
- in this sector. Light effects generally alternate between the light level of
- the sector and the light level of a neighbouring sector.
-
- Effects which begin with an asterisk ('*') are available in DOOM2 only (I could
- be wrong).
-
-
- ΓòÉΓòÉΓòÉ 14.6. Light Level ΓòÉΓòÉΓòÉ
-
- The Light Level field allows you to change the brightness of the sector; this
- can range from 0 to 255.
-
-
- ΓòÉΓòÉΓòÉ 14.7. Sector Tag ΓòÉΓòÉΓòÉ
-
- The Sector Tag field allows you to enter the arbitrary sector tag to use for
- this sector(s) to identify the linedefs which affect it.
-
- This field accepts values from 0 (no tag) through 999.
-
-
- ΓòÉΓòÉΓòÉ 14.8. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to accept any changes you have made to the sector's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 14.9. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to abandon any changes you have made to the sector's
- properties, and to dismiss the dialog.
-
-
- ΓòÉΓòÉΓòÉ 14.10. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Sector Properties
- dialog.
-
-
- ΓòÉΓòÉΓòÉ 15. The Editor Window ΓòÉΓòÉΓòÉ
-
- The Editor Window appears whenever you are editing a map.
-
- This window is used to control the Map Window, and provides a number of tools
- and indicators. These controls, tools, and indicators include:
-
- o Map Identifier
- o Things Radio Button
- o LineDefs Radio Button
- o Sectors Radio Button
- o Zoom Spin Button
- o Grid Spin Button
- o Thing Template
- o Vertex Template
- o Sector Template
- o Rendering Icon
- o Node Builder Icon
- o Shredder Icon
- o Mouse X, Y
-
-
- ΓòÉΓòÉΓòÉ 15.1. Map Identifier ΓòÉΓòÉΓòÉ
-
- The map identifier appears in the upper left corner of the Editor Window, and
- displays the current episode and map shown in the Map Window.
-
- For DOOM, this label will read ExMy where x is the episode and y is the map.
-
- For DOOM2, this label will read MAPxx where xx is the map (in DOOM2, there is
- one episode only).
-
-
- ΓòÉΓòÉΓòÉ 15.2. Things Radio Button ΓòÉΓòÉΓòÉ
-
- Pressing the Things radio button puts DEPM into things mode; in this mode, the
- Map Window will display the things on the map.
-
- When a thing is identified, the thing's type will be displayed at the bottom of
- the Edit Window, along with its set flags.
-
- In things mode the Thing Template becomes active.
-
-
- ΓòÉΓòÉΓòÉ 15.3. LineDefs Radio Button ΓòÉΓòÉΓòÉ
-
- Pressing the LineDefs radio button puts DEPM into linedefs mode; in this mode,
- the Map Window will display the linedefs and vertexes on the map.
-
- When a linedef is identified, the following information is displayed:
-
- LineDef x (y)
- RU, RN, RL, LU, LN, and LL textures.
-
- X is the linedef's sequential number and y is the length (in map units) of the
- linedef. RN, RL, RU, LN, LL and LU indicate whether or not a texture is
- defined for Right Normal, Right Lower, Right Upper, Left Normal, Left Lower,
- and Left Upper sidedef slots; if the indicator appears, then that texture is
- defined.
-
- When a vertex is identified, the following information is displayed:
-
- Vertex x
-
- where x is the vertex's sequential number.
-
- In linedefs mode the Vertex Template becomes active.
-
-
- ΓòÉΓòÉΓòÉ 15.4. Sectors Radio Button ΓòÉΓòÉΓòÉ
-
- Pressing the Sectors radio button puts DEPM into sectors mode; in this mode,
- the Map Window will display the sectors on the map.
-
- When a sector is identified, the following information is displayed:
-
- Sector x
- C: Ceiling Texture (height).
- F: Floor Texture (height)
-
- where x is the sector's sequential number.
-
- In sectors mode the Sector Template becomes active, unless the node builder is
- running.
-
-
- ΓòÉΓòÉΓòÉ 15.5. Zoom Spin Button ΓòÉΓòÉΓòÉ
-
- The zoom spin button is used to change the scale of the map displayed in the
- Map Window.
-
- Press the up arrow to increase the magnification. Press the down arrow to
- decrease the magnification.
-
- Alternately, the 1 through 0 keys will set the zoom amount to a preset scale
- (10, 20, 30, 40, 50, 60, 70, 80, 90, 100).
-
-
- ΓòÉΓòÉΓòÉ 15.6. Grid Spin Button ΓòÉΓòÉΓòÉ
-
- The grid spin button is used to change the display and snap of the grid
- displayed in the Map Window.
-
- Press the up arrow to increase the spacing between grid lines (sparser grid).
- Press the down arrow to decrease the spacing between the grid lines (denser
- grid).
-
- The available grid densities are none, 8, 16, 32, 64, 128, 256, 512 and 1024.
-
-
- ΓòÉΓòÉΓòÉ 15.7. Thing Template ΓòÉΓòÉΓòÉ
-
- The Thing template is used to create new things on the map in things mode: To
- create a new thing from the Thing template, place the mouse pointer on the
- template and hold down the right mouse button to drag the new thing to the
- desired location on the map:
-
-
- ΓòÉΓòÉΓòÉ 15.8. Vertex Template ΓòÉΓòÉΓòÉ
-
- The Vertex template is used to add new vertexes to linedefs on the map in
- linedefs mode: To create a new vertex from the Vertex template, place the mouse
- pointer on the template and hold down the right mouse button to drag the new
- vertex to the desired linedef location on the map:
-
-
- ΓòÉΓòÉΓòÉ 15.9. Sector Template ΓòÉΓòÉΓòÉ
-
- The Sector template is used to add new sectors to the map in sectors mode: To
- create a new sector from the Sector template, place the mouse pointer on the
- template and hold down the right mouse button to drag the new sector to the
- desired location on the map:
-
-
- ΓòÉΓòÉΓòÉ 15.10. Rendering Icon ΓòÉΓòÉΓòÉ
-
- When you start DEPM (or change the Textures Preferences), it will begin to
- render the textures into bitmaps for quicker display. While this is happening,
- the Rendering Icon will be displayed: While DEPM is rendering textures, you can
- continue to use the editor as usual. Selected textures will be rendered more
- slowly if they have not been converted to bitmaps yet. Once the texture has
- been converted, it will be rendered almost instantly.
-
- The speed of this process depends heavily on your CPU; on a 486/DX50 it takes
- about 15 minutes for DOOM, and about 20 minutes for DOOM2. It also depends on
- how much work you are doing while it is running; for example, running the node
- builder will slow it down considerably.
-
- It is a good idea to leave DEPM running if you intend to use it (minimize it
- instead of closing it when testing your maps). This will avoid making DEPM
- render all the textures again.
-
-
- ΓòÉΓòÉΓòÉ 15.11. Node Builder Icon ΓòÉΓòÉΓòÉ
-
- When the node builder is running, the Node Builder Icon will be displayed:
- While the node builder is active, you cannot enter linedefs mode; nor can you
- add or delete sectors.
-
-
- ΓòÉΓòÉΓòÉ 15.12. Shredder Icon ΓòÉΓòÉΓòÉ
-
- The Shredder icon is used to delete things, vertexes, linedefs, and sectors. It
- operates just like the OS/2 workplace shell shredder. To delete an object from
- the map, place the mouse pointer on the object and hold down the right mouse
- button to drag the object to the shredder icon.
-
-
- ΓòÉΓòÉΓòÉ 15.13. Mouse X, Y ΓòÉΓòÉΓòÉ
-
- The Editor Window reports the position of the mouse on the Map Window by
- placing the map coordinates of the mouse into the "X : " and "Y : " fields.
-
-
- ΓòÉΓòÉΓòÉ 16. The Map Window ΓòÉΓòÉΓòÉ
-
- The Map Window appears whenever you are editing a map.
-
- This window is used to display and edit the map using direct manipulation. Two
- scroll bars are provided:
-
- o Vertical Scrollbar
- o Horizontal Scrollbar
-
- Drag and Drop allows you to perform different operations depending on the edit
- mode:
-
- o Things Mode
- o LineDefs Mode
- o Sectors Mode
-
-
- ΓòÉΓòÉΓòÉ 16.1. Vertical Scrollbar ΓòÉΓòÉΓòÉ
-
- The Vertical scrollbar allows you to reposition the map vertically in the Map
- Window by using line scrolls, page scrolls, and by dragging the thumb tab.
-
-
- ΓòÉΓòÉΓòÉ 16.2. Horizontal Scrollbar ΓòÉΓòÉΓòÉ
-
- The Horizontal scrollbar allows you to reposition the map horizontally in the
- Map Window by using line scrolls, page scrolls, and by dragging the thumb tab.
-
-
- ΓòÉΓòÉΓòÉ 16.3. Things Mode ΓòÉΓòÉΓòÉ
-
- The following direct operations are supported in things mode:
-
- o Adding a Thing
- o Moving a Thing
- o Deleting a Thing
- o Cloning a Thing
- o Editing a Thing
-
-
- ΓòÉΓòÉΓòÉ 16.3.1. Adding a Thing ΓòÉΓòÉΓòÉ
-
- To add a new thing to a map, position the mouse pointer on the Thing Template
- and hold down the right mouse button to drag the new thing to the desired map
- location.
-
- The new thing created will be a duplicate of the last thing saved.
-
-
- ΓòÉΓòÉΓòÉ 16.3.2. Moving a Thing ΓòÉΓòÉΓòÉ
-
- To move a thing on a map, position the mouse pointer on the thing you wish to
- move, and hold down the right mouse button to drag the thing to the desired map
- location.
-
-
- ΓòÉΓòÉΓòÉ 16.3.3. Deleting a Thing ΓòÉΓòÉΓòÉ
-
- To delete a thing from a map, position the mouse pointer on the thing you wish
- to delete, and hold down the right mouse button to drag the thing to the
- Shredder Icon.
-
-
- ΓòÉΓòÉΓòÉ 16.3.4. Cloning a Thing ΓòÉΓòÉΓòÉ
-
- To clone a thing on a map, position the mouse pointer on the thing you wish to
- clone, and hold down the Ctrl key and the right mouse button to drag the
- thing's clone to the desired map location.
-
-
- ΓòÉΓòÉΓòÉ 16.3.5. Editing a Thing ΓòÉΓòÉΓòÉ
-
- To edit a thing on a map, position the mouse pointer on the thing you wish to
- edit, and click the left mouse button. The Thing Properties dialog will be
- displayed. Use the OK Button to save the changed thing.
-
-
- ΓòÉΓòÉΓòÉ 16.4. LineDefs Mode ΓòÉΓòÉΓòÉ
-
- The following direct operations are supported in linedefs mode:
-
- o Adding a Vertex
- o Moving a Vertex
- o Deleting a Vertex
- o Cloning a Vertex
- o Merging Vertexes
- o Drawing a LineDef
- o Deleting a LineDef
- o Editing a LineDef
- o Cloning a LineDef
- o Flipping a LineDef
- o Swapping SideDefs
- o Texture Palette
-
-
- ΓòÉΓòÉΓòÉ 16.4.1. Adding a Vertex ΓòÉΓòÉΓòÉ
-
- To add a new vertex to a linedef on a map, position the mouse pointer on the
- Vertex Template and hold down the right mouse button to drag the new vertex to
- the desired map location on the linedef you wish to split.
-
- The linedef will be split by the new vertex; the two new linedefs will be
- duplicates of the one which was split.
-
-
- ΓòÉΓòÉΓòÉ 16.4.2. Moving a Vertex ΓòÉΓòÉΓòÉ
-
- To move a vertex on a map, position the mouse pointer on the vertex you wish to
- move, and hold down the right mouse button to drag the vertex to the desired
- map location.
-
- Be careful not to drop the vertex on a linedef because the linedef will be
- split (be extra cautious when using the grid).
-
-
- ΓòÉΓòÉΓòÉ 16.4.3. Deleting a Vertex ΓòÉΓòÉΓòÉ
-
- To delete a vertex from a map, position the mouse pointer on the vertex you
- wish to delete, and hold down the right mouse button to drag the vertex to the
- Shredder Icon.
-
- This will also delete any linedefs which use the vertex as an endpoint, so be
- careful.
-
-
- ΓòÉΓòÉΓòÉ 16.4.4. Cloning a Vertex ΓòÉΓòÉΓòÉ
-
- To clone a vertex to a linedef on a map, position the mouse pointer on the
- vertex you wish to clone, and hold down the Ctrl key and the right mouse button
- to drag the cloned vertex to the desired map location on the linedef you wish
- to split.
-
- Note that this is the same as adding a vertex from the Vertex Template.
-
- The linedef will be split by the new vertex; the two new linedefs will be
- duplicates of the one split.
-
-
- ΓòÉΓòÉΓòÉ 16.4.5. Merging Vertexes ΓòÉΓòÉΓòÉ
-
- To merge two vertexes on a map, position the mouse pointer on the vertex you
- wish to remove, and hold down the right mouse button to drag the new vertex to
- the desired vertex you wish to merge it into.
-
- Any linedefs connected to the removed vertex will become connected to the
- vertex it was merged into, so be careful. Any linedefs which existed between
- the two vertexes will be deleted.
-
- This is a good way to remove linedefs: just merge the vertexes at either end
- of it. This allows you to keep sectors intact.
-
-
- ΓòÉΓòÉΓòÉ 16.4.6. Drawing a LineDef ΓòÉΓòÉΓòÉ
-
- To draw a new linedef on a map, position the mouse pointer on the vertex you
- wish to be the from vertex, and click the left mouse button. The mouse pointer
- will become a drawing tool: Next, position the mouse pointer on the vertex you
- wish to be the to vertex, and click the left mouse button. The linedef will be
- drawn.
-
- If the linedef bisects a sector, the sector will be split; DEPM will start with
- the left sidedef of the new linedef, and will travel clockwise along the
- outside wall to reassign the sidedefs to the new sector. The sector created on
- the left will be a copy of the sector on the right. Sectors and obstacles
- within the new left sector will NOT be reassigned, and must be assigned
- manually.
-
-
- ΓòÉΓòÉΓòÉ 16.4.7. Deleting a LineDef ΓòÉΓòÉΓòÉ
-
- To delete a linedef from a map, position the mouse pointer on the linedef you
- wish to delete, and hold down the right mouse button to drag the vertex to the
- Shredder Icon.
-
- If the last linedef separating two sectors is deleted, the sectors will be
- merged; DEPM will start with the left sidedef of the deleted linedef, and will
- travel clockwise along the outside wall to reassign the sidedefs to the sector
- on the right. The left sector will then be deleted. Sectors and obstacles
- within the left sector will NOT be reassigned, and must be assigned manually.
-
-
- ΓòÉΓòÉΓòÉ 16.4.8. Editing a LineDef ΓòÉΓòÉΓòÉ
-
- To edit a linedef on a map, position the mouse pointer on the linedef you wish
- to edit, and click the left mouse button. The LineDef Properties dialog will
- be displayed. Use the OK Button to save the changed linedef.
-
- The LineDef Properties dialog allows you to edit the sidedefs as well.
-
-
- ΓòÉΓòÉΓòÉ 16.4.9. Cloning a LineDef ΓòÉΓòÉΓòÉ
-
- To clone a linedef on a map, position the mouse pointer on the linedef you wish
- to clone, hold down the Ctrl key and click the left mouse button. The mouse
- pointer will become an applicator: Next, position the mouse pointer on the
- linedef you wish to apply the original linedef's properties to, and click the
- left mouse button. The properties of the original linedef (and its sidedefs)
- will be copied to the target. You can then apply the properties to another
- linedef by continuing to use the left mouse button, or you can press the Esc
- key to discard the applicator (stop cloning).
-
-
- ΓòÉΓòÉΓòÉ 16.4.10. Flipping a LineDef ΓòÉΓòÉΓòÉ
-
- To flip a linedef's from and to vertexes, position the mouse pointer on the
- linedef you wish to flip, and click the right mouse button. The LineDef
- Flipping menu will be displayed. Press the Flip button to flip the linedef.
-
- The sidedefs will be swapped as well.
-
-
- ΓòÉΓòÉΓòÉ 16.4.11. Swapping SideDefs ΓòÉΓòÉΓòÉ
-
- To swap the sidedefs for a linedef, position the mouse pointer on the linedef
- whose sidedefs you wish to swap, and click the right mouse button. The LineDef
- Flipping menu will be displayed. Press the Swap button to swap the sidedefs.
-
-
- ΓòÉΓòÉΓòÉ 16.4.12. Texture Palette ΓòÉΓòÉΓòÉ
-
- Once the textures have been rendered, the Texture Palette becomes available.
- The Texture Palette can be invoked from the Map Window by pressing the F9 key,
- or by clicking both the left and right mouse buttons simultaneously.
-
-
- ΓòÉΓòÉΓòÉ 16.5. Sectors Mode ΓòÉΓòÉΓòÉ
-
- The following direct operations are supported in sectors mode:
-
- o Adding a Sector
- o Deleting a Sector
- o Editing a Sector
-
-
- ΓòÉΓòÉΓòÉ 16.5.1. Adding a Sector ΓòÉΓòÉΓòÉ
-
- To add a new sector to a map, position the mouse pointer on the Sector Template
- and hold down the right mouse button to drag the new sector to the desired map
- location.
-
- The new sector created will be a duplicate of the last sector saved.
-
- If you are adding a sector inside another sector, the linedefs defining the
- sector will be made two sided.
-
- If you are adding a sector outside of all other sectors, try to drop the new
- sector close to an existing sector in one of the cardinal directions (up, down,
- left or right); DEPM searches the map for the closest sidedef by spiralling
- outward until it finds one (this can take a few seconds if the search is a long
- one).
-
-
- ΓòÉΓòÉΓòÉ 16.5.2. Deleting a Sector ΓòÉΓòÉΓòÉ
-
- To delete a sector from a map, position the mouse pointer on the sector you
- wish to delete, and hold down the right mouse button to drag the sector to the
- Shredder Icon.
-
- If you delete a sector from within a sector, the linedefs defining the deleted
- sector will be changed to define an obstacle.
-
-
- ΓòÉΓòÉΓòÉ 16.5.3. Editing a Sector ΓòÉΓòÉΓòÉ
-
- To edit a sector on a map, position the mouse pointer on the sector you wish to
- edit, and click the left mouse button. The Sector Properties dialog will be
- displayed. Use the OK Button to save the changed sector.
-
-
- ΓòÉΓòÉΓòÉ 17. Find Thing ΓòÉΓòÉΓòÉ
-
- The Find Thing dialog allows you to select a type of thing to search for, and
- to find the first occurrence of that thing on the map. The following controls
- are provided:
-
- o Category List Box
- o Type List Box
- o OK Button
- o Abort Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 17.1. Category List Box ΓòÉΓòÉΓòÉ
-
- The Category list box allows you to change the category into which the thing
- falls. Things have been placed into categories to avoid having a list of all
- possible things in the game. Note that I categorize a barrel as being a
- weapon.
-
- When you select a category, the Type List Box is loaded with thing types which
- fall into that category.
-
-
- ΓòÉΓòÉΓòÉ 17.2. Type List Box ΓòÉΓòÉΓòÉ
-
- The Type list box allows you to select the thing's type. This list box will
- display only those thing types which fall into the category selected in the
- Category List Box.
-
- Types which begin with an asterisk ('*') are available in DOOM2 only.
-
-
- ΓòÉΓòÉΓòÉ 17.3. OK Button ΓòÉΓòÉΓòÉ
-
- Press the OK button to dismiss the Find Thing dialog, and to find the first
- thing of the selected type.
-
-
- ΓòÉΓòÉΓòÉ 17.4. Abort Button ΓòÉΓòÉΓòÉ
-
- Press the Abort button to dismiss the Find Thing dialog.
-
-
- ΓòÉΓòÉΓòÉ 17.5. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Find Thing dialog.
-
-
- ΓòÉΓòÉΓòÉ 18. Texture Palette ΓòÉΓòÉΓòÉ
-
- The Texture Palette allows you to set up textures to apply to linedefs. The
- following controls are provided:
-
- o Right Upper
- o Right Normal
- o Right Lower
- o Left Upper
- o Left Normal
- o Left Lower
- o Textures
- o Scrollbar
- o Apply Button
- o Cancel Button
- o Help Button
-
-
- ΓòÉΓòÉΓòÉ 18.1. Right Upper ΓòÉΓòÉΓòÉ
-
- The Right Upper sidedef slot contains the name of the texture which is set for
- application to that property of the linedef.
-
- To copy the contents of this field to another sidedef slot, position the mouse
- pointer on this slot and left-click. The mouse pointer changes to indicate
- that the texture has been taken. Position the mouse pointer on the desired
- sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.2. Right Normal ΓòÉΓòÉΓòÉ
-
- The Right Normal sidedef slot contains the name of the texture which is set for
- application to that property of the linedef.
-
- To copy the contents of this field to another sidedef slot, position the mouse
- pointer on this slot and left-click. The mouse pointer changes to indicate
- that the texture has been taken. Position the mouse pointer on the desired
- sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.3. Right Lower ΓòÉΓòÉΓòÉ
-
- The Right Lower sidedef slot contains the name of the texture which is set for
- application to that property of the linedef.
-
- To copy the contents of this field to another sidedef slot, position the mouse
- pointer on this slot and left-click. The mouse pointer changes to indicate
- that the texture has been taken. Position the mouse pointer on the desired
- sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.4. Left Upper ΓòÉΓòÉΓòÉ
-
- The Left Upper sidedef slot contains the name of the texture which is set for
- application to that property of the linedef.
-
- To copy the contents of this field to another sidedef slot, position the mouse
- pointer on this slot and left-click. The mouse pointer changes to indicate
- that the texture has been taken. Position the mouse pointer on the desired
- sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.5. Left Normal ΓòÉΓòÉΓòÉ
-
- The Left Normal sidedef slot contains the name of the texture which is set for
- application to that property of the linedef.
-
- To copy the contents of this field to another sidedef slot, position the mouse
- pointer on this slot and left-click. The mouse pointer changes to indicate
- that the texture has been taken. Position the mouse pointer on the desired
- sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.6. Left Lower ΓòÉΓòÉΓòÉ
-
- The Left Lower sidedef slot contains the name of the texture which is set for
- application to that property of the linedef.
-
- To copy the contents of this field to another sidedef slot, position the mouse
- pointer on this slot and left-click. The mouse pointer changes to indicate
- that the texture has been taken. Position the mouse pointer on the desired
- sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.7. Textures ΓòÉΓòÉΓòÉ
-
- The Textures slots display textures available for you to use, along with the
- names and sizes of the textures.
-
- To move one of these displayed textures to a sidedef slot, position the mouse
- pointer on the desired texture and left-click. The mouse pointer changes to
- indicate that the texture has been taken. Position the mouse pointer on the
- desired sidedef slot, and left-click to change the slot's texture.
-
-
- ΓòÉΓòÉΓòÉ 18.8. Scrollbar ΓòÉΓòÉΓòÉ
-
- The Scrollbar allows you to reposition the textures horizontally in the Texture
- Palette by using line scrolls, page scrolls, and by dragging the thumb tab.
-
-
- ΓòÉΓòÉΓòÉ 18.9. Apply Button ΓòÉΓòÉΓòÉ
-
- Press the Apply button to dismiss the Texture Palette, and to begin applying
- the defined textures to linedefs. While the applicator is active, left-click
- on the desired linedef to apply the textures. To discard the applicator, press
- the Esc key.
-
-
- ΓòÉΓòÉΓòÉ 18.10. Cancel Button ΓòÉΓòÉΓòÉ
-
- Press the Cancel button to dismiss the Texture Palette.
-
-
- ΓòÉΓòÉΓòÉ 18.11. Help Button ΓòÉΓòÉΓòÉ
-
- Press the Help button to display a help message about the Texture Palette.
-
-
- ΓòÉΓòÉΓòÉ 19. Glossary ΓòÉΓòÉΓòÉ
-
- This online help (and the Tutorial) uses terminology that may be unfamiliar to
- you:
-
- Thing An object in the game "world".
- Vertex A point in two-dimensional space which defines the end-point of
- one or more two-dimensional lines.
- Linedef A two-dimensional line which connects exactly two (2) vertexes.
- Sidedef A plane into the third dimension along one side of a linedef.
- Sector A map area bounded by sidedefs.
- Sector Tag An arbitrary number used to assign linedef effects to sectors.
- Texture The game appearance of a floor, ceiling, or wall.
- Episode In DOOM, a grouping of nine (9) maps; in DOOM2 there is one
- episode only.
- Map A group of things, vertexes, linedefs, sidedefs and sectors which
- define a scenario for game play; also known as a "level".
- Extra A resource for sound, music, wall texturing, and so on.
- IWAD A large file containing all resources needed for basic play;
- distributed by id Software with the game.
- PWAD A smaller file which is used to "patch" the IWAD; can contain
- maps and/or extras.
- Node Builder A program which "compiles" a map into a form which the game
- engine uses while rendering the game "world".
- Compress a process by which duplicate sidedefs are removed from a PWAD to
- reduce its size.
-
-
- ΓòÉΓòÉΓòÉ 19.1. Things ΓòÉΓòÉΓòÉ
-
- A thing is an object (for example, a monster) that exists in the game world,
- but does not DEFINE the game world. Things do not have to be visible, and may
- not always appear. Examples of things are: monsters, teleport exits, weapons,
- ammo, decorations, player starting points, and bonus items.
-
- A thing has the following properties:
-
- Type What the thing is (teleport exit, monster, ammo, and so on).
-
- Angle The direction in which the object is facing when the map begins.
- This applies to monsters, player starts, and teleport exits. It is
- not important, for example, which way a shotgun is facing -- it will
- always look the same.
-
- Flags A number of on/off bits that determine the object's behavior and when
- it appears:
-
- Easy Thing appears in EASY mode (skill 0).
- Medium Thing appears in MEDIUM mode (skills 1 and 2).
- Hard Thing appears in HARD mode (skills 3 and 4).
- Deaf / Ambush Thing (monster only) does not react until it sees the
- player. If this bit is left off, the monster will react
- when it hears shots.
- Multi-Player Thing appears in multi-player (deathmatch or
- cooperative) mode ONLY.
-
-
- ΓòÉΓòÉΓòÉ 19.2. Vertexes ΓòÉΓòÉΓòÉ
-
- A vertex is a point in two dimensional space which defines the end-point of one
- or more two-dimensional linedefs. It has no attibutes other than its position
- on the map.
-
-
- ΓòÉΓòÉΓòÉ 19.3. LineDefs ΓòÉΓòÉΓòÉ
-
- A linedef is a two-dimensional line which connects exactly two (2) vertexes.
- Linedefs do not necessarily define walls (they CAN); they simply indicate a
- line along which the map makes a transition from one "area" to another.
-
- Linedefs travel from one vertex to another. This direction is very important
- because a linedef may have two sides: a right side and a left side. If you
- rotate the linedef so that it is pointing straight up (the from vertex is on
- the bottom), the right side is the right side of the line. Linedefs can be used
- to "trigger" events when the player crosses them, or pushes on them (switches,
- doors, lifts). Some linedefs trigger the sector on their left sides, some
- trigger a sector on neither side. A linedef which triggers an event in a
- sector other than the one on its left side must be defined with a sector tag
- which is used by the sector affected. For example, if linedef #231 causes
- sector #21 to raise, both must have the same sector tag (for example, "13").
- More than one sector and more than one linedef can have the same sector tag.
-
- A linedef has the following properties:
-
- Type What the linedef does when activated. DEPM uses the following
- convention:
-
- TAR Description
-
- T indicates whether or not a sector tag is required; this will be "T" if
- a sector other than the one on the left side of the line is affected,
- or " " if the sector on the left side of the line will be affected.
- A indicates the activation type; this will be "W" if the linedef is
- activated when the player walks over it, "S" (switch) if the linedef is
- activated when the player pushes on it, or "G" (gun) if the linedef is
- activated when the player shoots it.
- R indicates whether the event can take place more than once; this will be
- "R" if the event is repeatable, or "1" if the event may take place once
- only (the single exception is "animated wall" which takes place all the
- time).
-
- Attributes A number of on/off bits that determine the linedef's properties:
-
- Impassable The player cannot cross this linedef.
- Monsters cannot pass Monsters cannot cross this linedef.
- Two Sided This linedef has two sides; monsters and
- players can move and shoot through this
- linedef.
- Upper texture unpegged When the ceiling of the sector adjacent to
- this linedef moves up, the upper texture will
- not move with it (used very rarely).
- Lower texture unpegged When the ceiling of the sector adjacent to
- this linedef moves up, the lower and normal
- textures will not move with it (used mainly
- for door tracks).
- Secret This linedef appears to be a normal wall on
- the automap (used mostly for secret doors).
- Sound dampening This linedef dampens sound. It takes two such
- linedefs to silence noise such that monsters
- will not react to it; this property is used
- only for two sided linedefs -- one sided
- linedefs are inherently soundproof.
- Invisible on map This linedef does not appear on the automap.
- Mapped at start This linedef appears on the automap at the
- start of the map.
-
- Sector Tag The arbitrary sector tag which is used by the sector(s) this
- linedef affects.
-
- Right Side The sidedef on the right side of the linedef.
-
- Left Side The sidedef on the left side of the linedef.
-
-
- ΓòÉΓòÉΓòÉ 19.4. Sidedefs ΓòÉΓòÉΓòÉ
-
- A sidedef can be thought of as a plane into the third dimension along one side
- of a linedef. It defines the appearance of its side of the linedef in the game
- "world". A sidedef has the following properties:
-
- X Offset The horizontal offset into the textures from the left. A
- positive offset "shifts" the texture to the LEFT; a
- negative offset "shifts" the texture to the RIGHT.
-
- Y Offset The vertical offset into the textures from the bottom. A
- positive offset "shifts" the texture UP; a negative offset
- "shifts" the texture DOWN.
-
- Sector The sector this sidedef is a part of.
-
- Normal Texture The texture rendered between the ceiling and the floor in
- the sector this sidedef is a part of.
-
- Lower Texture The texture rendered in the sector this sidedef is a part
- of, below the floor of the sidedef on the other side of the
- linedef.
-
- Upper Texture The texture rendered in the sector this sidedef is a part
- of, above the ceiling of the sidedef on the other side of
- the linedef.
-
-
- ΓòÉΓòÉΓòÉ 19.5. Sectors ΓòÉΓòÉΓòÉ
-
- A sector is an "area" on the map. It defines a region to which its properties
- apply. A sector is defined by the sidedefs which are parts of it.
-
- A sector has the following properties:
-
- Floor Height The height of the floor; this can range from -16384 to
- 16383.
-
- Floor Texture The texture rendered onto the floor of the sector. Note
- that floor textures are aligned on a 64-unit grid.
-
- Ceiling Height The height of the ceiling; this can range from -16384 to
- 16383, but must be greater than the floor height.
-
- Ceiling Texture The texture rendered onto the ceiling of the sector. Note
- that ceiling textures are aligned on a 64-unit grid.
-
- Light Level The brightness of the sector; this can range from 0 to 255.
-
- Sector Tag The arbitrary sector tag which is used by the linedef(s)
- which affect this sector.
-
- Effect A special effect which takes place in the sector. Light
- effects generally alternate between the light level of the
- sector and the light level of a neighbouring sector.
-
-
- ΓòÉΓòÉΓòÉ 19.6. Sector Tags ΓòÉΓòÉΓòÉ
-
- A sector tag is an arbitrary, usually unique number which is used to identify a
- link between sectors and the linedefs which affect them.
-
- More than one linedef can affect a sector; for example, one may start the floor
- moving, another may stop the effect (or, more than one may lower a lift).
-
- Likewise, more than one sector can be affected by a linedef; for example, a
- linedef may cause a number of pillars to lower into the floor.
-
- DEPM allows you to find the first free tag by using the "Locate" menu and
- selecting "Free Tag".
-
-
- ΓòÉΓòÉΓòÉ 19.7. Textures ΓòÉΓòÉΓòÉ
-
- A texture is the graphical appearance of a wall, floor or ceiling. Floor and
- ceiling textures are stored as simple 64 x 64 bit colour values, and the game
- engine aligns them on a 64 x 64 grid.
-
- Wall textures are composed of smaller "patches" of graphics information which
- are rendered at different points along the wall; some walls are composed of a
- single patch, some are composed of many.
-
-
- ΓòÉΓòÉΓòÉ 19.8. Episodes ΓòÉΓòÉΓòÉ
-
- In DOOM, an episode is a group of nine maps. There are three episodes.
-
- In DOOM2, there is one episode only.
-
-
- ΓòÉΓòÉΓòÉ 19.9. Maps ΓòÉΓòÉΓòÉ
-
- A map is a group of things, vertexes, linedefs, sidedefs and sectors which
- define a scenario for game play; it is also known as a "level".
-
- A map must contain at least two sectors, must have four player start things,
- must have at least four deathmatch start things, and must have some way to end
- the map.
-
-
- ΓòÉΓòÉΓòÉ 19.10. Extras ΓòÉΓòÉΓòÉ
-
- An extra is a resource stored in a PWAD to alter the game environment by
- changing sounds, music, wall patches, or sprites. DEPM does not allow the
- creation or editing of extras, but it will allow you to copy them from one PWAD
- to another, or to rename them (if you want to mess around with these, I
- recommend you get the unofficial DOOM specs).
-
-
- ΓòÉΓòÉΓòÉ 19.11. IWADs ΓòÉΓòÉΓòÉ
-
- The IWAD is a large file containing all resources needed for basic play; it is
- distributed by id Software with the game.
-
- For DOOM, this file is named DOOM.WAD; if you select this IWAD when DEPM starts
- up with a new profile, DEPM will run in DOOM mode.
-
- For DOOM2, this file is named DOOM2.WAD; if you select this IWAD when DEPM
- starts up with a new profile, DEPM will run in DOOM2 mode.
-
-
- ΓòÉΓòÉΓòÉ 19.12. PWADs ΓòÉΓòÉΓòÉ
-
- A PWAD is a smaller file which is used to "patch" the IWAD; it can contain maps
- and/or extras.
-
- DOOM PWADs will not work with DOOM2 and vice-versa; however, DEPM allows you to
- load either type of PWAD in either mode, and makes the necessary adjustments.
- DEPM does not change the contents of the PWAD, therefore changing a PWAD from
- one game to the other still requires you to modify the PWAD contents (textures,
- things, and extras).
-
-
- ΓòÉΓòÉΓòÉ 19.13. Node Builder ΓòÉΓòÉΓòÉ
-
- The Node Builder is a program which "compiles" a map into a form which the game
- engine uses while rendering the game "world".
-
- When you enter linedefs mode, DEPM clears the previously-built nodes from
- memory (this removes "additional" vertexes from the map -- they are not
- "linked" to any linedef and would be confusing if they appeared in the editor).
- This means that before the map can be saved, the node builder must be run
- again.
-
- When the map needs to be rebuilt, and it is safe to do so, DEPM starts up a
- separate thread to run the node builder. This allows you to continue working
- in things mode and sectors mode. An indicator appears to let you know that the
- node builder is running.
-
- The node builder partitions each sector into sub-sectors which are concave
- (that is, from any point within the sub-sector, you can see every point on
- every sidedef that defines it). This requires some sidedefs to be split; a
- binary tree is built which contains the sub-sectors and definitions of their
- positions in two-dimensional space.
-
- The node builder selects "partition lines" along which to split sectors into
- sub-sectors by weighing the number of splits needed against the tree's overall
- balance. You can change the weights assigned to avoiding splits and balancing
- the tree.
-
-
- ΓòÉΓòÉΓòÉ 19.14. Compress ΓòÉΓòÉΓòÉ
-
- Many linedefs may have sidedefs which are identical. It is possible to make
- these linedefs point to a single sidedef without affecting the way the game
- engine operates (in fact, it may improve performance since the PWAD is
- smaller).
-
- Compress is a process by which duplicates are removed to reduce size.
-
- If you select compress and load a PWAD, DEPM will search for linedefs which
- point to a single sidedef, and will decompress these. This allows you to edit
- as usual.
-
- If you select compress and save a PWAD, DEPM will search for linedefs which
- could point to a single sidedef, and will compress these.
-
- If you load a compressed PWAD without decompressing it, you must not enter
- linedefs mode because the node builder will build something that makes
- absolutely no sense to the game engine.
-
- If you don't know whether a PWAD is compressed, load it in with compression
- selected; if the level was not compressed, DEPM won't do anything to it.
-
- If you are going to use compression, I recommend you not compress while saving
- until your "final cut"; loading and saving is MUCH faster when compression is
- turned off.
-
-
- ΓòÉΓòÉΓòÉ 20. Copyrights ΓòÉΓòÉΓòÉ
-
- OS/2 is a trademark of the IBM Corporation.
-
- DOOM and DOOM2 are trademarks of id Software.
-
- DoomEdit/PM and DragonWare are names made up by Gerald Callow so please don't
- steal them.
-
- Gerald Callow is a product of Mom and Dad.