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- ----------------------------------------------------------------------------
- DCK - DOOM Construction Kit ----
- Version 2.2 (386 Protected Mode) ---
- Code and design by Ben Morris / Zerius Development --
- ----------------------------------------------------------------------------
- Release Information bmorris@islandnet.com
- ----------------------------------------------------------------------------
-
- Version: 2.2 Release (03/16/95).
-
-
- This file contains important details that you should look over before you
- get into designing with DCK.
-
- - What happened to 2.1 final release? Well, the beta's been out there for
- about three weeks, so I figured "2.2" would be better.
-
- - Docs! Docs are done! I hope they're good enough.
-
- - Wherever I say "DOOM" in the documentation, I really mean "DOOM, DOOM 2,
- or Heretic" - the game you're making a level for.
-
- - Press *F1* for a list of key functions while you're in DCK.
-
- There is also an online help section called "Designing Tips" - if you've
- never used DCK before, check this out or read the Docs.
-
- - Please contact me if you have any questions, suggestions or bug reports.
- I'll probably reply the same day unless I become rich and famous - in
- which case, I'll have my people contact your people and we'll uh ..
- do lunch.
- - Ben
-
-
- ------------------------------------------------------------------
- Heretofore and notwithstanding the following nondisunsubclosure
- ------------------------------------------------------------------
-
- Neither DCK, nor its author or contributors, are in any way affiliated with
- id Software. Please do not contact id regarding DCK.
-
- DOOM and DOOM 2 are trademarks of id Software.
- Heretic is a trademark of Raven Software and id Software.
-
- You may distribute DCK freely, but only in its original form (ie: the ZIP
- file containing the installer DCKnn.EXE, FILE_ID.DIZ, and DCKxx.TXT.)
-
- You may NOT include DCK in any other package or collection without my
- written permission. This includes CD-ROM collections. I am not opposed
- to such distribution; I just want to know about it before it happens.
-
- You may NOT sell DCK. Disk vendors may charge the nominal cost that such
- vendors do when distributing single programs, but no specific fee may be
- charged for DCK itself.
-
- You must use DCK at your own risk. Under no circumstances will anyone
- involved with DCK or its authors be in any way responsible for any damages
- or losses incurred by using DCK.
-
-
- By using the software, you agree to the above terms.
-
-
- --------------
- Running DCK
- --------------
-
- Just run "DCK" from the DOS prompt. (DCK is a batch file that enables
- running DOOM from within the program.) For a list of command-line
- parameters, run
-
- c:\dck> dck /? [enter]
-
- The first time you run DCK, it'll ask you to select a video driver to use -
- if you don't know what kind of card you have, select "Auto-Detect." I've
- not tested this feature with many cards, but it should work if your
- hardware is listed.
-
- If you don't see your card on the list and "Auto-Detect" doesn't work, load
- up the VESA driver that came with your video card (hopefully!) and select
- the "VESA" option.
-
- If you can't get DCK running at all, please get in touch with me.
-
-
- -------------------
- The New Features
- -------------------
-
- This section is useful for people who've used 1.x or are just interested
- in some of the major new features in 2.x. This section does not detail
- the changes between the minor versions - just between versions 1 and 2.
- Release details are further down.
-
- - The files DOOM1.GD, DOOM2.GD and HERETIC.GD contain the game data
- information that DCK requires. This information describes all the line
- types, thing types, sector specials, etc, that each game contains.
-
- - DCK now _requires_ a video card that's SVGA-capable. That means a
- minimum of 640x480 resolution in 256 colors, but DCK will use up to
- 1280x1024! When you run DCK for the first time, it will ask you which
- video card and video mode to use. If you don't see your hardware on the
- list, load up the VESA driver that came with your card (I hope) and
- choose "VESA".
-
- Note: If you want to reconfigure the video driver, type DCK /V.
-
- The SVGA requirement now means:
-
- - Texture display is now on the main screen. In the THING edit box,
- sprites for each thing are shown. In the sector edit box, the floor and
- ceiling textures are shown there.
-
- Textures are still displayed as quick as ever - even in the high res
- modes.
-
- - New Graphical Thing Display mode. In this mode, everything except for
- monsters and player starts are displayed as pictures from the games
- themselves.
-
- By default, DCK will only display things graphically if you press T while
- already in THING mode - pressing it again will return display to the
- standard boxes.
-
- You can tell DCK to always display things graphically by selecting
- "Primary" in the configuration dialog box.
-
- The first time DCK displays things graphically, it has to create a thing
- sprite file (DCK.TS) which it loads up the next time it is invoked.
- Please remember that this file is totally dependent on the current state
- of the GD files; if you change any of the THING tables in the GD files,
- you must delete DCK.TS so that DCK will rebuild it properly.
-
- - TEXTURE ALIGNMENT. Finally! Here's a quick rundown on how to use it:
-
- - In sector mode, move into the sector you want to align and press
- Ctrl+W.
-
- - In line mode, mark all the lines (in a series) that you want to
- align, and press Ctrl+W. If the lines are two-sided, both sides
- will be aligned.
-
- The texture alignment operation is ignorant of any alignment that has
- already been done, so use it with caution in areas where you've hand-
- tweaked the textures.
-
- It does recognize differences in textures along the series of lines,
- and will re-start the alignment at zero where it sees a difference.
-
- - I've added a lot of online help in DCK 2.x, so if you're stuck for clues,
- frustrated, or just enjoy reading text on your CRT, press F1 almost
- anywhere.
-
- - A new look, again! DCK is darker, cooler, and faster. The colors have
- been redone to take advantage of the 256-color palette, and the dialog
- boxes look better.
-
- - Copy to clipboard is now Ctrl+Ins, Cut is Ctrl+Del, and Paste is simply
- Ins.
-
- - Thanks to Colin Reed for making such an easy-to-port node builder! DCK
- now features version 1.2x of his BSP program, so you don't have to shell
- out to DOS to remake the NODES anymore.
-
- - I got rid of the button bar.
-
- - To stop DCK from highlighting objects under the cursor, hold down the
- SHIFT key. This is useful especially in sector mode, when you want to
- use the highlight box to mark a series of sectors within a larger sector.
- In previous versions, it was likely that you'd start off dragging the
- parent sector instead of starting the highlight box - now, just hold down
- the SHIFT key before clicking-and-dragging.
-
- - DCK's configuration file is no longer in text format, and can now be edited
- in the program itself. The first time you run DCK, the configuration dialog
- box will be displayed - after the first time, you'll need to go into the
- "Map" menu and choose "Configure DCK" to edit it again.
-
- - If you really really want it to, DCK will scroll the map when you put the
- mouse cursor at the sides of the screen :)
-
- - Saving to an existing file now preserves extra data. What this means is, if
- you save to the big ol' map collection that you're making, don't worry about
- all the other levels getting lost. DCK will automatically copy all the data
- from the .WAD *before* doing the save, including any graphics patches,
- sprites - anything!
-
-
- ----------
- History
- ----------
-
- This section details the history of version 2.x releases, including the
- betas. Since only two public betas were relased, many of the features
- listed are in their first public release.
-
-
- ASCII art key
- ----------------
-
- + Vertex
- / \ | - Line
-
- At this point in time, I wonder that IBM didn't forsee the need for a
- more robust drawing character set. I mean, how could they NOT have
- forseen doom - savior of bored gamers worldwide?
-
-
- Version 2.2 Release (Mar 16)
- ----------------------------
-
- + UNDO improved:
- - Works with stairs
-
- * I have removed the ADF files. The Sector Objects feature is no longer
- implemented. Motifs are still there, but now they're in a new format -
- you can design them from within DCK (using Alt+M.)
-
- You can also import motifs from a file your friend gives you, or
- whatever. So - if you make a file with lots of cool motifs in it, send
- it onto the internet and people will be able to integrate it with their
- own set of motifs.
-
- Sector Objects were removed because they were buggy and not very useful
- anyway. If you don't like that, tough noogies.
-
- + Texture alignment improved: You no longer have to highlight the "start
- line" in the alignment; DCK finds all the series of marked lines and
- aligns each automatically. This means you can do things like mark the
- lines that make up each side of a staircase, press Ctrl+W or choose
- alignment from the menu, and watch DCK do the rest.
-
- + Interface looks a little nicer. Some appearance taken from NeoPaint -
- what a neat program! Also new with the interface:
-
- - Listboxes can be typed in. Use any ASCII characters and the
- backspace key to have DCK search for what you've entered.
-
- - Listboxes have scrollbars on them. You can use the Up and Down
- buttons, but the Thumb doesn't do anything except display the
- current position. I'm probably not going to make it mouseable.
-
- - Dialog boxes have "close" and "help" buttons on the title bar. The
- help button will only appear if there IS any help. The close button
- mimicks the ESC key.
-
- + Mark boxes and rectangles and polygons now operate with map coordinates.
- So, you can use the zoom keys to move in and out while you're doing any
- of these things and keep the original coordinates of what you were doing.
-
- + While creating a polygon, the A and E keys can be used to change the
- angle of the polygon. If "fine mode" is on, the angle will be changed by
- 1 degree values, or 15 degree otherwise.
-
- + The nodebuilder can be cancelled with ESC. This renders all the node
- information obsolete, including existing nodes, so if you abort you'll
- HAVE to recreate them if you intend to save and use the level.
-
- + Deleting one double-sided line joins the two sectors it separates into
- one sector. The sector referenced by the line's second side's is
- effectively deleted and becomes the sector referenced by the first side.
-
- * Bugs fixed:
- - The "Unexpected DPMI error 8014 at 0000 0000" has been fixed.
- Microsoft has done it again - their specification for the mouse driver
- states that function 00, "reset mouse", also turns off the user mouse
- handler. Well, as of release 9.01 of their MOUSE.EXE, it doesn't.
- What was happening was people were exiting DCK by clicking on a
- button, and then moving the mouse around very slightly (maybe taking
- their hands off it.) MS-MOUSE would call DCK's mouse handler, which
- was no longer in valid memory; this caused the DPMI error.
-
- I tested this conclusively by making a small program that installed a
- handler, reset the mouse driver with function 00, and exited. Moving
- the mouse around afterward, with a Microsoft driver installed, caused
- the DPMI error. The Logitech driver did not.
-
- Function 0x21 resets the mouse properly in both Logitech and Microsoft
- drivers (as well it should, but so should function 00). I hope it
- works with other drivers, too.
-
- Other Bugs:
- - Would you believe that, since version 1.0, DCK was clearing the screen
- TWICE before it did a complete redraw? Taking out the extraneous
- clear command sped up map display considerably. How embarrasking.. uk
- uk uk!
- - The Thing Edit dialog box never allowed a "blank" thing name, even
- editing multiple objects. Fixed.
-
- The following bugs were unique to the 2.1 beta:
- - Adding a new vertex over an existing vertex (using double-click) would
- corrupt a map. Oops!
- - Sidedefs would sometimes have their sector references set to zero
- after editing them.
- - Drag-and-Drop of a line onto another line didn't combine the two
- properly.
-
-
- Version 2.1 Beta (Feb 25)
- -------------------------
-
- LOTS of new features.
-
- + Added search facility for games. When you load DCK for the first time,
- it'll search for each game if it can't find it where specified in the GD
- files. It'll even rewrite the GD files to point to the right place.
-
- + UNDO feature. It's only one-level, but most of the time that's all
- you'll need (hopefully!). It only works immediately after the following
- operations:
-
- - Drag and Drop
- - Rotating and Scaling
- - Creating lines
- - Creating polygons/rectangles (see below)
- - Pasting
- - Deleting objects of any kind
-
- Use Alt+Backspace to activate it. Note that if you want to undo an
- operation, you MUST undo it immediately after doing it in the first
- place, or DCK will not let you. This is a safety precaution, since no
- prompting is done when you press Alt+Backspace.
-
- + Added a "Flats browser" - press F2 in either the floor or the ceiling
- texture fields in the sector dialog box, and a browser like the texture
- browser will pop up.
-
- + Added middle-button mouse zoom. Hold down the middle button on your
- mouse (if it has one), then: pull down to zoom out, and push up to zoom
- in. Neat!
-
- + The Sector Split function now handles sectors within sectors.
-
- + Far better support for textures in PWADs.
-
- + An option to unpeg upper/lower textures by default, and to unpeg upper/
- lowers in texture alignment. This applies only to textures that will
- never move, ie: whose bordering sectors don't have a sector tag. This is
- kind of a "dumb" feature at the moment - maybe it'll be improved in the
- future.
-
- + The clipboard has been enhanced: Pasting sectors now works very well
- outside or inside a sector. For example:
-
- - If you draw a new sector outside of any existing sectors, and
- then cut-and-paste it into an existing sector, DCK will convert
- its external one-sided lines into two-sided lines to reference
- the new sector.
-
- - If you draw an area inside an existing (parent) sector, and then
- cut-and-paste it to the outside region, DCK will convert all
- the lines that referenced the parent sector into one-sided,
- impassable lines.
-
- + Rectangle and Polygon tools added: Press 'R' and 'N' to access them,
- respectively. In these modes, the left button-drag operation creates
- a rectangle or polygon instead of starting a mark-box, like in the
- other edit modes.
-
- The tools handle just about every situation - They'll split lines and make
- them two sided where necessary, and so on. The only rule, really, is that
- the object you draw is contained entirely within one sector (excluding
- overlapping lines - they're OK), or entirely outside of any sectors.
-
- There's an online help section for these tools.
-
- + Built-in WAD manager. Use Alt+W to activate; Press F1 for online help.
- The manager allows you to add, delete and rename entries in .WADs. You
- can add entries from existing wads, or using files on your disk.
-
- + Snap to Vertex mode is much nicer to use, even though the difference is
- subtle.
-
- + Dragging objects in vertex/line/sector mode now shows the length of all
- attached lines during the drag operation.
-
- * Fixed some bugs:
- - Floor and Ceiling textures were displayed in reverse on the
- status bar.
- - The THING dialog box no longer allows you to enter invalid thing
- names.
- - DCK used to cause "DPMI Unexpected Errors" on exit - I think this has
- been fixed, but I'm not positive. It was to do with the mouse driver
- not being shut down properly before returning to DOS, but it only
- happened on Microsoft drivers (and not my Logitech, for example.)
- - The closed sector check never worked before 2.1, and I didn't
- even realize it. It's fixed now.
- - Cut, copy and paste never worked from the menus - even in 1.x!
- They do now.
- - .WADfiles with Big Data (tm) in the NODES, SEGS, etc structures
- never saved the NODES, SEGS etc properly unless they were rebuilt
- before saving. Oooops!
- - Pasting sectors had a major bug: All two-sided lines would
- be converted into "impassable / not-2s" lines with two sidedefs.
- - Problems with loading wads like TRINITY.WAD (with all sorts of new
- textures, patches, references to patches from the IWAD, and other
- stuff) have all been fixed. All the textures in Trinity now display
- perfectly; I hope the same goes for other WADs.
-
-
- 01-29-95 01:12pm
- ----------------
-
- + Graphical THING display added. Check above.
-
- + THING display mask feature added: Press D to toggle it. When it's on,
- only those things that match the "flags" entered will be shown and
- selected - this makes it much easier to add things for specific skill
- levels, for example.
-
- + TEXTURES IN EXTERNAL FILES:
- DCK now supports textures in .WAD files other than the IWAD. It's all
- automatic: when you load a level from a file that contains texture
- patches, DCK will update the textures with the info from the file.
- This works with the following methods:
-
- - Replacement of individual patches
- - Additions to the PNAMES list
- - Additions to either of the TEXTUREx lumps
-
- In addition, when you load a level that contains new texture names
- (in the sidedefs) but not new texture information, DCK will update its
- list of textures with the names - but you will not be able to view the
- textures, since DCK doesn't know where to find them. This differs from
- previous versions in that DCK used to complain if a level was loaded
- with texture names that didn't exist.
-
- + A new Texture menu has been added. Using the dialog box it displays, you
- can add and remove .WAD files from the list of active texture files, and
- display details about each file.
-
- + Consistency Checker:
- - Now checks for things (monsters/player starts) that collide with
- lines.
- - Also checks for things (monsters/player starts) that collide with
- other monsters, player starts, or objects that block movement.
-
- + Speed. On a 486dx2/66 this isn't much of an issue, but even DCK on a '33
- was a little slow using the previous version. Anyway, map redrawing and
- line selection should be noticeably faster.
-
- * Fixed a bad bug with the three main edit dialog boxes and multiple games
- - if you edited a THING from a doom 1 level, and then went into doom 2
- and edited a THING, parts of DCK would still be referencing the doom 1
- THING list .. oops! The same went for line and sector types.
-
- + You can now use Alt+F, / and \ in the texture browser - just like 1.0.
-
- + You can also use the mouse to select a texture in the browser: A single
- click will change to the texture, and a double click will select it.
-
- + You can now add sectors from a line dialog box. For example, if you
- want to add a second sidedef to a bunch of one-sided lines and assign
- the new sides to a new sector, just enter an out-of-range sector number
- (-1 will work also.) DCK will ask you if you'd like to create a new
- sector, and you can even edit it from there! Oooo.
-
- Note: This feature was in 1.x, but this is the first 2.x release that
- has it.
-
- * Pressing DEL in Vertex mode now joins the lines the vertices separate.
-
- + Added lots more error checking to the gamedata (GD) file reader.
-
- * Finally fixed the region creation tool so that it works with regions
- of all shapes & sizes. Previous versions had problems with very odd-
- shaped regions, and especially regions whose centerpoint was not
- actually inside the region.
-
- Thanks to Scott Amspoker for the original fix idea.
-
- + There are several new features to the region creation tool:
-
- - Creating sector splits no longer requires that the "split line"
- be connected to existing vertices. Consider the following:
-
- (The broken line indicates the line to split the sector with)
-
- +----------+ In previous versions, DCK required that
- | | the "split line" start and end on existing
- -> + - - - - -+ <- vertices. The new version does not -
- | | it will automatically split the lines
- +----------+ where the "split line" touches them. You
- no longer have to enter Vertex mode or
- use Ctrl+C to make vertices beforehand.
-
- - The new split feature also works with extension regions: those
- regions that touch an existing line. For example:
-
- +-----------+ Where the stars (*) are, DCK will now create
- | | new vertices. Again, previous versions would
- | Existing | have required that vertices be at the starred
- | | locations prior to creating the region.
- +-*-------*-+
- | |
- | New |
- | |
- + - - - +
-
- + Heretic support is almost finished. It's displaying colors and textures
- perfectly; the lines, things and sector types are all in - all I need
- now is info for the radii of the things, and a menu.
-
-
- 01-21-95 12:00 pm
- -----------------
-
- + You can now use the following keys in "Message Boxes" (those boxes with
- just a message and buttons like "Yes, No, Cancel" :
- Y - Yes
- N - No
- C - Cancel
- O - Ok
- A - Always
- + Angles are now displayed in THING mode.
- * Fixed: Saving to an existing file on another disk didn't work.
-
-
- 01-18-95 12:01pm
- -----------------
-
- * Consistency Checker:
- - Prior versions reported missing upper textures even if both sectors'
- ceiling texture was F_SKY1. This has been fixed.
- - Prior versions reported "sector's tag not shared by a linedef" on
- sectors whose tag was 666 or 999 (special tags used by doom and id).
- Changed.
- * ADF Files have changed:
- - For each .GD (gamedata) file, there is a corresponding ADF (automation
- definition) file. DCKADF.EXE is no longer included - the compiler is
- now within DCK32.EXE. If you change an ADF file (files for DOOM1 and
- DOOM2 are included), DCK will automatically recompile the files. This
- change allows for different motifs & sector objects based upon the game
- being edited (and furthers development of HERETIC support, which is a
- bigger PITA than i thought it'd be :)
- + Floor / ceiling textures can now be "searched for" with Alt+F, /, and \.
- (in the sector dialog box).
- + Progress bar for NODES builder (whee!)
- + More little features added and bugs fixed.
- * Sped up texture display considerably.
- * Super-annoying bug caused by Borland's DOS extender has been worked around.
- In previous versions, switching to sector mode would cause a general
- protection fault on some machines. Apparently this has something to do
- with functions that use huge amounts of stack and exactly where the stack
- pointer is positioned on entry to the functions. Such a function is
- fillellipse(), used to draw parts of the status bar - on switching to
- Sector Mode, the bug would pop up on some machines. I wrote a replacement
- function which simply calls line() to fill a circle, which is fine as a
- bandaid for the moment :)
-
- To Borland's credit, "R&D knows about the bug and is working on it."
-
- 01-07-95 09:19pm
- -----------------
-
- + In help, the right mouse button now exits help.
- + New THINGS are no longer marked.
- * Fixed several bugs:
- - Listboxes crashed the system if you clicked on a
- "blank spot" in the listbox.
- - Vertices would be drawn in bad colors if some were
- marked and the screen was redrawn.
- - Levels with less than 10 sidedefs (!) would not load.
- - Couple crashes fixed.
- + You can now double-click in the load and save dialog boxes
- in the file and directory listboxes (saves/loads or changes
- directories, respectively.)
-
- ###
-