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- //-------------------------------------------------------------------------
- // Copyright 1995 Sensor Based Systems Inc.
- //
- // This is the Online Documentation for DeeP and HeeP
- //
- // To receive the Registered version of DeeP or HeeP
- // Register Online with CompuServe :
- // DeeP (GO SWREG ID = 4541 )
- // HeeP (GO SWREG ID = 4553 )
- //
- // or See ORDER.FRM for Mailing Instructions.
- //
- // Sensor Based Systems, Inc.
- // 17010 NE 190th ST
- // Woodinville, WA 98072 (206) 827-8794
- //
- // CompuServe : 75454.773@COMPUSERVE.COM
- // AOL : jackv56036@AOL.com
- //-------------------------------------------------------------------------
- // This is the internal file for DeeP's use. Use DeeP to view it.
- // DeeP or HeeP can also print this file without the controls showing.
- // See Readme.1st and Readme.DOC and DeeP.INI (HeeP.INI) for instructions.
- // Add to this information for your own use if you like.
- // If you make it too wide, it won't SHOW, so trim accordingly!
- // Please do not distribute your modified copy.
- //
- // These are the current rules for this file (more stuff to be done later).
- //
- // There are fourteen colors available:
- // a=darkgray A=lightgray
- // b=blue B=lightblue
- // c=cyan C=lightcyan
- // g=green G=lightgreen
- // p=magenta P=lightmagenta
- // r=red R=lightred
- // w=white
- // x=black
- //
- // The first position controls the background color for any colors.
- // is the start of the text color followed by the color.
- // terminates the current color and reverts back to black.
- // 53,47
- // Do not put comment lines between sections for now.
- // Don't go all the way across, cause it won't show!
- //-------------------------------------------------------------------------
- ||MAIN
- //-------------------------------------------------------------------------
- x y
- x B (c) 1995 Sensor Based Systems, Inc.
- x B
- x y rDeeP DoomEnhancedEditorProgram x
- x y rHeeP HereticEnhancedEditorProgram x
- r y
- r y █████████ V 6.20 █████████
- r y ██ █ ██ █
- r y ██ █ jackv56036@AOL.com ██ █
- r y ██ █ ██ █
- r y ██ █ ███████ ███████ ████████
- r y ██ █ ██ ██ ██
- r y ██ █ █████ █████ ██
- r y ██ █ ██ ██ ██
- r y █████████ ███████ ███████ ██ tm
- r y 75454.773@COMPUSERVE.COM
- r y
- x G If you Registered, Thank You!
- x y See ORDER.FRM for Order Information
- x y
- x y Register Online with CompuServe for
- x G DeeP (GO SWREG ID = 4541 )
- x G HeeP (GO SWREG ID = 4553 )
- x y
- x y rSensor Based Systems, Inc.x
- x y r17010 N.E. 190th St x
- x y rWoodinville, WA 98072x
- x y (206) 827-8794
- x y
-
- rDOOM levels are named E#M# (#=number)
- rHERETIC levels are named E#M# (#=number)
- rDOOM II levels are named MAP##
-
- r y Please DO NOT distribute
- r b the REGISTERED or LITE Versions of DEEP or HEEP
- r x Report software piracy to the SPA 1-800-388-PIR8
- r y Thank you for your support.
- r x See -Next Page- for all the
- r y Additional Features in Registered Versions
-
- DOOM and DOOM II are trademarks of id.
- HERETIC is a trademark of Raven Software.
- p yDeeP is a trademark of Sensor Based Systems
- p yHeeP is a trademark of Sensor Based Systems
-
- a
- a w All the Help is available at this Level
- a w
- a w F1 is Help in EDIT mode
- a w H (at command) is Help on loading options
- a
- b y
- b y Please read the Note/Definitions
- b y for general guidelines.
- b y Review Testing Notes under File.
- a
-
- p y
- p y Additional Features in
- p y Registered and FULL Versions
- p y
-
-
- y1. bNo forced rabout screen so you start faster.
-
- y2. bTest DOOM or HERETIC levels directly without
- exiting.
-
- y3. bThe DOS DIR command works so you can find those
- pesky WADS easier.
-
- y4. bPrint Maps of any level at all magnifications.
-
- y5. bLockout of DOOM II features when using the DOOM
- WAD so you can still create DOOM levels without
- accidently using a DOOM II only feature.
-
- y6. bEdit and save rall 32 blevels at the
- same time. The Shareware version does only 2.
- The LITE version does 6.
-
- y7. bEdit and save rGrouped PWAD levels without
- having to use the Group Command.
- The Shareware and LITE versions do none.
-
- y8. bGroup and Replace rall 32 blevels at the
- same time. The Shareware and LITE version do none.
-
- y9. bAdd/Replace textures/sounds/graphics and save
- them automatically.
-
- The Shareware and LITE version displays external
- textures but will not save files with additional
- items.
-
- y10.bBuild a New IWAD with rup to 32 blevels .
- The Shareware and LITE version do none.
-
- y11.bThing percentage replace. This is useful to add
- new weapons to old DOOM levels by converting just
- some to new weapons and monsters.
-
- y12.bThe latest online help and docs.
-
- y13.b1/2 price Upgrades!
-
- py
- pyBe sure to test your system for basic compatibility.
- pyPlease review all the README files for suggestions.
- py
- pyWe try to catch all the typos, but there may be some
- py areas we didn't catch! So be sure to test!
- py
-
- a
- B y Line Commands available in Character Mode
- a
-
- yr+ -
-
- ZOOM in or out (change the picture size) for
- BPicture and BView.
-
- Increase/Decrease size in Rotate/Scale B< and >.
-
- yxB[uild] B<wadfile>
-
- p yRegistered only
-
- Build a new main WAD file (all umpteen megabytes)
- y replacing levels with any PWAD you have bRead.
-
- yxDir B[drive:][path][filename]
-
- p yRegistered only
-
- List any DOS directory
-
- The default drive:\path\filename is the directory
- set by the bpatch option + b*.WAD.
-
- If you do not have a bpatch entry, your current
- directory is listed.
-
- You can temporarily override the bpatch path
- path and view the files in any directory by
- entering the complete path:
-
- Example:
-
- bDIR C:\MYDIR\somewad.wad (.wad optional)
- bDIR C:\MYDIR\ (for now the ending \ is req'd)
-
- The search syntax is similar to the DOS DIR
- command with defaults especially suited for WAD
- file names. The file name portion can contain
- wildcard match characters (? and *). If no suffix
- is entered, *.WAD is automatically appended to
- the name.
-
- yxDirA B[dirname] [outfile]
-
- List all Master and Patch WAD directories.
-
- yxDirM B[dirname] [outfile]
-
- List Master directory wadfile only
-
- yxDirW B[dirname] [outfile wadnumber]
-
- List wadfile directory.
-
- yxDumpM B<dirname> [outfile]
-
- Dump Master directory entry in hex
-
- yxDumpW B<dirname> [outfile wadnumber]
-
- Dump a Wad directory entry in hex
-
- yxE[dit] B[episode/mission level]
-
- Edit a game level saving results to a patch wad
- file. You may enter the level ahead of time and
- bypass the selection screen.
- G Example: bE 1.
-
- p The yShareware version always displays the
- about screen, but it will accept a level that is
- entered ahead of time.
-
- p The yLITE version displays an introduction
- screen one-time only and accepts keying ahead.
-
-
- yxG[roup] B<WadFile>
-
- p yRegistered only
-
- Group all patch wads together in one file. When
- you BRead in more than one PWAD file, you can
- combine them into one big PWAD. This way you can
- combine all your favorite levels into 1 file that
- contains all of them.
-
- Example : You have created 3 levels called
- SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
- time in the past (ok, you spent the last 4 week-
- ends making them).
-
- 1. BR SLIDE11.WAD
- 2. BR STORM12.WAD
- 3. BR GLORY13.WAD
- 4. BG MIXEDBAG.WAD <- group them (you're done)
-
- To replace levels in a Bgrouped PWAD with
- different (new) levels:
-
- 1. Read the grouped PWAD (the levels it contains
- are shown).
- 2. Read in another PWAD with the level you want
- to replace. (If the PWAD does not have the
- correct level number yet, read it in first
- and then SaveAs choosing the level you want.)
- 3. Group the PWAD again choosing a different name
- than what you started with (otherwise you
- would destroy the very file you are copying
- from).
-
- To edit levels in a Bgrouped PWAD :
-
- 1. Edit the level you want to change.
- 2. Save using the same name as before and copy
- ALL the data when prompted.
-
- You can also edit and save each one changed as
- individual files (the way you created them to
- start with). The same original name can be used.
- This also lets you reassign the level identi-
- fication, for example, from MAP03 to MAP11.
-
- Example : Assume you read MIXEDBAG.WAD and
- change SLIDE11.MAP (level = MAP11).
-
- 1. BE 11 make the changes desired.
- 2. Save the level as SLIDE11.WAD (any name you
- like of course).
- 3. BG MIXEDBAG.WAD and now you're done!
-
- Group reads the information in the files, not
- what's in memory. That's why you have to save
- them again (not a bad idea if you changed the
- levels to keep from getting confused, we do).
-
- All levels that do not belong to the Master WAD
- file are written to the bwadfile selected.
-
- y For the best backup bSave modified level(s)
- with their own names before you group all the
- levels!.
-
-
- yxH[elp] Help for setting DeeP options
-
- yxI[nsert] B<RawFile> <DirName>
-
- Insert a raw file in a patch wad file (advanced).
-
- Copies the data in RawFile and makes it into
- a PWAD file named bDirEntry.WAD containing
- the directory entry name and RawFile data.
-
- bRawFile is any existing file with data in a
- format usable by DOOM/HERETIC.
-
- The resulting name cannot be the same name as any
- PWAD you have read already.
-
- bDirName represents a directory entry name. If
- you intend to replace a directory entry with this
- file, choose an existing directory name.
-
- This is useful only if RawFile is in the correct
- format for use by DOOM. You can then read this
- file in as a replacement for DirEntry.
-
- yxN[ew] B[episode/mission level]
-
- Create and edit a New (empty) level. Same as New
- under File in Edit mode.
-
- yxP[icture] B[Picname]
-
- Display any Picture in the DOOM file.
- (See +/- above).
-
- yxQ[uit]
-
- yxR[ead] B<wadfile>
-
- Read a new wad patch file. The default directory
- is set by the "patch" option. If not set, the
- default follows DOS rules (usually where you
- started DeeP).
-
- The level edited is automatically set to the
- first one found.
-
- p yRegistered only
-
- The level may contain only sound, sprite or
- texture modications. These can be saved with any
- level with the bGroup command.
-
- Up to 32 PWADs may contain levels and 10 more
- for additional sound/texture/sprite modifica-
- tions. If you do not use the 32 levels for Maps,
- then the rest can be used for more sound/
- textures/etc.
-
- y The characters b.WAD are automatically
- y appended if no b. is found.
-
- yxS[ave] B<DirName> <WadFile> [newDirName]
-
- Save one object to a separate file (advanced).
-
- Copies the data in the object DirName and makes
- it into a PWAD file named bWadFile.WAD con-
- taining the object's name and data.
-
- WadFile now contains the object in the format for
- use by DOOM or DeeP. You can then read this
- file in as a replacement for DirEntry.
-
- bDirName represents a directory entry name.
- This name has to represent an existing directory
- entry in any of the WAD files you have read.
-
- bWadFile is any valid file name and will be
- overwritten if it exists.
-
- You cannot use the same name as any PWAD you
- have read already.
-
- bnewDirName is an optional new name to give
- the directory entry. This is a quick way to
- export data from one WAD to another. So you
- can "borrow" textures between different versions
- by renaming the texture patchname from a name
- that doesn't exist in one to a name that does
- exist in the other.
-
- You use this as follows:
-
- a. In the File Menu Reset all the Levels.
- b. Read in some PWAD you want to use replacement
- textures in.
- c. You read in all the textures you borrowed
- using the PWAD file names you gave them (as
- described above).
-
- If you have lots of textures, you will exceed
- the file limit of 42. The solution is to read
- in 42 textures at a time and then group them.
- Then you use only 1 file for all 42. You can
- repeat this process again and now have 84
- textures in a file, etc.
-
- There is a temporary limit of 100 NEW textures
- that can be added. Replacements don't count.
-
- Heretic has a different color palette, so the
- colors will not display correctly, although
- you can swap textures as described.
-
-
- yxV[iew] B[SpriteName]
-
- Display all the sprites (see +/- above).
-
- yxW[ads]
-
- y Display open wads( shows the bwadnumber )
-
- yxX[tract] B<DirEntry> <RawFile>
-
- Save (extract) one object to a raw file. This
- is similar to bSave but no extra PWAD or
- directory data is added.
-
- The ending Name cannot be b.WAD!. DeeP defaults
- to b.RAW and automatically changes .WAD to
- .RAW.
-
-
- b y
- B y Note/Definitions
- b y
-
-
- yrdirname
-
- The names in the WAD file are in a "directory". Each
- level is assigned a name, for example, E1M1 is the
- first level in DOOM and MAP01 is the first level
- in DOOM II. Pictures, sound, and level entries are
- more examples of directory entry names.
-
- The dirname when listing directories can have b* and
- b? characters similar to the DOS DIR command.
-
- Examples:
- gDIRA MAP1*, lists all entries starting with MAP1
- and the rest doesn't matter.
-
- gDIRA E1?3, lists all entries starting with E1,
- the 3rd position doesn't matter and the fourth
- location must be a 3.
-
-
- yrOutfile
-
- Directs output to the devices of your choice. The
- default (or *) is the screen. For example, PRN,
- represents output to the printer attached to the
- parallel port. Similarly, if you enter MYFILE.DAT,
- the file MYFILE.DAT is created.
-
- yrwadnumber
-
- The number (not name) of the PWAD file. The first
- one read is 1, the 2nd 2, ...you get the idea. It
- is possible that the numbers will change if you
- replace the same level with different PWADS.
-
- Use the Wad command to see the numbers assigned.
-
- Enter b* for outfile to keep output on the screen
- and then enter the bwadnumber.
-
- Example: gDIRW * * 2 lists all entries in the
- 2nd PWAD file.
-
- For repetitive commands to the same wadnumber,
- you do not have to enter the wadnumber again.
-
- Example: gDIRW MAP* , lists all entries in the
- second PWAD file, if the prior example was first.
-
-
- p y
- p y WAD file description
- p y
-
-
- DOOM store its information about each of the levels
- yin rWAD files. DeeP edits these files.
-
- There are two types of WAD files.
-
- y rIWAD File
-
- The main file, DOOMx.WAD, contains all the infor-
- mation about the graphics, sound, level maps, etc.
- for the game. This file is an bIWAD file. There
- is one IWAD file called DOOM.WAD or DOOM2.WAD. For
- HERETIC the name is HERETICx.WAD.
-
- It is in the current directory when DOOM is run.
-
- y rPWAD File
-
- DOOM supports additional files that bpatch the
- IWAD file, hence PWAD. It contains updates for the
- IWAD file.
-
- PWAD files created by DeeP contain an updated map
- of a game level. PWAD files can be called anything,
- but it's nice to call them bsomelvl.WAD where
- somelvl is any name you like.
-
- DOOM must be told to load a PWAD file. The -FILE
- parameter does this. It is added after you type
- yDOOM. Example : bDOOM -file myown.wad.
-
-
- p y What makes up a Level
-
-
- The best way to learn the details that follow is to
- play a level, see what happens and then examine the
- level with DeeP. Start with the first level and
- work your way up.
-
- There's a lot of information, but each step is
- pretty simple. Learn from other levels the "tricks"
- used to get those spectacular scenes.
-
- Print the file TUTOR.DOC and load file TUTOR.WAD to
- learn the basics of WAD files and how to make them
- using DeeP.
-
- It helps to use the Grid when designing a level. The
- Grid makes it easy to align everything and maintains
- the sizes that work best for wall and ceiling
- textures (explained later). A grid size of 8 is
- recommended for most work. Use a larger grid when
- making beginning large areas.
-
- A level is created from smaller components, much
- like a house is built from 2x4's, nails and siding.
- Here's the names of the parts you will be using.
-
- The five components are Vertices, LineDefs,
- SideDefs, Sectors and Things.
-
- y rVertices
-
- Vertices are x,y coordinates on a map. DOOM maps are
- 2 dimensional. The height comes from Sectors, as you
- will see soon.
-
- Vertices are used as the starting and ending points
- of LineDefs (next). These are the bdots on the map
- in Vertex mode. Vertexes are usually NOT created by
- themselves (as in DEU), but rather are created
- automatically when you draw lines.
-
- To design/shape areas after they are made you drag
- the vertex points (using the right mouse button)
- to any location. This is the most flexible. Other
- methods can drag/shape LineDefs and Sectors (read
- on for those).
-
- bDoom Units
-
- A bDoom Unit is the name we give the coordinates
- numbers and the distance between two vertices. Just
- a made up name, but everyone asks "what do those
- numbers mean?"
-
-
- y rLineDefs
-
- LineDefs "glue" two vertexes together.
-
- LineDefs are the lines in the map. These lines
- define the borders of a Sector or the location of a
- trigger that you walk across.
-
- Bear with me a bit on Sectors. For now think of a
- Sector as the room or area where you are fighting
- for your life. A more precise definition about
- Sectors is later, so keep on going and come back
- and review this area again. I think it will be
- clearer the 2nd time (if you didn't get stuffed
- by the monsters).
-
- Each LineDef has a starting vertex and ending
- vertex. This is similar to putting two dots on a
- piece of paper and connecting them to draw a line.
-
- These lines end up being walls you see in the game.
- The walls have at least one side and to be seen,
- require a texture graphic.
-
- Transparent LineDefs do not need any texture, since
- they are invisible. A common use is for a btrigger
- activated when you walk across the LineDef. When you
- walk across the LineDef, it behaves like a tripwire.
- A transparent LineDefs has a texture of b-, which
- is none.
-
- A btrigger causes the Sector assigned to it to move
- up or down according to the type of LineDef. These
- cause the special effects as you blunder into
- things. (See Sector and LineDef tags below.)
-
- It may help to stop here and edit a level, mess
- around with the different modes and see all the
- possibilities. The first level is suggested, since
- it doesn't have as many things going on and is easy
- to test since it's the first level.
-
- If the wall can be viewed from both sides we need to
- describe the second side also (for example, a room
- within another room that you can walk around and
- enter through a door).
-
- These sides are called rSideDefs. The first side
- is called SideDef1 and the second SideDef2 (isn't
- this amazing).
-
- The SideDef1 side of the LineDef is the side with
- the line sticking out of it in LineDef edit mode.
-
-
- b y All LineDefs go the same Direction
- b y (Most of the time)
-
- The line sticking out from the side, should be the
- same for all 1-sided LineDefs. Normally the arrows
- point in the clockwise direction for rooms and the
- opposite for an object in a room (see stair help).
-
- LineDefs with two sides may go in either direction
- and be mixed in direction. If you have textures
- that like to "follow" you, try flipping the LineDef
- (do not flip the SideDefs!).
-
-
- y rSideDefs
-
- SideDefs "glue" LineDefs to Sectors.
-
- A LineDef must have at least one SideDef. The
- SideDefs define the wall textures (the way the wall
- looks) and the floor/ceiling textures and heights
- via a Sector reference number.
-
- When ALL the SideDefs (of LineDefs) form an enclosed
- area and share the same Sector reference number, we
- see a Sector. If other areas use the same Sector
- number reference (which is perfectly fine), they all
- light up in Sector Edit mode too.
-
- SideDefs also "glue" to all the textures.
-
- There are three possible texture locations for a
- SideDef: bupper, normal and lower, representing
- what you see above, straight ahead and below your
- field of view. The upper and lower textures are
- used when the floor and ceiling vary in height
- between different Sectors/rooms.
-
- ayUpper Texture : Texture you can see above the
- ceiling of a Sector.
-
- ayNormal Texture: Texture you see between the ceiling
- and floor of a Sector.
-
- ayLower Texture : Texture you can see below the floor
- of a Sector.
-
- If everything was the same height, you would only
- need normal (a boring level, yes?)
-
-
- y rSectors
-
- Sectors "glue" Ceiling and Floor Textures together and
- define a bottom (floor) and top (ceiling).
-
- A Sector appears visually on the map when 3 or more
- LineDefs connect together to form an enclosed area.
-
- A Sector appears similar to a room or an area within
- a room but is by itself not the area.
-
- Sectors determine the ceiling and floor height and
- the ceiling and floor textures (the last part to get
- the 3D look of a level).
-
- A Sector adds the depth to the LineDef/SideDef
- connections. A Sector can be shared by many LineDefs
- that form independent areas, lending the same
- floor/ceiling heights and textures to those areas.
-
- So don't think of a Sector as being the actual room
- (sorry about their choice of words) since it can
- describe many rooms and areas. When you see more
- than one area "light" up in Sector edit mode, it
- signifies the same sector is used to describe the
- highlighted LineDefs.
-
- Sharing Sectors is a good way to speed up the game
- by limiting the work required by DOOM to calculate
- where you are (going).
-
- Special Sector information (damage/secret?) is also
- available.
-
- Sectors are the only structure that move UP/DOWN in
- DOOM. Lifts, Staircases, Doors, are all specially
- defined Sectors. If you recall, the SideDefs connect
- all the LineDefs together to the same sector. So the
- area described by the LineDefs/SideDefs is the area
- that will move.
-
- The LineDef+SideDefs look at the Sector types you
- used and acquire the property you assigned. So if
- it's Damage, all the LineDefs with that Sector
- assigned have health damage. If it says to move up,
- they all move up, even areas that are not where you
- are!! (If they have the same Sector.)
-
- In HERETIC there are even more things you can do.
- The floor can scroll, you can have a nice breeze
- blowing (throws off the aim of shots) and to top
- it off, you can make it slippery too!
-
-
- pyPlease See Sector Not Closed in Check for more
- py information.
-
-
-
- y rThings
-
- Things are the objects that lend the final touch to
- a level.
-
- Weapons, enemies, ammo, keys and decorations are
- visible Things. The places where players start the
- game and Teleport landings are also called things.
-
- You can display a picture of the ALL the things on
- the Map by pressing T again after you are in Thing
- edit mode (you get there by pressing T or selecting
- from a menu).
-
- The display can be interrupted at any time by pres-
- sing any key. This is slow for now, but will be
- improved with the DPMI version.
-
-
- p y HOM errors
-
-
- Hall of Mirror errors are what you get when some-
- thing is messed up in your level. It looks like
- you're replicated a zillion times and the world
- won't stop turning.
-
- We didn't invent this cute name. Matt Fell, the
- author of the unofficial DOOM specs mentions it.
- (Review his document for technical information.)
-
- Here are some common causes for HOM:
-
- 1. You forgot a texture (easy to fix)
- 2. Transparent Wall, 2-sided wall using a texture
- with more than 1 patch.
- 3. A LineDef is shared by 2 sectors, but the 2-sided
- flag is not set (F10 menu will fix).
- 4. A LineDef/Sector is sticking its nose across
- another LineDef/Sector (move it back).
- 5. Too many 2-sided LineDefs are visible from any
- point (fixed in 1.666 and DOOM II 1.7).
- 6. The Sector heights are messed up.
- 7. A node building error (rearrange the area).
- 8. You didn't (re)build the Nodes?.
- 9. DOOM has an error (especially DOOM, see stairs).
-
-
- p y Sector and LineDef tags
-
- A bTag number is a number that is used to connect
- LineDefs and Sectors. For example, if you have a
- switch that you want to use to operate a door, how
- will Doom know what door to operate? Answer, you
- give the LineDef with the switch a number and give
- the door Sector the SAME number.
-
- Tag number have nothing to do with anything else,
- it's just for what we are now discussing.
-
- The number must not be in use yet. So the first
- available number (on a new level) is 1, the next 2,
- 3, and so on. You can skip around if you like. The
- menus automatically show you a free number with the
- ( ). In other words, that number is not used any-
- where.
-
- Once you give the LineDef this tag number, called
- a Sector Tag, go to the Sector with the Door (or
- anything that works with "tags", and give it the
- same Tag number. This connects the LineDef to the
- Sector.
-
- Use the Search for LineDef/Sector tag to locate a
- tag number you forgot the location of.
-
- In LineDef mode, a LineDef with a tag shows the tag
- number and the Sector number it is connected to in-
- between the (). The Sector also lights up in Red.
-
- In Sector mode, a Sector with a tag shows the tag
- number and the LineDef number it is connected to
- inbetween the (). The LineDef also lights up in Red.
-
-
-
- p y Object Colors
-
- When an object is selected (by Left clicking) it
- will change color and the object select count
- (upper right top line) is increased by one. Refer
- to this to keep track of your work.
-
- Things with the same color are all the same type.
-
- LineDefs of different colors signify tags or
- possible texture problems. Look at the information
- displayed on the bottom texture boxes to tell.
-
- All the same Sectors will turn Yellow, so you can
- readily spot where they are used. Red indicates an
- Tagged Sector/LineDef relation or an error in the
- SideDef where it appears.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||F1EDIT
- //-------------------------------------------------------------------------
- B y
- B y DeeP Editing Help
- B y
-
- Use the bmouse or the bcursor keys to move around.
- The map scrolls when the pointer reaches the edges
- of the screen.
-
- a w Map Scroll Limits
-
- The maximum scroll in any direction is slightly
- less than the "edge" of the map in that direction.
- This "brick" wall prevents the map from flying off
- your screen.
-
- If you are making a very large area, reduce the
- zoom or extend the area after you make it as large
- as you can. The new area automatically extends the
- scroll limits, so you can make it bigger again.
-
- The maximum bDoom Unit X / Y size is about
- 8000 x 8000. This is pretty large! It might be
- somewhat larger, but 16k x 16k does not work.
-
- If you scroll to the edge and magnify with Auto
- Center turned off, you may loose sight of the map!
- Turn Auto Center back on, and zoom +/- to get
- your bearings again.
-
-
- y b
- y b Function Key Commands
- y b
-
-
- yrF1 Display bHelp on current topic.
-
- There are three levels of Help screens.
-
- Use the PageUp/PageDown, Up/Down arrow keys or
- the mouse scroll bar to page the help.
-
- a w1. Main Help screen (this one)
-
- a w2. Top Menu Bar Help
-
- Context sensitive Help for all items on the top
- menu bar. Select the menu item and press F1 to
- see detailed help for each selection.
-
- a w3. Object Help
-
- Context sensitive Help for the first sub-menu
- that comes up when Enter is pressed in any of
- the edit modes. Press Enter (or press mouse
- button 2 fast) to edit the object and then
- press F1.
-
- Each item is explained in more detail in the
- context sensitive help section.
-
- You can view ALL the help at once by selecting
- Help on the top menu bar and then select
- bAll Help.
-
- yrF2 Save level in a PWAD file.
-
- yrF3 Save As... Reassign level of a map.
-
- yrF4 Search/Change for Object.
-
- yrF5 Texture/height default values.
-
- yrF6 Print Map (see end this section).
-
- yrF8 Miscellaneous Operations.
-
- yrF9 Insert standard shapes.
-
- yrF10 Check Level for errors.
-
-
- yrAltF2 Save Level and always build Nodes
-
- yrAltF3 Save as.. and always build Nodes
-
- yrAltF4 Exit (same as Esc)
-
- yrAltF5 Set Options for sound, grid, etc.
-
- yrAltF6 Set Colors for mouse, grid, etc.
-
- yrAltF8 Go into Scale/Rotate (same as < >)
-
-
- yrShiftF1 Test Level
-
- yrShiftF2 Edit a different Level
-
- yrShiftF3 Create a new level from scratch
-
- yrShiftF4 Reset all PWAD files read
-
- yrShiftF5 Read a new PWAD file
-
-
- y b
- y b Special Key Commands
- y b
-
- yrEsc
-
- 1. Exit without saving changes if you are not in
- any submenu. You are only warned if changes
- were not saved. Cancel if you want to save your
- changes.
-
- 2. Exit any submenu. If any item was selected, it
- is saved. You can also click the right mouse
- button to exit.
-
- 3. Cancel any current active drag or copy object.
-
- The objects are returned to the starting
- locations. Copied objects still exist, and are
- behind the current objects shown. Be sure to
- either move or delete them.
-
- All the objects selected are still active. You
- can restart dragging by clicking the Right
- mouse button again. Press bC to clear the
- object selection. Be careful you don't lose
- track of any copies!
-
- 4. Cancel any current active Scale/Rotate object.
-
- The objects are returned to the starting
- locations.
-
- a In yIns Vertex mode, the last LineDef is NOT
- drawn to close the polygon (if it is missing).
-
- Ins Vertex is reset to the next area to draw.
- Press Esc again to exit Vertex insert mode.
-
- yrIns
-
- a yThing mode : Insert a new Thing at the current
- cursor position. Copies the last selected object
- or insert a default object (see Edit F1 help).
-
- a yVertex mode: Starts Insert mode for creating
- Vertices, LineDefs and Sectors (Sectors optional,
- set in Options).
-
- A quick Double Mouse Click also enters Vertex
- Insert mode.
-
- This is the workhorse mode for drawing areas!
-
- Press the Left mouse button to start creating
- Vertexes and LineDefs. You can start on top of an
- existing Vertex. That's the way you connect
- Sectors. (Also see Mouse buttons.) You can also
- trace on top of other Vertexes/LineDefs to make
- them 2-sided.
-
- If you are making Door sides, Press bIns to stop
- (see below).
-
- When you place a Vertex on top of an existing
- LineDef, the LineDef is split at the location of
- the new Vertex. This is how you can quickly make
- Door sides (see Misc Help).
-
- To place only 1 Vertex, press the Left mouse
- button and then press the Right Mouse button.
-
- If you select 2 vertexes (before you press Ins)
- and then press Ins, a LineDef is created connect-
- ing the 2 vertices. No Sector is made.
-
-
- p ySplit Sector / 2-sided LineDef
-
- After you create a single LineDef (from only 2
- vertexes) a prompt automatically comes up asking
- if you want to split the sector or make the Line-
- Def 2-sided. Choose exit to do nothing, but be
- sure to come back and fix it!.
-
-
- p yFinish/End
-
- There are 3 ways to finish a Line/Side/Def/Sector:
-
- 1. Press the Right button to close the last
- LineDef (if you haven't made a complete loop).
- A new SideDef1 is created for each line drawn
- and they all share a new Sector .
-
- You connect two sectors by sharing a LineDef
- (you trace over an existing LineDef), the
- shared LineDef is automatically made 2-sided.
-
- 2. Press the bIns key to do everything you did
- in 1 above. The difference is, any LineDef you
- traced over is NOT made 2-sided. You do this if
- the LineDef is being traced over because you
- are making a Door.
-
- Door sides are normally 1-sided, so you don't
- want the process to make it 2-sided. If you
- forget, you have to eliminate the SideDef2
- created by setting the SideDef2 reference
- number to -1 (that's deleting it).
-
- 3. Press the bEsc key to do everything you did
- in 1 except the LineDef is not automatically
- closed.
-
- Pressing Esc or Ins twice in a row, exits Vertex
- Ins mode, the same as Right clicking twice.
-
- a wLineDef mode: All the LineDefs you selected that
- are 1-sided, will be made 2-sided with a new
- sector assigned. Do not select any LineDefs that
- are already 2-sided.
-
- If you want to define an existing area that has
- mostly 1-sided LineDefs, but one of them is
- 2-sided, remove the 2nd SideDef from the offender
- (set the reference to -1), then select all (now)
- 1-sided LineDefs, press bIns and a new area is
- created with its own new Sector.
-
- a wSector mode: Creates a new sector. Look at F10
- number of sectors (minus 1) to get the new sector
- number. Use this to create a new sector for an
- area.
-
- It is safer (since you can't accidently delete) to
- change the sector reference in SideDefs to this
- new Sector. The old sector is purged when you do
- the final Check on the Level (always do the
- complete Check). You won't need to do this very
- often.
-
- yrShift
-
- Prevent auto-object selection temporarily (see rA)
-
- yrShift+Tab
-
- Switch to the previous editing mode.
-
- yrShift+H
-
- Set grid scale to 0.
-
- yrShift+M
-
- Same as Shift+Left mouse button.
-
- yrDel
-
- Delete the current object
-
- yrEnter
-
- Edit the current object. Same as Right
- mouse button.
-
- yrTab
-
- Switch to the next editing mode. If
- objects are marked, they remain marked
- with both forms of tabbing.
-
- yrSpace
-
- Toggle the move/scroll speed from slow to
- fast.
-
- Toggle the scale/rotate size from 1/.01 to
- 4/.04.
-
- yrArrows
-
- Normal Edit mode: Move the cursor position
- (and Map if on an edge)
-
- Scale/Rotate mode: Move the map.
-
- yrHome
-
- In edit moves the Map Right a bunch.
-
- In menus, moves to the first item.
-
- In help, moves to the top.
-
- yrEnd
-
- In edit moves the Map Left a bunch.
-
- In menus, moves to the last item.
-
- In help, moves to the bottom.
-
- yrPageUp
-
- Move the Map Down.
-
- In menus, moves down.
-
- In help, moves up a page.
-
- yrPageDown
-
- Move the Map Up.
-
- In menus, moves up.
-
- In help, moves down a page.
-
- yrScroll Lock
-
- Turn on/off the autoscroll feature.
- Keeps the screen from moving accidently when
- you touch the edges.
-
-
- y b
- y b Character Key Commands
- y b
-
- yr+ - Zoom in or out (change the map scale)
-
- Zoom levels range from 50 to 4000 scale. Use the
- bZ command for instant zooming (see below).
-
- If you hold and press the + or - keys, inter-
- mediate zoom levels are skipped and the final
- zoom level is shown. For example, if you press and
- hold the + key, the map zoom to the maximum level.
-
- Experiment with this to find the optimum "hold"
- time for your system.
-
- yr[ ] Change the map scroll speed delay
-
- Delay ranges from 0 to 500 in 10 ms increments.
-
- Value is displayed on the bottom line.
-
- yr< > Enter Scale/Rotate mode (except for Things)
-
- All objects selected can be rotated by pressing
- the b< and b> keys and scaled by pressing the b+ and
- b- keys. To move the map, use the cursor keys.
-
- Press the space bar to toggle between an increment
- of 1 and 4.
-
- This rearranges objects by spinning them around
- (rotation angle) or moving them closer/ further
- apart (scale).
-
- You can also rotate by using the mouse.
-
- Left click or press Enter to accept the changes.
-
- Right click or press Esc to cancel the changes.
-
- The Angle/Scale Value is displayed on the top.
-
- TIP: After you create an object it is automatic-
- ally selected. For example, after you create a
- stair all the LineDefs are selected. You can
- scale/rotate all of them or drag them right away!
-
- yr< > Change Thing direction
-
- Interactively change the direction of Things.
-
- yr/ Toggle Snap-To-Grid
-
- Automatically snaps objects to the active grid.
- Also set by the top menu button (s).
-
- yr\ Toggle Auto Center
-
- Automatically center objects when zooming. Centers
- the map on the object. The bottom line displays a
- symbol when Auto Center is active.
-
- yrA Toggle default auto-object selection
-
- Enables individual object selection.
-
- Auto object selection. Selects an object as soon
- as the cursor moves close to it. The bottom line
- displays a symbol when Auto Object is active.
-
- You may wish to turn this off if when you want to
- edit objects by clicking the picture(s) displayed
- on the bottom of the display.
-
- Pressing the Shift key temporarily disables auto-
- object selection!
-
- yrC Clear all selections and redraw map
-
- Cancel any current active drag or copy object.
- The objects are returned to the starting
- locations.
-
- Holding the Left mouse button for over 2/10* of
- a second and then releasing it also clears.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- Copied objects still exist, and are behind the
- current objects shown. Be sure to either move or
- delete them. All the objects selected are cleared.
- It's better to use Esc to cancel, since the
- objects left selected.
-
- This also cancels Vertex insert mode. NO SideDefs
- or sectors are created!
-
- yrD Toggle drag mode (Vertexes/Things)
-
- If you don't have a mouse(?), select an object by
- pressing bM and then press bD to activate
- dragging. Use the cursor keys to move the
- object(s) and press bD again to release it.
-
- yrF Repeat last Find or Change
-
- yrG Change the grid scale
-
- Grid is use recommended, it automatically aligns
- objects the grid (Snap-to-Grid active). If the
- original LineDef or Sector was not aligned, switch
- to Vertex mode to align each Vertex.
-
- A grid size of 8 is recommended for most work. Use
- a larger grid when making beginning large areas.
-
- (If the program aligned the LineDefs/Sectors
- by itself, Vertexes could be overlaid.)
-
- yrH Toggle display grid (hides the grid)
-
- yrI Toggle display object information
-
- Show the information bottom bar while editing.
-
- Show texture pictures while editing.
-
- Speeds up display and shows more of the Map.
-
- yrJ Jump to a specific object #.
-
- yrK Bring up thing masK menu. Select the items
- you want to display by clicking on the boxes.
-
- yrL Switch to the LineDefs/SideDefs editor.
-
- yrM Mark/unmark current object (select)
-
- If you don't have a mouse, select an object by
- pressing bM. Move the cursor over the object
- until it lights up then press bM.
-
- To unselect it, press bM again.
-
- yrN Jump to the next object.
-
- yrO Copy group of objects selected.
-
- After all the objects have been selected, press bO
- to make a copy. Then bdrag the duplicates to the
- location desired using the Right mouse button.
-
- yrP Jump to the previous object.
-
- yrR Toggle display ruler
-
- yrS Switch to the Sectors editor.
-
- yrT Switch to the Things editor.
-
- If you press T when you are already in THING mode,
- the display switches to display the actual Sprite!
- Press T again to switch back to plain circles.
-
- Any key press interrupts the display so you don't
- have to wait for a complete screen to fill up.
- If you accidently stopped the display, press
- C(lear) to redisplay. (The speed will be improved
- in the DPMI version.)
-
- yrV Switch to the Vertexes (vertices) editor.
-
- yrZ Zoom IN/OUT instantly.
-
- Zooms according to the limits set in speed options
- under Edit/Options. Instantly centers the object
- selected at the zoom value you selected.
-
- yr1...0 Set ZOOM level from 1 to 10 directly
- (1/1 - 1/10)
-
- yralt+C Center the Map at current size.
-
- yralt+Z Zoom to Extents.
-
- Make the map fit the screen.
-
-
- y b
- y b Top Menu Buttons
- y b
-
- The five buttons on the top bar represent:
-
- yr+ Same as + command (zoom)
-
- yr- Same as - command (zoom)
-
- yrc Same as C command (clear)
-
- yr# Same as G command (grid)
-
- yrh Same as H command (hide grid)
-
- yrs Same as / command (Snap-to-Grid)
-
-
- y b
- y b Bottom Menu Symbols
- y b
-
- On the bottom left there is a box with up to
- 3 symbols and the word bDelay.
-
- 1. The first symbol has indicates if the
- level has had any changes.
- a. Blank = none
- b. Smiley face= Things/Textures changed
- c. Diamond = Geometry changed.
-
- 2. The second symbol shows the status of the
- Auto Select option.
- a. Blank = not active
- b. Square with circle = active
-
- 3. The third symbol shows the status of the
- Auto Center option.
- a. Blank = not active
- b. Star Burst = active
-
- 4. The value after Delay indicates the time
- in milliseconds to delay refreshing the
- screen with a new map when scrolling (see
- b[] command).
-
-
- y b
- y b Mouse buttons in MAP editing
- y b
-
- a w Left Button has multiple uses
-
- yrLeft button
-
- 1. Mark/unmark the current object (select/unselect)
- Quickly press the Left button to mark or unmark
- object(s).
-
- Marked objects (speaker clicks and the object
- changes color) are all changed as a group when
- you make changes.
-
- The right side of the top menu bar shows the
- total number of objects currently selected.
-
- 2. Create selection box (same as Shift+Left mouse
- button).
-
- If the Left button pressed and held down for over
- 2/10* of a second, Select box mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- Move the mouse to change the size of the outline
- you see to encompass all the objects you want
- selected/marked.
-
- All the currently selected objects are cleared
- when you enter Select mode and the new objects
- in the Selection box are now active.
-
- All these objects can now be edited at once or
- moved/copied.
-
- If you do NOT have additive select active (see
- shift+F5 options), then pressing the Left mouse
- button for a long duration and then releasing
- it, is a quick way to clear current selections!
-
- 3. Add an object (same as Ins key).
-
- For Vertex and Things only, Quickly press the
- left mouse button twice in a row.
-
- You will Add an object of the current type.
-
- a y What does Selecting an Object do
-
- The first time you click an object it is added
- to a list of objects to edit. All objects selected
- will receive the edit changes you are making or
- will be dragged or copied.
-
- You do bnot have to click to edit only one
- object. Move the cursor over the object to edit.
- When you see that it is selected, press Enter
- (or press the Right button quickly), select the
- options in the sub-menu and press Escape (or
- click the Right button) to exit.
-
- Similarly for copying or dragging only one object,
- make sure the object is automatically selected and
- press bO for copying it or press the Right
- button and hold down to drag.
-
- To unselect an object, click on it again or press
- bC to clear all.
-
- If you have turned Auto Select off by using the bA
- command, no objects are automatically selected as
- you roam the map. Turn it back on if you want to
- edit as described above.
-
- yrLeft button Direct Picture Editing
-
- Left clicking the Sector, LineDef or Thing picture
- displayed on the bottom, pops up the corresponding
- object images/texture selection menu.
-
- This is a fast method of adjusting the final look
- of a level!
-
- Only the object displayed is changed. Additional
- object you may have selected are ignored.
-
- You may wish to temporarily turn Auto Select of to
- keep the same object displayed on the bottom.
-
- yrLeft button Insert Vertices
-
- If you quickly* click the Left mouse button twice,
- bIns mode as described next is automatically
- entered. You may prefer this to pressing the Ins
- key.
-
- Press the Left button after you press bIns in
- Vertex mode to create Vertices for LineDefs.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
-
- a w Right Button has multiple uses
-
- yrRight button
-
- 1. Edit the current/selected object(s).
-
- Quickly press the Right button to edit the
- current object(s).
-
- 2. Drag the current/selected object(s).
-
- If the Right button is pressed and held for over
- 2/10* of a second, drag mode is entered.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- All the selected object(s) are dragged.
-
- Drag the object(s) selected by pressing the Right
- mouse button (and holding it down) and at the
- same time moving the mouse to the desired loca-
- tion. Release the Right mouse button to place it.
-
- If you have a group of objects selected (either
- by individually selecting them with the Left
- mouse button or by using the bShift+left button
- box select) they are all dragged at the same time.
-
- If you press and hold the Right mouse button when
- you are over a rNew object (it "lights" up) and
- it is not in the current select list), the new
- object is dragged and all the prior ones are
- dropped.
-
- 3. Change Edit mode.
-
- Quickly* clicking the Right mouse button brings up
- a sub-menu that allows you to change Edit modes.
- Select a new mode or Right click to exit.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
-
-
- yrRight button Insert Vertices
-
- Press the Right button to stop inserting vertices
- in Vertex mode (see above). The LineDefs are auto-
- matically closed. Press bEnd if you do not want to
- close the LineDefs.
-
- yrShift+Left button
-
- Select and mark a group of objects. (This is also
- activated if you hold the Left mouse button for
- over 2/10* of a second.
-
- *Change the delay in Zoom/Mouse/Map options under
- Edit.
-
- Drag a selection box around several objects
- and select them all at once. On large levels,
- do not select too many to prevent running out
- of memory (for now).
-
-
- y b
- y b Mouse buttons in Menus
- y b
-
-
- yrLeft button
-
- Select the current name or number when
- the mouse is in the objects window.
-
- yrRight button
-
- Cancels the currently selected menu when
- clicked outside the area.
-
-
- y b
- y b Menu Selections
- y b
-
- Items from a menu can be selected three different
- ways:
-
- yb1. Use the arrow keys to select the option and press
- Enter.
-
- yb2. ba. For menus without numbers in front, press the
- highlighted character (and nothing else).
-
- y bb. For menus with numbers in front, press the
- number (and nothing else).
-
- yb3. Use the mouse to select the item. Move the mouse
- cursur to the line and click the left button.
-
- To cancel the selection, press Esc or click the
- right mouse button.
-
-
- y b
- y b Automatic Selection
- y b Difficulties
- y b
-
- If you have automatic object selection turned on
- (bA), objects automatically get selected when you
- get close to them. Some Sectors may be difficult to
- select if they have irregular shapes. Switch to
- LineDef mode, select a LineDef and switch back to
- Sector mode. You can also Jump to a Sector (or any
- object) with the bJ command.
-
- If you have extra Sectors in one location, you will
- also have trouble, but in that case you have to
- delete the extra Sector. Run F10 Check to get rid
- of the extras automatically.
-
-
- x yPlease review the F1 help for each subject.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||EXE
- //-------------------------------------------------------------------------
- B y
- B y Help Options when loading DeeP
- B y
-
- xyDeeP [-m <MainWadFile> ] [-n] [-fc] [-fm]
- [-f <PwadFiles>...] [-p <dir> ]
- [-bgi <driver> ] [-v <mode>]
- [-config <IniFile>]
- [-h <helpfile> ]
-
- yThe b- commands are used for temporary overrides
- ywhen you start bDeeP. The name surrounded by the
- yparenthesis b(..) followed by b= is used in the
- ybDeeP.INI file to set the same option permanently.
- yIf no () are shown, it's the same name. Example :
- ybMain = c:\Doom2\DOOM2.wad defines the main IWAD.
-
- c
- CxReview the notes in the DeeP.INI file for more info.
- c
-
- yb-n (noload)
-
- Temporarily suppresses automatic DeeP restart.
- This clears all prior PWAD file names and all
- file additions. Used to start over again!
-
- Use this in the Shareware and LITE versions to CLEAR
- all the current levels you have read so you can start
- over again if you've exceeded the file limit of 3 or
- 6!
-
- The bReset Level option under File also resets
- all file additions to none.
-
- See automatic restart options under Edit.
-
- yb-bgi driver
-
- Set the default video driver (*.BGI file). You
- should only have to do this if you have a non-
- VESA video BIOS and/or have a newer driver for
- your video board.
-
- Use the name bVGAONLY for normal VGA, that
- is, use this if you can't run the default VESA
- SVGA.
-
- ALL of the colors can't be displayed in VGA, so
- the textures look weird.
-
- yb-config name
-
- New name of the config file (DeeP.INI). This is
- handy to keep preconfigured options that you
- switch between often.
-
- If you have both DOOM and DOOM II, create a
- batch file for each version using different
- config files pointing to a different DOOM main
- wad file. This reduces disk space requirements.
-
- If you use only one copy of DeeP to edit both
- DOOM and DOOM II, the last files you were
- editing might be for the wrong version. If you
- did not want that to happen, use the -n option
- to clear the status of all saved files. (This
- will not occur if you run DeeP from different
- directories.)
-
- In one batch file you might enter:
-
- bDeeP -config DeeP.ini (for DOOM) and then
- bDeeP -config DeeP2.ini (for DOOM II)
-
- Each time you change the name of the DeeP.INI
- file, it is saved in DeeP.CFG. Thus if you
- start DeeP and do not override with a -config
- command, the last name you used is automatic-
- ally read. Remember this when you use batch
- files to edit both DOOM and DOOM II levels and
- you then directly run DeeP, bypassing your
- batch files.
-
- yb-f (file) file1.wad file2.wad ...
-
- Add patch wad files to load. If no path is
- specified, a path is added (see PATCH).
-
- The b.wad extension is automatically added
- if no b. is used. (This also erases all prior
- saved PWAD information.)
-
- We may get rid of this option, since it is no
- longer as useful with the new save options.
-
- yb-h (help) C:\doom2\deep.hlp
-
- Name/location of the DeeP.HLP file. Default is
- DeeP.HLP in the current directory.
-
- yb-m (main) C:\DOOM2\DOOM2.WAD
-
- Name/location of the main IWAD file. This file
- determines DOOM or DOOM II support. For HeeP it
- set Heretic support.
-
- This path also determines the location of
- DOOM(2).exe or Heretic when testing a level.
-
- yb-p (patch)
-
- Patch file default directory for reading patch
- PWAD files (C:\Doom). Default is current
- directory. This directory name is automatically
- added to any file name if you do not supply one.
-
- yb-v # (video)
-
- Set the default video mode number (resolution).
- Experiment with this to see if your monitor is
- readable at higher resolutions ( 800x600 looks
- nice on many 15" monitors ).
-
-
- xyA r'+' ybefore the options reverses on/off options.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||FILE
- //-------------------------------------------------------------------------
- B y
- B y File [Alt-F]
- B y
-
- p y DeePbsp
-
-
- You may have to adjust your system to work
- with DeeP's Borland DPMI manager. Do not use
- QEMM's QDPMI (in CONFIG.SYS). You probably
- don't need it. Also you have to have
- HIMEM.SYS in CONFIG.SYS and FILES=20.
-
- Be sure to test before saving from DeeP!
- Please read README.DOC and README.1ST.
-
- If DeePbsp fails for any reason, you will get
- the message on returning that the file you
- saved is not a WAD file. The file is probably
- -0- in length. Copy the ~DeeP.wad or ~HeeP.wad
- back to the name you wanted so you now again
- have a copy of the last level you changed.
-
- Do NOT edit the temporary names above!!!!!
-
- DeePbsp will fail if you have overlapping
- vertices/LineDefs, so be sure to run the check
- for this in DeeP.
-
-
- y b File Name Length
-
- The largest path name for any file is 42
- characters! This includes the drive speci-
- fication "C:\". For example: C:\DOOM2\DeeP is
- 13 characters long.
-
- The default path is always added to any file
- you read or write, so don't forget to count it.
-
- ybNew Level
-
- Erases all information so you can create a
- level from scratch.
-
- It is suggested to increase the screen refresh
- delay to at least 50 (see [] commands) to keep
- the map from flying all over the place. You
- may also want to set this for small levels or
- if you are running a very fast system.
-
- ybRead PWAD
-
- Read a new wad patch file. The default
- directory is set by the "patch" option. If
- not set, the default follows DOS rules
- (usually where you started DeeP).
-
- The level edited is automatically set to
- the first one found.
-
- y The characters b.WAD are automatically
- y appended if no b. is found.
-
- ybSave
-
- Save the level as a PWAD file. Enter the name
- of the file, including the complete path. If
- no path is given, the file is stored in your
- current directory. Press Esc or Cancel to not
- do anything.
-
- If a file has been Read in with the same save
- name it is renamed with the .BAK extension.
-
- If you save to an existing name, but that file
- has never been read, the file is overwritten.
-
- DeePbsp should be run if you have changed any
- of the map's geometry. You can ignore this if
- you do not intend to play right now, but want
- to go to bed (it is late).
-
- pyThe Shareware version saves up to 3 files.
- with different names. The .BAK name counts as
- a name. If you read in 2 levels and save using
- a different name, the maximum is exceeded.
-
- pyThe LITE version saves up to 6 files with
- different names.
-
- pyThe Shareware and LITE versions do not save
- grouped PWADs.
-
- pyThe Registered version saves up to 32 files
- and directly saves a grouped PWAD.
-
- pyClear the REJECTS
-
- If you do not clear them, the existing REJECT
- information is copied. This is OK for slight
- tinkering with existing DOOM levels, but not
- recommended for big changes.
-
- The REJECTS are not always cleared to give you
- freedom to experiment easier. (DeePbsp only
- only copies REJECT data to make this easy.)
-
- We haven't verified the current information on
- REJECTS (too busy getting all this together),
- but know that there's more to it.
-
- We have cleared the REJECT information on some
- existing levels and they quit working, with
- lots of Hall of Mirror (bHOM) errors!
-
- When we rebuilt the level with DeePbsp, it all
- worked again (with a cleared REJECT), leading
- us to suspect that perhaps the REJECT is a
- also a workaround for?
-
- We have discovered that the REJECT information
- is required for some levels to keep DOOM from
- crashing!
-
- If you have a level that crashes, yet you
- can't find anything wrong, try using the
- forced BUILD nodes command and clear the
- REJECT to bFF. If your level no longer crashes,
- you need to run a REJECT program or reduce the
- number of enemies.
-
- pyDeePbsp will work on any PWAD file, just
- remember that it bdoes not clear the REJECT.
- DeePbsp will fix many levels built by other
- node builders that have bHOM errors.
-
- It is almost 100 percent reliable.
-
- Some errors we've had in the past, turned out
- to be DOOM coding errors (such as exceeding
- the number of visible SideDefs). Even DOOM II
- will get the message "exceeded number of
- visible planes" (or something like that) for
- some monster levels we've built.
-
- Reduce the number of LineDefs and simplify the
- area if you run into bHOM errors.
-
- Use the Grid feature when possible to minimize
- problems.
-
- ybSave As ExMx
-
- Save the level with a different level number.
- Select the level and the rest is the same as
- above.
-
- ybEdit Level
-
- Select a different existing level to edit.
-
- ybReset Level
-
- Erases all PWAD information and resets all
- levels to the main IWAD.
-
- ybBuildNode
-
- Save the level and always rebuild nodes.
-
- If you changed the Reject, the SaveRejectMask
- prompt will also appear.
-
- ybBuildNodeAs
-
- Save the level with a different level number
- and always rebuild nodes.
-
- If you changed the Reject, the SaveRejectMask
- prompt will also appear.
-
- ybSaveRejectMask
-
- You are given the following options:
-
- awReject Mask
-
- awSkip every How many to fill with Pattern.
- awPattern Pattern to fill the rest with.
- 255 selects all (0xFF).
-
- Clear to 255 (bFF) or any pattern you like
- for TESTING or to have random fun.
-
- Once you change either value from the default
- value of 0, this prompt appears each time
- you build nodes. To get rid of the prompt
- change it back to 0/0.
-
- A skip value of 0, writes all the pattern.
-
- A skip value of 1, writes one "00" then your
- pattern, "00", pattern, etc. This is 50%
- pattern coverage.
-
- A skip value of 2, writes two "00" then your
- pattern, etc, this is 33% coverage.
-
- The Pattern also controls which sectors get
- activated. For example 15 (b0F) with a skip
- of 0 is also 50% coverage in a different way.
-
- This is useful to debug your level. With FF,
- you can wander around the level with all the
- monsters and yet you do not have to fight them
- off all the time (most of the time).
-
- In addition, this is a check to see if the
- enemies are causing problems in your level.
-
- Some patterns may cause Invisible Barriers?
-
-
- ybTest Level
-
- pyRegistered only
-
- Load DOOM(II) or HERETIC and play a level you
- have saved.
-
- a
- aw DOOM and HERETIC can thrash your memory,
- aw either due to DOOM errors or mistakes in
- aw your Level.
- aw
- aw We therefore recommend to cold-boot (push
- aw the reset switch every once in a while to
- aw minimize unexpected failures in DOOM,
- aw HERETIC, DeeP or HeeP!
- aw
-
- The parameters -devparm -file yourfile.wad
- -warp xx are automatically created. You may
- enter up to 80 additional characters.
-
- For HERETIC -DEBUG is temporarily also a
- default, since this fixes 32-bit granular
- overflow errors. The normal startup screen
- does not appear when this is used.
-
- Enter or change the testing options to what
- you normally use. These are saved for the
- next time.
-
- If you experience testing problems, try
- turning of the BIOS shadow first. HERETIC is
- touchier than DOOM on one of our machines. It
- works fine on one, yet constantly crashes on
- the other, with the same PWAD file??
-
- The skill level displayed by HERETIC is one
- less than the actual number you entered.
-
- Type any external PWADs you want added first,
- followed by your normal test options. The
- additional PWADS add extra graphics and sounds
- to your level (do not enter your test level).
-
- For example: (all on one line, can't do here)
-
- aw CHOOKV23.WAD CHKSTUFF.WAD
- aw -skill 3 -nomonsters
-
- If you have DOOM and it's 1.666 or later,
- turn on the Response File option. This
- allows you to bypass the limitation of how
- much information you can pass to DOOM from
- DeeP (DOOM II and HERETIC are automatic).
-
- We do not have any systems with only 4MB but
- it should work ok, since only about 7kb is
- taken.
-
- Upon exit, you return to DeeP and everything
- is restarted if you set the option to reload.
- (see Edit help)
-
- p y
- p y DOOM cheat codes
- p y
-
- During play, type the codes in with the
- keyboard. A message displays on the top
- showing the cheat mode.
-
- I = DOOM only
- II= DOOM II only
-
- ybidbehold Displays a menu on the top line,
- enter: S = strength
- V = Invulnerability
- I = Partial Invisibility
- A = Full AutoMap
- R = Anti-radiation suit
- L = Light amplification visors
-
- ybidchoppers Chainsaw
- ybidclev## Warp (episode/mission)
- ybidclip IIWalk through walls
- ybidspispopd IWalk through walls
- ybiddqd God Mode
- ybiddt Toggles Automap (in automap)
- ybidfa Full Ammo
- ybidkfa Full Ammo, weapons, keys, armor
- ybidmus## IIChange music (episode/mission)
-
-
- p y
- p y HERETIC cheat codes
- p y
-
- During play, type the codes in with the
- keyboard. A message displays on the top
- showing the cheat mode.
-
- ybkitty Walk through walls
- ybravmap Shows entire map (map mode)
- ybmassacre Kill all monsters on level
- ybskel All keys
- ybrambo All weapons, ammo, armor
- ybquicken GOD mode
- ybponce Full health
- ybshazam Weapon Power Up
- ybengage## Warp (episode/mission)
- ybgimme Menu, select item and quantity
-
- a = Ring of Invincibility
- b = Shadowsphere
- c = Quartz Flask
- d = ?
- e = Tome of Power
- f = Torch
- g = Time Bomb Ancients
- h = Morph Ovum
- i = Wings of Wrath
-
-
- ybPrint
-
- pyRegistered only
-
- Print the level to printer or a file (see
- below).
-
- A file is saved in the current DeeP/HeeP
- directory. You can type in any legitimate
- path name, for example, C:\mymaps\map01.hgl
-
- ybeXit
-
- Exit the editor. Prompts to Save the file if
- changes have been made.
-
-
-
- y b Printing Maps
-
- The map printed is exactly the same as
- currently displayed on the screen. So if
- you zoom, you get the zoomed version,
- scroll right and you get the section
- shown.
-
- All maps print the level as shown on the
- screen with three variations. Each type
- is automatically selected by the edit mode
- (Things, LineDefs, Sectors).
-
- ybThing mode : Things are shown with an X on
- the map.
- ybLineDef mode: Two-sided LineDefs are printed
- darker.
- ybSector mode: Just the map.
-
- If the grid is turned on, it is superimposed
- as dotted lines over the map at the grid size
- active.
-
-
- ybPrint Operation
-
- If you have an HP printer that supports the
- HPGL language, you can print directly to the
- printer. If the printer prints characters and
- numbers(e.g.,PD12,55), the printer does not
- support HPGL.
-
- If your printer doesn't work directly, chose
- a file for output. Then import it into Word
- for Windows as an HPGL (.HGL) graphics file.
- Set the page to landscape and maximize the
- margins. Use insert picture to put the map
- in a word document, importing as HPGL of
- course.
-
- You can then print the file from Word,using
- Windows' print drivers for your printer.
-
- You need Word's graphic import filter for
- .HGL installed (one of the options on Word
- setup 6.0a graphic filters). Download an
- upgrade for FREE from Microsoft if you
- have 6.0. (See the About Screen for the
- version).
-
- This has been tested with Word 6.0a. Corel
- PhotoPaint can also import it, but it's pretty
- lousy. If you know of others, let us know and
- we'll include it here.
-
- On some computers, you may get an error after
- printing for a while. The message is out of
- our control, just reply Y to retry. If you
- are out of paper, put some more paper in!
-
- We can't control this right now, it's a dumb
- compiler problem, it won't tell us there is
- problem with printer!
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||EDIT
- //-------------------------------------------------------------------------
- B y
- B y Edit [Alt-E]
- B y
-
-
- ybCopy Object(s) O
-
- Used to copy (groups of) Things, Vertices,
- LineDefs and SideDefs, or Sectors.
-
- After pressing bO move the copy to the
- location desired by pressing the Right
- mouse button and moving the cursor. When
- the Right button is released, the objects
- are moved.
-
- The same objects can be move again. Press
- bC to clear the selection. You can also
- clear them by holding down the Left mouse
- button (that creates the select box) for
- over 1/2 a second and then release it.
-
- While dragging, you can also press Esc to
- clear them all. This also cancels the drag.
- The copied objects still exist. You can't
- see them because they are on top of one
- another!
-
- ybAdd Object (Same as bIns key)
-
- Be careful to not insert multiple Sectors at
- the same location! The check will catch this
- as Sector not closed messages, but it will
- not be obvious to you. See Ins in Sector mode
- below.
-
- New Sectors use the default values you set
- in Texture defaults.
-
- Also refer to the documentation of the
- bIns key for some more information.
-
-
- y rIns Vertex mode
-
- This creates the LineDefs/SideDefs/Sectors
- for a level. You can also start Insert Mode
- by quickly pressing the left mouse button.
-
- Insert Mode continues until you stop it with
- the Right Mouse button (the normal method),
- press the bEsc or bInskey. If have made
- some lines already, press either of these
- again to exit.
-
- SideDefs and Sectors are automatically created
- if Auto Insert Sector is turned on in Options.
-
- There are two variations in Vertex mode:
-
- b1. If 1 or no vertex is selected, press the
- Left mouse button to create Vertices/Line-
- Defs.
-
- if 1 vertex is selected, the next vertex
- is automatically connected to the one
- selected. Use this method to connect
- multiple areas. Draw over an existing
- LineDef of the old area to automatically
- make the old LineDef 2-sided and make the
- new sector share the same characteristics
- as the one you are connecting to.
-
- Each time the Left button is pressed a
- Vertex and a LineDef is created (if you
- have 2 or more vertices).
-
- a y Joining Areas
-
- If you are joining areas, move the cursor
- over an existing vertex in the area to
- join. Make it select (bottom box shows it,
- and the vertex lights up/sound) and then
- press the left button. The existing vertex
- is now selected and joined to the prior
- vertex.
-
- Go over the existing LineDef to make it
- 2-sided somewhere in your creation path.
-
- If you miss, manually move the vertex by
- dragging it on top of the other one (stop
- insert mode first by pressing Mouse button
- 2).
-
- The current grid is used to align vertices
- (Snap-to-Grid active).
-
- A grid of 8 is recommended. Move an
- existing vertex to make it line up if you
- can't match because the grids misalign it.
-
- a y Splitting Lines
-
- If you place a vertex directly on top of
- an existing line, the line is auto-
- matically split.
-
- b2. If exactly 2 vertexes are selected, a
- new LineDef connecting the two is created.
- Insert mode automatically ends.
-
- This is mostly used for odd situations
- where you are connecting two separate
- areas or you are fixing a mistake.
-
-
- Press the Right button to stop inserting.
- The last two open vertices are connected.
- creating the last LineDef to close. The
- SideDefs and Sector is automatically created
- (unless you turned Auto Insert Sector OFF).
-
- If you do not want the LineDefs closed,
- press the bEsc key.
-
- A check is made to see if any obvious overlaps
- exist. The check can be turned off in Edit
- Options for faster operation.
-
- If you press bC, the command is immediately
- stopped and no SideDefs and Sector are
- created.
-
- When creating an area, you should end up with
- all the LineDefs forming a complete loop. All
- the arrows should point the same way.
-
- y r Rooms and Objects
-
- Draw Rooms clockwise. An inner New sector is
- created.
-
- Draw Objects inside a room counter-clockwise.
- The room Sector is assigned to the LineDefs
- made. If you do this outside a room, a brand
- new Sector is assigned. This is initially not
- correct, but DeeP assumes you know what you
- are doing!
-
- You will fix this of course. This results in a
- Sector not close message if you forget.
-
- Flip the LineDef (F8 Misc menu) to correct any
- errors.
-
- LineDefs that do not loop result in Sector not
- closed messages. Also LineDefs that butt
- heads (they do not all go the same direction)
- also cause Sector not closed errors (if not
- 2-sided).
-
- If the ends do not touch, use method 2 above
- to connect the opening or select one of the
- vertices and drag it on top of the other one.
- Reply yes to merge them together (works only
- if you haven't turned the check off).
-
- If you didn't use Auto Insert Sector, complete
- the unfinished area by selecting all the Line-
- Defs (or outline a complete bclosed area).
- Then switch to LineDef mode (press bL) and
- press bIns again to create SideDefs and a
- Sector for the area just made.
-
-
- y rIns LineDef mode
-
- In LineDef mode when a group of LineDefs are
- selected and you press bIns a new Sector is
- created and one SideDef in each LineDef is
- bound to this Sector. The edit mode will
- switch to editing Sectors.
-
- Normally, SideDef1 already exists, so it adds
- SideDef2 to all the sides and makes the Line-
- Defs 2-sided with no textures.
-
- If SideDef1 did not exist, it adds SideDef1
- and nothing else.
-
-
- y rIns Sector mode
-
- Use this to create a new Sector that you are
- going to manually reference with a SideDef
- or to replace a Sector that was manually
- deleted in the SideDefs and now you want it to
- have a different sector.
-
- This is normally done, when you can't change
- the existing Sector, since it is shared by
- other enclosed areas (you would change all of
- them), so a new one is created.
-
- The LineDef/ SideDefs involved are manually
- changed to point to the new Sector.
-
- Select and modify LineDefs by using the Del
- key to get rid of Sectors/SideDefs you don't
- want and add new ones back in by pressing
- Ins. You may also want to change the
- references to SideDefs or Sectors to -1, the
- same as deleting them, with the advantage
- that you can tailor each individually without
- any danger of loosing it all!
-
-
- y rIns Thing mode
-
- A new Thing matching the current object
- selected is created.
-
-
- ybDelete Object
-
- Same as bDel key. Press the Del key again to
- confirm the deletion.
-
- ybClear Selection
-
- Same as pressing C to clear or hold the left
- mouse button down for about a second.
-
- ybThing Filter Mask K
-
- Clear/Mark the boxes to display or not display
- the items shown.
-
- For example to display everything for skill
- level 1, unmark levels 3 and 4-5 and leave
- everything else marked.
-
- To display all the network only items, unmark
- all the skill/deaf boxes and then mark NET
- and the item(s) you are interested in. For
- example, click on only NET and ENEMIES to see
- only the enemies in a network game.
-
- awAll the options below are saved in the file
- awDeeP.Cfg. This file is automatically created
- awthe first time you start DeeP. If this file
- aw gets damaged, delete it and restart DeeP!
-
- ybTexture Defaults F5
-
- Changes the default values for wall, floor,
- and ceiling textures, and floor and ceiling
- heights.
-
- ybLoad Options/Etc altF5
-
- The following options are toggled as shown:
-
- aySound Selection
-
- Sound when object is selected.
-
- aySound Errors
-
- Sound when an error occurs.
-
- ayOverLap Check
-
- Perform an overlap check every time vertices
- move. Disabling this speeds up editing large
- levels at the risk of missing mistakes you
- make.
-
- aySelect Object0
-
- Select object 0 the first time.
-
- ayAdditive Select
-
- Add currently selected objects to all in the
- current select box.
-
- ayAuto Start
-
- Automatically restart DeeP in Edit mode,
-
- Use -n when loading to temporarily suppress.
-
- ayAuto Load
-
- Automatically reloads the last PWADs you were
- editing.
-
- Use -n when loading to temporarily suppress.
-
- ayGrid Dashed
-
- Set grid lines to be dashed or solid lines.
-
- aySelect Dashed
-
- Set select box lines to be solid or dashed.
-
- ayInfo Objects
-
- Display text information about objects.
-
- bI toggles, this is for the mouse only user.
-
- ayInfo Picture
-
- Display textures and things in picture form.
-
- bI toggles, this is for the mouse only user.
-
- ayAuto Insert Sector
-
- Automatically insert SideDefs and Sectors when
- you create LineDefs in Vertex Mode. If you do
- not have this active, create the SideDefs/
- Sectors in LineDef mode by selecting the
- LineDefs and pressing the bIns key.
-
- ayThick Lines
-
- Increase the line thickness to 3. Useful when
- you use large monitors at high resolutions or
- use a white background.
-
- ayResponse File
-
- When testing, create a response file. This is
- always done for DOOM II and HERETIC.
- DOOM 1.666 and later also supports this.
-
- (See Testing help under File help).
-
- ayMap Border
-
- Display a line on the left/right side of the
- screen. It's up to you!
-
- ayThing Picture
-
- Display a picture of all Things in any edit
- mode. The type of Thing (circle or picture)
- is set by the last setting in bT display.
- It's up to you! The default is a cross.
-
-
- ybZoom/Mouse/Map Opt F6
-
- Set your preferences for :
-
- ayPalette Number
-
- Adjust for you monitor. Loads a different
- palette from the IWAD. 1 through 8 are
- redder. 0 and 9 are similar. 13 is green.
-
- More stuff in the future. Adjust to your
- viewing pleasure.
-
- ayObject Select Range
-
- Determines the sensitivity to selecting
- objects near the cursor.
-
- ayRuler Circle Radius
-
- Set the circle radius for the ruler. Three
- circles are drawn. The value given is the
- outer circle. Each inner circle is 1/2 the
- prior size. A size of 0 is no circle.
-
- ayThing Fill Pattern
-
- You can change the pattern display of the
- Things to one of the following values:
-
- │ 0 │ Thing Color Transparent
- │ 1 │ Solid fill
- │ 2 │ ---
- │ 3 │ ///
- │ 4 │ ///, thick lines
- │ 5 │ \\\, thick lines
- │ 6 │ \\\
- │ 7 │ Light hatch
- │ 8 │ Heavy crosshatch
- │ 9 │ Interleaving lines
- │ 10 │ Widely spaced dots
- │ 11 │ Closely spaced dots
-
- ayMap Scroll Speed
-
- Determines the amount the map moves when the
- cursor touches the edges.
-
- ayMouse Sensitivity
-
- Set how fast the cursor moves. First time is
- the original value.
-
- ayMouse Click Speed
-
- Sets the double click speed in Milliseconds
- (ms). This also determines how long a button
- has to be held to enter drag or select mode.
- Increasing this, makes "selection" slower.
-
- Experiment to fit your click style.
-
- ayLower Zoom
-
- The lower zoom limit when Z is pressed. The
- lower limit is less than the normal - limit.
-
- ayUpper Zoom
-
- The upper zoom limit when Z is pressed.
-
- ayVertex Arrows
-
- Places direction arrows in Vertex Mode.
-
- aySnap Cursor
-
- Cursor automatically follows menus.
-
- ayExpert Mode
-
- Turn this on to not have confirmations for
- deleting anything nor a warning when you
- flip SideDefs. It's up to you to catch loose
- fingers.
-
-
- ybMouse/LineColors
-
- ayMouse
-
- The color of the mouse. You must restart DeeP
- to see the change. Since the mouse is "trans-
- parent" the colors vary depending on the
- background choosen.
-
- ayMouseEdge
-
- Select the color of the mouse edge.
- (note as above).
-
- ayMenu Color
-
- The background color for all menus.
-
- ayMenuHilite
-
- Select the color of the menu hilight
- character(s).
-
- ayDragging
-
- The color for dragged objects.
-
- aySelect Box
-
- The color of the select box.
-
- ayHiLight
-
- The color for automatic hilighting of active
- objects.
-
- ayInsertVertex
-
- The color of lines inserted.
-
- ayVertex Square
-
- The color of Vertex dot.
-
- ayGrid
-
- The grid color.
-
- ayRuler
-
- The ruler color.
-
- ay2-Sided LineDef
-
- The color of 2-sided LineDefs.
-
- ay1-Sided LineDef
-
- The color of 1-sided LineDefs.
-
- ayBackGround
-
- The screen background color.
-
- If you change the background color, be sure to
- change the color of the LineDefs so they show
- up (and any others as appropriate). For
- example if you make the background white, then
- the 1-sided should be black and the 2-sided
- darkgray.
-
- ayBackGround Things
-
- The screen background color when displaying
- Thing pictures in Thing mode. Switch to any
- color you like. Normally a lighter color
- displays better, but each to his own taste.
-
-
- ybPalette Colors altF7
-
- Select and set the color value for the 16
- primary color selections. This changes the
- values available in Mouse/Line Colors above.
-
- It also changes those not directly set any-
- where else. If you get lost, delete DeeP.CFG
- and start over or use the following settings:
-
- The DOOM and HERETIC settings are for the
- respective games. The HERETIC information is
- to make the menus look like they are supposed
- to.
-
- DOOM HERETIC
- Black = 0 0
- Blue = 202 197
- Green = 118 216
- Cyan = 194 200
- Red = 180 155
- Magenta = 253 172
- Brown = 70 79
- LightGray = 88 26
- DarkGray = 95 19
- LightBlue = 196 201
- LightGreen = 114 223
- LightCyan = 193 184
- LightRed = 176 161
- LightMagenta= 250 173
- Yellow = 231 144
- White = 4 35
- SpareColor1 = 95 19 (extra choice for anything you like)
- SpareColor2 = 196 2-1 (..... same .....)
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||SEARCH
- //-------------------------------------------------------------------------
- B y
- B y Search [Alt-S]
- B y
-
-
- ybFind/Replace F4
-
- y bFind
-
- ayLineDef Type
-
- Find any LineDef type. Use this when con-
- verting a DOOM level to DOOM II.
-
- ayLineDef Tag
-
- Find LineDef with the tag entered.
-
- aySector Tag
-
- Find Sector with the tag entered.
-
- ayThing Id
-
- Find any thing object.
-
- ayFloor Texture Name
-
- Find any Floor/Ceiling texture.
-
- ayWall Texture Name
-
- Find any Wall texture.
-
- y bReplace
-
- ayReplaceThing Id
-
- Find any Thing object and replace it with a
- different one. The percent replace option,
- replaces the percent Things matching. Use this
- to add new Things from DOOM levels converted
- to DOOM II or just for fun.
-
- ayReplaceFloorTx Name
-
- Search for any Floor/Ceiling texture and
- replace it with a different one.
-
- ayReplaceWall Tx Name
-
- Search for any Wall texture and replace
- it with a different one.
-
- ybRepeat last Change or Find
-
- Perform the last command again to find
- the next match.
-
- ybNext Object (N)
-
- Go to next object.
-
- ybPrev Object (P)
-
- Go to previous object.
-
- ybJump to Object # (J)
-
- Go to a specific object number.
-
- ybSearch Help ctl+F2
-
- Enter a string to search for in the Help.
-
- Press F3 to look for the next match in the
- Help (while the Help Screen is displayed).
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||MODE
- //-------------------------------------------------------------------------
- B y
- B y Modes [Alt-M]
- B y
-
-
- Changes current editing mode
-
- B
- y b Thing Mode T
- y b LineDef & SideDef L
- y b Vertices V
- y b Sectors S
- y b Next Mode Tab
- y b Last Mode Shift-Tab
- B
-
- y
- y x When shifting modes using Tab
- y x or Shift-Tab, all selections
- y x you have made stay active.
- y
- y x Using one of the Letters to
- y x switch modes, may lose the
- y x current selection if it's not
- y x the same as using the Tab
- y x command.
- y
- y
-
- Please see ? help in the beginning for basic
- definitions of the above objects.
-
-
- y b LineDef & SideDef L
-
- The following 2 character abbreviations are
- used in the LineDef type descriptions:
-
- The first letter :
-
- bD Door - a door, duh..
- bS Switch - a switch, same..
- bW Walk - walk across to activate
- bG Gun - shoot to activate
-
- The second letter :
-
- bR Repeatable - works every time
- b1 One time - works only once
-
-
- The following abbreviations are used in the
- shortened type name :
-
- bO Door stays open
- bC6 Door closes after 6 seconds
- bF Door opens fast
- bS Stays open when shot
- bCe Floor rises until it reaches the ceiling
- bNe Floor rises/lowers until it reaches floor
- height of adjacent Sector.
- bT Same as Ne, but the texture and type of
- Sector are also changed.
- b<> Modifiers for Ne, Ce and T to indicate
- where the it stops, < means below a
- floor and > means above a ceiling.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||MISC
- //-------------------------------------------------------------------------
- B y
- B y Miscellaneous [Alt-I]
- B y
-
-
- The options available vary according to
- the editing mode. The second option is the
- same for all editing modes.
-
- y2. bFind First Free Tag
-
- Locates the first tag number that has not
- yet been used in this map. This always
- automatically shown when you enter a new
- tag as the number between ().
-
- The rest of the options vary by mode as
- follows:
-
- b yThings Mode
-
- y1. b Rotate and Scale Thing(s)
-
- Move marked Things by the degree of rota-
- tion and a percentage scale.
-
- This is the same as b< > which is a
- quicker way to Enter Scale/Rotate mode.
-
-
- b yVertices Mode
-
- y1. b Rotate and Scale Vertices
-
- Move marked Vertices by the degree of rota-
- tion and a percentage scale.
-
- This is the same as b< > which is a
- quicker way to Enter Scale/Rotate mode.
-
- y3. b Delete Vertex and join LineDef(s)
-
- Deletes the marked vertex and joins Line-
- def(s) that were previously connected to
- the vertex.
-
- y4. b Merge several Vertices into one
-
- Same as #3 above, with multiple Vertices.
-
- y5. b Add LineDef & Split Sector
-
- You must mark exactly TWO Vertices from
- the SAME Sector before calling this
- command. This adds a LineDef and a new
- Sector.
-
- See Vertex Ins mode for a second way to do
- this.
-
- b yLineDefs/S SideDefs Mode
-
- This can also be done by drawing a LineDef
- from one side to the other. When you end by
- pressing the Right mouse button, DeeP asks
- if you want to split the Sector or make the
- LineDef 2-sided.
-
- b yLineDefs & SideDefs Mode
-
- y1. b Rotate and Scale LineDefs
-
- Move marked LineDefs by the degree of rota-
- tion and a percentage scale.
-
- This is the same as b< > which is a
- quicker way to Enter Scale/Rotate mode.
-
- y3. b Split LineDef (add new Vertex)
-
- Splits the selected LineDef(s).
-
- y4. b Split LineDefs and Sector
-
- Splits the selected LineDefs by adding
- a vertex at the midpoint, connecting the
- new Vertices with a LineDef which divides
- the original Sector.
-
- See Vertex Ins mode for a second way to do
- this.
-
- y5. b Delete LineDefs and join Sectors
-
- Removes the selected two-sided LineDef(s)
- that divide Sectors and makes them into
- a single Sector.
-
- y6. b Flip LineDef and Swap SideDefs
-
- Flips the LineDef(s) start and endpoints.
-
- Also swap the SideDefs. This reverses the
- 1st and 2nd SideDefs. This alters the
- Sector references, what was on one side is
- now on the other side. Normally, you
- wouldn't do both, unless you have big plans
- in mind. DEU does both at the same time,
- so that's why it's here.
-
- y7. b Swap LineDef SideDefs
-
- Swaps SideDef(s) 1 and 2. This swaps the
- Sectors assigned to each side, so check
- that the Sectors match correctly!
-
- y8. b Flip LineDef Vertex Only
-
- Flips the LineDef(s) start and endpoints.
-
- y9. b Align Textures (Y offset)
-
- Align the textures on the Y offset. The
- first LineDef selected is used as the
- reference point.
-
- This is for Up/Down (Y) alignment.
-
- y10.b Align Textures (X Offset)
-
- This is used on a group of LineDefs that
- follow each other. Select the LineDefs
- in sequence, one following the next.
-
- If you ignore all textures, each time the
- texture name changes, the alignment is
- reset to 0.
-
- The first LineDef selected is used as the
- reference texture.
-
- This is for left/right (X) alignment.
-
- y11.b Make Door from 4 LineDefs
-
- You can also use the Object menu to make
- a predefined Door, if you prefer.
-
- Select 4 LineDefs that will be come the
- 4 Door sides and then activate this function.
- The LineDefs, Ceiling height, textures,
- etc... will be modified accordingly.
-
- The 4 LineDefs are required to be 4 types
- as shown below. The * represents the arrow
- or the direction of the LineDefs.
-
- The LineDefs butt heads at the *.
-
- │
- *───────────────L1────────────────
- │ │
- L4── ──L2
- │ │
- ────────────────L3───────────────*
- │
-
- L1 and L3 are counter clockwise.
- L2 and L4 are clockwise.
-
- p y Working with 4 Existing LineDefs
-
- If you have 4 existing LineDefs, but one
- of the Door sides is oriented in the wrong,
- direction, use Misc Flip LineDef to fix.
-
- Don't mess with the sides. They should be
- going in opposite directions already, like
- in a hall. If you flip them, you may have
- to fix what they connect to also!
-
- It doesn't matter if all the SideDefs exist
- already or not.
-
- 1. Go into LineDef mode and select the 4
- LineDefs L1, L2, L3, L4
- (Left mouse click them one at a time.)
-
- 2. Select Misc, Create Door from 4 LineDefs.
-
- 3. You are done!
-
-
- p y Working with No Existing LineDefs
-
- We're going to assume you have a hallway
- already and want to put a door in it.
-
- This is what you have so far, it doesn't
- matter where they start or end.
-
- ...───────L1──────────────────────────...>
-
- some hallway
-
- <...──────L2──────────────────────────....
-
- Snap-to-grid normally helps place the
- vertex on top of a LineDef. However, if the
- LineDef runs at a slant, it may be easier
- to turn snap-to-grid off (/) so you can
- place it wherever you want it.
-
- Go into Vertex mode and Press Ins:
-
- 1. Place your first vertex right on top of
- L1 where you want the door by pressing
- the Left mouse button. Move over to the
- right (width of door) and Left click
- again to place the second Vertex.
- Press bIns key to finish (to prevent a
- 2-sided LineDef from being created).
-
- 2. Place your third vertex right on top of
- L2 where you want the door by pressing
- the Left mouse button. Move over to the
- right (width of door) and Left click
- again to place the fourth Vertex.
- Press bIns key to finish.
-
- This is what is should look like now:
- 1 2
- ...───────L1────────>─┬─>──────────────...>
-
- some hallway
-
- <...──────L2────────<─┴─<──────────────....
- 4 3
-
- 3. Place your cursor right on top of the
- vertex 3 and press the Left mouse button.
- a. Move on top of vertex 2, Left Click.
- b. Move on top of vertex 1, Left Click.
- c. Move on top of vertex 4, Left Click.
- d. Move on top of vertex 3, Left Click.
-
- Press the bIns key to finish.
-
- 4. Press the Right Mouse button (or Ins)
- again to exit Vertex create mode.
-
- Here's where you should be:
- 1 2
- ...───────L1────────>─┬─>──────────────...>
- │ a │
- some hallway d─│ │─c
- │ b │
- <...──────L2────────<─┴─<──────────────....
- 4 3
-
- 5. Go into LineDef mode and select the 4
- LineDefs a,b,c,d:
- (Left mouse click them one at a time.)
-
- 6. Select Misc, Create Door from 4 LineDefs.
-
- 7. You are done!
-
-
- There are other ways to get here, but this
- is the easiest. If you do not draw the
- LineDefs as shown, let's say you did only
- c, you'll have to fix the sector reference
- for SideDef1, since it created a new one.
-
- The method shown, automatically picks up
- the correct reference sector from a or b,
- the ones we drew on top of, so the bottom
- of the Door Sector is correct.
-
- y12.bMake Stair from 2 LineDefs
-
- Select 2 LineDefs that will be come the
- Stair sides and then activate this function.
- The LineDefs, Ceiling height, textures,
- etc... will be modified accordingly.
-
- The word bBOTTOM indicates the bottom of
- the stair default. Reply Y to the next
- prompt to make the bottom the TOP!
-
- Enter a negative value to make the stairs
- go down. This is similar to reversing the
- stair direction, but the steps are created
- for going Down instead of Up.
-
- You are need to check that the stair did
- not overlay some existing area. Sometimes
- you may need to fix the final sector, if
- the steps end up overlaying an existing
- LineDef.
-
- The TOP of the stair changes the floor
- height of the old Sector! So anything that
- that connects to the old sector should be
- raised to match the new floor. Make the
- stairs first to avoid extra work.
-
-
- b ySector Mode
-
- y1.b Rotate and Scale Sectors
-
- Move marked Sectors by the degree of rota-
- tion and a percentage scale.
-
- This is the same as b< > which is a
- quicker way to Enter Scale/Rotate mode.
-
- This will NOT move the "Things" in the sec-
- tor. After rearranging the Sector, you may
- have to go into Things mode and select them
- and do the same rotation/adjustment on them.
-
- y3.b Make lift from Sector
-
- Select the Sector that is to become the
- lift and then activate this function. The
- LineDefs,textures, etc... will be modified
- accordingly.
-
- y4.b Distribute Floor heights
-
- This function takes the difference in floor
- heights between the first and last Sector
- selected, divide it by the number of sec-
- tors in between and then distribute the
- result across the floor heights of the in-
- between Sectors in the order selected.
-
- This is useful for setting floor heights on
- stairways.
-
- You should start with the sector that has
- the lowest floor desired and end with the
- sector with the highest floor.
-
- Do NOT accidently move the cursor when you
- select this option or you may select a
- Sector and get out of the sequence chosen!
-
- y5.b Distribute Ceiling heights
-
- This function takes the difference in
- ceiling heights between the first and last
- Sector selected, divide it by the number of
- Sectors in between and then distribute the
- result across the ceiling heights of the
- in-between Sectors in the order selected.
-
- This is useful for setting ceiling heights
- on stairways.
-
- You should start with the sector that has
- the lowest floor desired and end with the
- sector with the highest floor.
-
- Do NOT accidently move the cursor when you
- select this option or you may select a
- Sector and get out of the sequence chosen!
-
- y6.b Distribute Sector Lighting
-
- This function takes the difference in
- lighting between the first and last Sector
- selected, divide it by the number of
- Sectors in between and then distribute the
- result across the lighting of the
- in-between Sectors in the order selected.
-
- This is useful for setting gradual changes
- in lighting in moving from area to area.
-
- You should start with the sector that has
- the lowest lighting desired and end with
- the sector with the most lighting.
-
- Do NOT accidently move the cursor when you
- select this option or you may select a
- Sector and get out of the sequence chosen!
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||OBJECT
- //-------------------------------------------------------------------------
- B y
- B y Object Insertion [Alt-O]
- B y
-
- A rRoom is outside a Sector.
- An rObject is inside a Sector.
-
- No part of the created object may cross any
- existing lines. After the object is made you
- can Drag the object (hold the right mouse
- button) to the correct location and release
- the button to place it.
-
- Failure to move the object results in Sector
- not closed messages.
-
- If you have a crescent shaped Sector and you
- want to make a room, but keep getting the
- "you need to be outside a sector" message,
- move away from the crescent, make the room and
- then drag it back. This is easy to do.
-
- MAP01 is a good example of this slight problem.
- We compromised between speed and accuracy.
- It takes a LOT longer to be exact.
-
-
- b yROOM - Outside A Sector
-
- ybInsert a Rectangle
-
- Enter the width and height (length) of the
- rectangle and DeeP automatically inserts the
- Vertices, LineDefs+SideDefs, and Sector at the
- current pointer location.
-
- This is adding a rectangular room.
-
- NOTE: If you press "Ins" after inserting the
- rectangle, a new Sector is created outside the
- rectangle and changes the walls to transparent.
-
- This makes it 2-sided. You are responsible
- for making the Sector references match up.
- That is, you have to match the Sector number
- of SideDef2 to the "other" room you have to
- create around it.
-
-
- ybInsert a Polygon (N-sided)
-
- Enter the number of sides and a radius and
- DeeP automatically inserts the Vertices,
- LineDefs+SideDefs, and Sector at the current
- pointer location.
-
- You can create anything from a triangle to a
- 32 sided polygon.
-
- This is adding an N-sided room.
-
- NOTE: If you press "Ins" after inserting the
- rectangle, a new Sector is created outside the
- rectangle and changes the walls to transparent.
-
- This makes it 2-sided. You are responsible
- for making the Sector references match up.
- That is, you have to match the Sector number
- of SideDef2 to the "other" room you have to
- create around it.
-
- p y
- p y Vanilla Stuff
- p y Pools
- p y Pedestals
- p y Teleporter Pad
- p y Ceiling Lights
- p y
-
-
- b yOBJECT -Inside A Sector
-
- The following additional options are available
- for both Rectangle and Polygon (Pool value).
- Options 1, 2, and 3 make a 2-sided object for
- you.
-
- 0 = Normal vanilla shape, (a column)
- 1 = Sunken Pool, (a recessed floor area)
- 2 = Raised pedestal, (a podium)
- 3 = Lights, (a pedestal hanging from the
- ceiling and a pedestal on the floor)
-
- The Depth/Height, sets how deep a pool is and
- how high a pedestal is. The maximum amount you
- can walk over is 24. The same value is used
- to set the light box size and pedestal combo.
-
- Ignore the Depth/Height for a type 0, Normal.
-
- You can tinker with the Ceiling Light sector,
- make it extend down and now you have a wall
- with a see-through gap!
-
- We suggest you make each of these objects in
- a sector, see what they look like and then
- modify the sector heights to see what you can
- do.
-
- One nice effect is to make a Pool (fairly
- large, 512,512 and then insert a Pedestal
- inside of it. You can also insert Pedestal on
- top of Pedestal and you get a nice spire!
-
-
- ybInsert a Rectangle
-
- Same as outside a Sector, but the first
- SideDefs will be set to the Sector they
- are contained in. Think of this as
- inserting a rectangular pillar.
-
- NOTE: If you made a vanilla shape (0),
- pressing "Ins" after inserting the
- rectangle creates a new Sector inside the
- rectangle and changes the walls to
- transparent. This makes it 2-sided.
-
- Use this to define a new area inside a
- Sector.
-
- If you don't you'll get sector not closed!
-
-
- ybInsert a Polygon (N-sided)
-
- Also the same as outside a Sector, but the
- first SideDefs is set to the Sector they are
- contained in. Think of this as inserting an
- N-sided pillar.
-
- NOTE: If you made a vanilla shape (0),
- pressing "Ins" after inserting the
- polygon creates a new Sector inside the
- polygon and changes the walls to transparent.
- This makes it 2-sided. You are responsible
- for making the Sector references match up.
-
-
- p y
- p y Teleporter Pad
- p y
-
- There are two easy ways to make a teleporter
- pad:
-
- 1. Make an Object.
-
- a. Press Ins to make it 2-sided.
- b. Assign it the Teleport LineDef.
- c. Give "destination" bSector Tag.
- d. Go to the destination Sector and give it
- a bLineDef Tag that is the same Tag
- number you said the Sector Tag would be.
- e. Place a teleport Thing in the sector
- where you will materialize.
-
- Adjust the Sector heights and texture to
- suit your design.
-
- 2. Use the Pedestal feature.
-
- Make a pedestal, don't raise it more than
- 24 above the floor, otherwise you can't
- step on it!
-
- Change the floor texture to the Teleport
- look (or anything you like).
-
- Finish using the same stuff as in 1. above.
-
-
- r yStairs are Special
-
- This discusses stairs created as a separate
- object. Making a stair from 2 LineDefs is
- different from what follows.
-
- Stairs are always created inside a Sector.
- yThe rbottom step connects to this Sector
- for reference. You need to complete the
- yrtop step by connecting it the Sector
- desired.
-
- Switch to Vertex mode and place the last 2
- vertexes on the rLineDef desired and
- reply yes to the split LineDef message.
-
- You can also do this by dragging the stair on
- top of the LineDef you want it to connect to.
-
- Finish by changing the LineDef just created
- by the split to point to the Sector of the
- last step ( Sector reference ).
-
- ybFor DOOM don't make more than 16 steps!
- ybYou will get HOM errors (fixed in DOOM II)
-
- ybInsert a Door
-
- Enter the width and height (length) of the
- Door and DeeP automatically inserts the
- Vertices, LineDefs+SideDefs, and Sector at the
- current pointer location. Everything is made
- for a Door.
-
- Drag the Door over where you want it. Rotate
- it as required or drag the vertices. The
- easiest way to connect it to a hallway is to
- select the door ends and drag them on top of
- the hallway LineDef one at a time.
-
- If everything is aligned on the grid then snap
- to grid helps you. If not, turn snap off.
-
- Fix any missing textures as apppropriate. This
- displays on the bottom panels as "missing".
-
-
- y bBe sure to move a rRoom
- y bstair out of the Sector.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||CHECK
- //-------------------------------------------------------------------------
- B y
- B y Check [Alt-C]
- B y
-
- When using the following diagnostics and an
- error is listed, press return to continue
- checking or press Esc to select the problem
- object.
-
- If you are converting from DOOM II to DOOM, or
- from HERETIC, be sure to replace any
- incompatible LineDefs!
-
- Use Search to find and decide what will work
- almost the same.
-
- Be sure to run the complete check before you
- test the level!
-
-
- y1. bNumber of Objects
-
- Gives a count of all the objects in a level.
- The last five are built by the DeePbsp node
- builder.
-
- The amount of bytes needed to store the
- information in a PWAD file is rounded to
- the nearest Kbyte).
-
- y2. bCheck if all Sectors are closed
-
- Test all Sectors and make sure they are
- closed. If they are not closed it reports
- the number of the unclosed Sector. There are
- some circumstances when a Sector is tech-
- nically not closed, but if you can never reach
- it, no problem occurs. Some DOOM levels,
- for example, MAP14, have some of these.
-
- The Sector not closed message can also mean
- you have two (or more) LineDefs/Sectors in the
- same location. Go into Vertex mode and see if
- when you drag a vertex another one shows up!
-
- Try deleting one and see if you still have a
- Sector showing?
-
- Remember, the final test is playing the level!
- If the area not closed causes trouble, you
- must fix it.
-
- p y
- p y Sector Not Closed Errors
- p y Most Likely Causes
- p y
-
-
- 1. You have 1-Sided LineDefs and they do not
- all go the same direction. This is easy to
- see and understand.
-
- 2. The Sector reference used in the SideDef
- does not match an opposite LineDef/SideDef
- that uses the same Sector.
-
- For example, a room has an "opposite" wall
- that has the same Sector. In fact, all the
- walls have the same sector reference.
- If you changed 1 of the SideDefs to be a
- different Sector, you will get the infamous
- "not closed" message.
-
- Try this for yourself!
-
- You fix this by change the Reference Sector
- for the SideDef in LineDef edit mode.
-
- This is usually visible as a "gap" in
- sector display.
-
- If you see a "red" Sector you have no
- sector defined at all at that spot (if it's
- not a tag)!
-
- For an object in a room, the "outside" wall
- of the object should be the same Sector
- number as the Sector (or room) that it is
- contained in.
-
- Look at the SideDefs and compare the Sector
- reference(s) used. As you follow the Line-
- Defs,look at the bottom display and view
- the Sectors used.
-
- The enclosed area (room) described by the
- SideDefs must all use the same Sector
- number.
-
- For an object, (the LineDefs point out),
- Sector numbers must match the Sector of the
- immediate area (room) the object is in.
-
-
- y3. bCheck cross references
-
- Verify the integrity of the level and help
- locate possible problem areas. This helps
- locate orphaned SideDefs, etc. It will also
- remove extraneous LineDefs if there are two
- LineDefs between the same Vertices.
-
- y4. bCheck for missing textures
-
- Report any SideDefs that may need to have a
- Normal/Upper/or Lower texture defined.
-
- If the texture can never be seen, a missing
- texture causes no problems.
-
- y5. bCheck Texture Names
-
- Report any texture names which are not found
- in the current DOOM IWAD file. The names are
- different for DOOM and DOOM II.
-
- y6. bCheck Thing Names
-
- Report any Thing names which are not found
- in the current DOOM IWAD file. The names are
- different for DOOM and DOOM II.
-
- y7. bCheck LineDef Types/Tags
-
- Report any LineDef types that are not known to
- DeeP.
-
- Make sure Sector tags are present when
- required! A missing Sector tag (tag is 0 and
- it shouldn't be) crashes DOOM.
-
- Report LineDefs with tags that do not require
- them. If you reset to 0, the sectors they
- referenced will complain about a missing tag,
- but that's ok since they should be set to
- 0 also. Recheck to make sure some other Line-
- Def isn't using that tag!
-
- Id could have used this!
-
- pyRegistered DeeP distinquishes between
- DOOM and DOOM II LineDefs. A LineDef that does
- not exist in DOOM comes up as missing. The
- DOOM II description is in the information box.
-
- y8. bCheck Sector Types
-
- Report any Sector types that are not known to
- DeeP.
-
- List any Sectors with tags that do not have a
- matching LineDef with the same Tag number.
- This is OK, if you removed them as noted above
- in the LineDef Tag check. Otherwise, it
- indicates left-over useless tags.
-
- Use this when converting between DOOM types or
- HERETIC to find the differences.
-
- y9. bCheck (5,6,7,8)Texture,Things,LineDefs,
- Sectors.
-
- Self explanatory!
-
- y10. bCheck (2,3,4 )SectorsClose, Cross-Ref,
- Missing.
-
- Self explanatory!
-
- y11. bCheck (2 ... 8)all of the above
-
- Self explanatory! Always run this to be sure.
-
- y12. bAutomatic fix missing Textures
-
- Check for differences in heights, this there
- should be a texture. Use the current default
- textures. If it doesn't show, it can be left
- alone, but it doesn't hurt to put it in.
-
- y13. bAutomatic fix Texture names
-
- A quick way to convert DOOM to DOOM II. Uses
- the current default textures.
-
- Will also convert to HERETIC.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||THINGS
- //-------------------------------------------------------------------------
- B y
- B y Edit Thing
- B y
-
-
- ybAngle
-
- Angle:
-
- The initial direction or orientation of the
- object. Click on the direction desired.
-
- ybSkill
-
- Sets the skill level for when objects will
- appear. You can make it harder (for hard
- levels of course) and reduce the difficulty
- for the beginners by reducing the number of
- monsters and increase the weapons.
-
- Levels designed for death match can also have
- different things.
-
- Make monsters deaf so you can sneak up on
- them!
-
- ybType
-
- Select the type of thing, monster, player,
- decorations, etc.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||LineDefS
- //-------------------------------------------------------------------------
- B y
- B y Object to Edit
- B y
-
- ybEdit LineDef
-
- Describes basic rules about the LineDef.
- Controls what happens or can happen.
-
- ayImpassable
-
- Line is impassable for players and monsters.
-
- ayMonster Block
-
- Line is impassable for monsters only.
-
- ayTwo-Sided
-
- Line has 2-sides. The line is assumed "trans-
- parent" and Doom will show the area past the
- line. If this flag is not set and if there is
- no Normal texture, you will get HOM.
-
- ayUpper Unpegged
-
- For 2-sided LineDefs draw the Upper texture
- from the top down. Normally they are drawn
- from the bottom up.
-
- ayLower Unpegged
-
- For 2-sided LineDefs draw the Lower texture
- from the bottom up.
-
- Unpegged textures for 1-sided LineDefs draw
- the Normal texture from the bottom up.
-
- A bPegged texture moves with a Sector that
- moves. Pegged textures follow the lower
- ceiling.
-
- An bUnpegged texture does not move with a
- Sector that moves, it is stationary.
-
- Unpegging textures is useful for making the
- textures blook good. For example, if a
- stair is visible from the side, unpegging the
- the lower texture aligns the textures to the
- bottom floor.
-
- aySecret
-
- A bSecret (red on the Automap) hides what's
- behind it (does not show up on the Automap.
- It is not related to the secret areas. Those
- are set by the Sector. Makes it difficult to
- identify areas. (So players can't figure out
- your trap!)
-
- ayBlocks Sound
-
- Monsters can't hear you shoot! Surround the
- entire area with this flag set so they can't
- hear you. Should speed up a game with many
- monsters if done correctly.
-
- ayInvisible
-
- This line is never put on the Map.
-
- ayAutoMapped
-
- This line is always shown on the Map.
-
-
- ybEdit the 1st SideDef
-
- Set the textures and connects it to a Sector
- (for floor/ceiling information). Use this to
- fix bad sector references that cause "Sector
- not closed messages".
-
- Normally you may have a requirement to switch
- the sectors assigned from one side to the
- other, for example, when you flip a LineDef.
-
- You also use this to assign the correct sector
- number of an object inside a room. That is,
- change the Sector number of the SideDef to
- match the Sector of the room.
-
- ayAdd a 1st SideDef
-
- This appears (instead of Edit) if no SideDef1
- exists for the LineDef. A SideDef1 must exist!
-
- ybEdit the 2nd SideDef
-
- Set the textures and connects it to a Sector
- (for floor/ceiling information).
-
- ayAdd a 2nd SideDef
-
- This appears (instead of Edit) if no SideDef2
- exists for the LineDef. A SideDef2 is
- optional.
-
- aySector Tag
-
- A Sector Tag is a number that connects a
- LineDef to a Sector with the same Tag number.
-
- For example, a door with a switch has a Line-
- Def (type = Switch Door) and a Sector with the
- same Tag number. This causes the assigned
- Sector to move (and not some other Sector).
-
- More than one Sector can have the same Tag
- number, they will all move at the same time!
-
- ay1st SideDef ref
- ay2nd SideDef ref
-
- You use this to delete a SideDef or change
- the reference (be careful). You always need a
- SideDef1!
-
- If you end up with a 1-sided LineDef, edit the
- LineDef and change the type to 1-sided.
-
- If you delete all the -same- side SideDef
- reference for a surrounded area, you can
- select them all and then press Ins to
- recreate them all with a new Sector.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||SECTORS
- //-------------------------------------------------------------------------
- B y
- B y Edit Sector
- B y
-
-
- ybFloor Height
-
- Set the floor height. Usually from -512 to 512.
-
- ybCeiling Height
-
- Set the floor height. Usually from -512 to 512.
- The maximum distance between the floor and
- ceiling is 1023.
-
- ybFloor Texture
-
- Select a Floor Texture.
-
- ybCeilingTexture
-
- Select a Ceiling Texture.
-
- ybLight Level
-
- Determines how much light there is. 0 is dark,
- 255 is full on.
-
- ybType
-
- Describe how the sector behaves. Here's where
- you can set the Secret attribute.
-
- ybLineDef Tag
-
- This ties the sector (and how it behaves) to a
- LineDef with the same Tag number. A number
- here, implies a LineDef with the same number.
-
- DOOM will crash if you forget to tie the Tags
- together!
-
- In Sector mode, the Tagged LineDef is rRed and
- in LineDef mode the Tagged Sector is rRed.
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||HOWTO (in progress)
- //-------------------------------------------------------------------------
- B y
- B y How To Build
- B y
-
- B y
- B y See TUTOR.DOC for introduction
- B y
-
-
- ybStarting Out
-
- Read the introduction to this help.
-
- ybDoors
-
- See LineDef mode Misc create Door from
- 4 LineDefs.
-
- See Obj create Door.
-
- ybPools
-
- See Obj create Rectangle or Polygon.
- with the Pool turned on.
-
- ybLifts
-
- See Sector mode Misc, create lift from
- sector.
-
- ybTeleporters
-
- See Insert Object Pedestal.
-
- ybStairs/Rising Stairs
-
- Stairs, see Objects, stairs. Rising stairs
- have a step of 0 and the appropriate LineDef
- type. (To be done automatic later).
-
- ybSecret Areas
-
- This is just a Sector Type
-
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||HELP
- //-------------------------------------------------------------------------
- B y
- B y Help [Alt-H]
- B y
-
- Print the help by pressing the Print button
- on the bottom of the current help screen.
-
- Each section prints only what is covered.
- To print all the help at once, select All
- Help (see below).
-
- gbHelp (basics)
-
- Same as F1 key.
-
- gbAll Help
-
- This is a complete listing of all the help.
-
-
- g b General Information
-
- The bottom bar displays editing modes,
- auto-object bA, centeringb\, delayb[],
- and zoom bZ and grid bG sizes.
-
- The top bar show the number of objects in the
- select list and the DOOM coordinates.
-
- Additional help information is displayed on
- the top as appropriate.
-
-
- gbAbout DeeP...
- gbAbout HeeP...
-
- Brief information about the DeeP
- programmers and Registration.
-
- x y
- x G If you Registered, Thank You!
- x y See ORDER.FRM for Upgrade pricing.
- x y
- x B DoomEnhancedEditorProgram
- x B HereticEnhancedEditorProgram
- x y
- x y Register Online with CompuServe for
- x G More Features DeeP (GO SWREG ID = 4541 )
- x G More Features HeeP (GO SWREG ID = 4553 )
- x y r or see ORDER.FRM. x
- x y rSensor Based Systems, Inc.x
- x y r17010 N.E. 190th St x
- x y rWoodinville, WA 98072x
- x y (206) 827-8794
- x y
- x y jackv56036@AOL.com
- x y 75454.773@COMPUSERVE.COM
- x y
- //-----------end of help-----------------------
-