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- ┌───────────────────────────────────────────────────────────────────┐
- │ 101 NEW features in DeeP (as of v6.14) │
- │ │
- │ DeeP - DOOM Enhanced Editor Program (edits DOOM and DOOM II) │
- │ HeeP - HERETIC Enhanced Editor Program (edits HERETIC levels ) │
- │ DeePbsp- Binary Space Partition Program (builds nodes for all ) │
- │ │
- └───────────────────────────────────────────────────────────────────┘
-
- DeeP is a complete rewrite of DEU and is written in Borland TURBO C++
- 3.1. DeeP has options and features you DREAM OF making it much easier
- to use.
-
- It supports both keyboard users and mouse users with equal ease.
- Almost all of the keyboard commands are the same as DEU, so the
- initial learning curve for DEU users is very low.
-
- With its convenient user friendly options, online testing and ultra-
- fast node builder, great levels can be created in less than 1/4 the
- normal time using other editors. The best Extensive error checker
- keeps you out of trouble!
-
- THE LIST :
-
- 1. ALL things can be displayed at once (toggled with T command).
- Real useful and very pretty.
-
- 2. Pictures of textures and monsters can now be seen as you're building
- the level! Instead of just text, you can see the monsters and
- textures you want to edit by moving the cursor over the item of
- interest.
-
- 3. All Things display their direction all the time.
-
- 4. Ruler has optional circles. The circle size is set in new option
- submenu.
-
- 5. Build easy Stairs between 2 LineDefs.
-
- 6. Simultaneous/interactive scale and rotate Vertices, Linedefs, and
- Sectors.
-
- 7. Interactive rotate the direction of Things.
-
- 8. Automatic Sector split or 2-sided LineDef detection while drawing a
- Linedef.
-
- 9. Distribute lighting across Sectors selected.
-
- 10. Automatically remember the last tag number you used and show the 1st
- free one.
-
- 11. Left mouse button, if held down, clears current selected objects.
-
- 12. Right mouse button quick-click edits the object!
-
- 13. Mouse quick Left Double-Click Insert mode for Vertex.
-
- 14. Mouse quick Right Double-Click for switching Edit modes.
-
- 15. New option automatically follows the menus with the cursor
- (Snap-to-Cursor).
-
- 16. Option to delineate the left and right side of the screen so you can
- see the "edge" easier.
-
- 17. New easy/configurable Vertex screen so you can tell what's going on.
-
- a. The size of vertexes and linedef arrows automatically adjust in
- size. The vertexes and arrows stay small in a close zoom, so that
- moving and selecting them in a zoom is easier.
-
- b. A vertex is now a "dot" instead of an "X" so they are easier to
- view when many are close together.
-
- c. Optional direction arrows in Vertex mode.
-
- d. You can set the color of the "dot".
-
- 18. Complete color options you can set to your taste for Vertex, Things
- and Menus. For example, you can change to a white background with
- black lines.
-
- Two additional color entries you can define separately from the
- standard 16. This give you more freedom to experiment with colors
- without changing global colors.
-
- 19. Automatic Object/Room sector assignment in Linedef create mode.
-
- 20. Instant Zoom between two values.
-
- 21. Zoom expanded to a maximum of 16X, great for tight/precise work!
-
- 22. +/- skip zoom stages and no "stutter" when the key is held down.
-
- 23. (alt+X) Center the Map at current size.
-
- 24. (alt+Z) Zoom to Extents, makes any map fill exactly the full screen.
-
- 25. Save a PWAD with all the imbedded extra information, for example,
- Textures. (New DeePbsp below also saves all information.)
-
- 26. Save a grouped PWAD with all the levels without regrouping.
-
- 27. Save Patch names and rename them with a different directory name
- internally so you can transfer them from one version to another
- easily! (See Save in character command mode.)
-
- 28. Search for LineDef or Sector tags.
-
- 29. Complete Level Check (F10) for cross-references, missing textures, and
- unclosed sectors....all with the press of ONE key!
-
- 30. Can automatically fix missing texture names.
-
- 31. Can automatically fix invalid texture names (when converting a DOOM
- level to DOOM II).
-
- 32. Level Check for LineDef/Sector tag matches, misses and orphans.
-
- 33. Level Check finds missing teleport things.
-
- 34. Level Check finds duplicate teleport sectors.
-
- 35. Cross reference check also checks for invalid values and it's faster!
-
- 36. Cross reference checks for duplicate vertexes and sidedefs (just in
- case).
-
- 37. Flip LineDef now has option to just swap only Vertices and not swap
- SideDefs.
-
- 38. Y alignment can select which side.
-
- 39. Option to clear the REJECT to all FF or anything inbetween. This is
- useful for roaming the level with all the monsters intact and you
- don't have to fight them!
-
- 40. Complete statistics information on number of enemies, weapons,
- equipment, and ammo per item, per difficulty level and totals.
-
- 41. Thing mask for enemies,weapons,equipment,ammo, skill level and Other
- to help you visualize your placement better.
-
- 42. Option to load different palette numbers (for future Gamma expansion)
- from the IWAD.
-
- 43. Check that level has an exit.
-
- 44. Bottom of screen shows current Wadfile name.
-
- 45. Create a PEDESTAL object automatically.
-
- 46. Create a sunken POOL object automatically.
-
- 47. Create a LIGHT fixture (or a window wall) automatically.
-
- 48. Create a DOOR object automatically.
-
- 49. Create Stairs automatically inside a sector (different from the
- linedef type).
-
- The above make it easier for novice and expert alike!
-
- 50. Set default Door, Pool, Pedestal and Light textures.
-
- 51. Ins key controls automatic LineDef creation in Vertex mode for
- DOORS!
-
- 52. Sector, Thing and LineDef menus automatically show the current
- default menu selection for the object selected. And it's high-
- lighted for easy viewing.
-
- 53. Sector not closed is more accurate and explained better.
-
- 54. Complete context sensitive online help file! Can be viewed from
- start to finish (hate Windows for not doing that).
-
- Very useful for beginners to view the complete file and always
- available to help you learn DeeP and DOOM.
-
- In Edit mode, help is context sensitive, meaning it only displays
- data relevant to the menu displayed.
-
- Help can be PRINTED, all or by context sensitive topic.
-
- 55. Search function in Help, enter the string to search for and you're
- there!
-
- 56. Option added to File Pulldown menu to Read PWAD file. Automatically
- selects the first level in a PWAD. Other options also let's you do a
- forced nodebuild without having to "change" something.
-
- 57. Snap-to-Grid option (so you can have grid and not snap to it).
- (set by / command or top button).
-
- 58. User option lets you "select" sensitivity, scroll speed (the amount
- the map moves per edge shift) and mouse speed!
-
- 59. Response file option for testing WADs, lets you add external PWAD
- sprite/flat overrides while testing from DeeP.
-
- 60. Option to automatically create SideDefs/Sectors at same time as
- LineDefs.
-
- 61. Automatically use existing vertices when creating LineDefs.
-
- 62. Revised Menus for Things, LineDefs and Sectors. Things now show a
- picture of the object before you select it.
-
- 63. All main options (textures, heights, sound, etc) can be set and saved
- within the DeeP.
-
- The only options left in the DeeP.INI file are basic startup for
- where the DOOM file is and the type of video driver (later!).
-
- 64. Option to suppress vertex overlap check (it's up to you) to speed
- things up for the experts.
-
- 65. Options to directly set the mouse/editing colors, grid, select
- rectangle and to set dashed or solid lines.
-
- 66. Option to automatically reload the last level and files each time.
-
- 67. Option to automatically restart in edit mode.
-
- 68. Option to remap the color palette. Change the look to your own!
-
- 69. Automatic reload and restart of the last level you edited!
-
- 70. Automatic reload of up to 32 files you were working with! No messing
- with the .INI file.
-
- 71. Direct Node building link to DeePbsp, can you say Fast and Easy!
-
- 72. Direct testing of DOOM levels. Jump into DOOM and back to your MAP,
- boom!
-
- 73. Additional verification checks for a valid pathname for saved files.
-
- 74. Quick buttons on top menu bar to clear, zoom and change the grid.
-
- 75. Clicking the pictures displayed on the bottom, directly edits them.
-
- 76. Point, click and drag LineDef creation.
-
- 77. Extra protection to keep you from wiping out a Grouped PWAD by
- accident. The old file name is NOT automatically the default.
-
- 78. Object "selection and dragging" is now smooth, without any jitter
- and a lot faster. The objects selects are outlined in RED (you can
- change it).
-
- 79. Additional check for overlapping LineDefs and Vertexes when dragging
- Sectors.
-
- 80. New VGAONLY option in DeeP.INI for VGA only systems (for non VESA or
- not enough video memory).
-
- 81. Edit Changes show up on bottom information boxes when at first level
- of edit.
-
- 82. Where it makes sense, the menu option is left active, so you can
- search for the option desired without having to go back to "1" and
- back again.
-
- 83. New ScrollDelay option for fast systems, so the map doesn't fly off
- the screen (yeah, I'm jealous of those guys too).
-
- 84. Compatible with DOOM and DOOM II! No need to use two separate
- programs.(HeeP is for HERETIC).
-
- 85. Much better memory management! Now huge levels (200K+) can be made
- using conventional memory and not run out of memory.
-
- 86. New search features have been implemented. Search for a thing,
- linedef type or the name of a texture and optionally replace!
-
- 87. Zoom now has auto-centering. When a linedef, thing, or sector has
- been highlighted, DeeP automatically centers the object when you
- zoom in (not out). This setting is optional and can be toggled with
- the "\" key.
-
- 88. The "A" key toggles auto selecting of any object, letting you stay
- locked on an object.
-
- 89. DeeP can read a DOOM level and convert it to a DOOM II level and
- convert a DOOM II level to DOOM in seconds.
-
- 90. Scrolling the map is now up to four times faster, since less objects
- are drawn. Less flickering occurs when scrolling since the top and
- bottom lines are not constantly erased.
-
- 91. Menus have been re-organized to make them easier to use.
-
- 92. All pictures in the DOOM and DOOM II wad files can be seen. At
- the DeeP prompt, press P and return to see them.
-
- 93. The size of the linedef arrows adjust according to the zoom factor
- so they don't obscure small objects. The line sticking out the side
- is the same regardless of line length so it doesn't jam the view.
-
- 94. The mouse is now the same for all VESA compatible video boards.
- The mouse is now totally usable for ALL your work. Try scrolling the
- sprites and any of the textures!.
-
- 95. Direct access to textures for linedefs and sectors. Click on the box
- containing the texture and you are in texture edit mode for the
- object!
-
- 96. Additional options to set the default PWAD directory and help file.
-
- 97. Direct DOS DIR functions with the DIRD command to quickly find your
- levels.
-
- 98. Print maps of any level at any available ZOOM factor.
-
-
- New DeePbsp 3.1
- ~~~~~~~~~~~~~~~
- 99. DeePbsp is about 6 times faster than BSP and features a display to
- see how your level is progressing as it is being built.
-
- DeePbsp is faster for large levels than any nodebuilder we know of
- (BSP, WARM, IDBSP or other imbedded ones running on a machine with a
- math coprocessor).
-
- 100.Copies a complete PWAD including any added TEXTURES, etc. Checks for
- optional valid LevelId to select it from a grouped PWAD.
-
- In addition, DeePbsp now allows for tighter spacing between lines.
- So this version does NOT produce the same output as before. If you
- bypass DeePbsp with an older version or another program, be aware
- that the output is different.
-
- Only DeePbsp can rebuild the correct level within a PWAD when run
- from DeeP/HeeP!
-
- DeePbsp has a safety check for virus or FAT errors.
- A change in the program size indicates a serious error in the FAT
- file allocation or a virus! So try to find out why it's complaining.
-
- 101.Deepbsp only copies the reject map. It does not clear it. This means
- that if you build a REJECT with a program such as RMB, you don't
- have to redo the REJECT if you didn't change your map much.
-
-
- THE END
-
-
- ┌────────────────────────────────────────────────────────────────────┐
- │ │
- │ Sensor Based Systems, Inc. CompuServe : 75454.773@COMPUSERVE.COM │
- │ 17010 NE 190th ST AOL : jackv56036@AOL.com │
- │ Woodinville, WA 98072 (206) 827-9794 │
- │ │
- └────────────────────────────────────────────────────────────────────┘
-