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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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doom
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dme4bt13.zip
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BETA.TXT
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1996-02-16
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27KB
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512 lines
About this beta
---------------
Ok, hi, and welcome, etc. Be sure to change 'dmapedit.ini' if your doom
files aren't where you installed DMapEdit. 'setup.txt' explains the setup
proceedure, so read that file if you need to.
I'd just like to say real quick that I have set up a DMapEdit homepage on
the WWW. If you have netscape (or mosiac, I guess.. :) check it out.
You will be able to grab the latest beta version from there, when they
become available, as well as find all sorts of information about DMapEdit
and what's going on with it. You can also check out other pages I have,
like for example, the new game I'm writting.
http://www.umn.edu/nlhome/g253/hoffo002/ (my root homepage)
http://www.umn.edu/nlhome/g253/hoffo002/dmapedit (DMapEdit homepage)
Ok, v4.0 is very overdue by now. Should have been released a long time ago,
but it never was. I am going to try and get this out soon, though, probably
the next release after this beta. I kinda forget exactly what all is still
not quite done that I want to get done for the big release, so those with
email accounts, beta test and let me know what you still want in for the
official v4.0 release. If it's something big, it can wait for the next
release. Sound good?
I'm working on Heretic and Hexen support for DMapEdit too. Right now, I
don't know too much about how Hexen all works, but I'll figure it out as I
mess with it more. That will all wait until v4.0 is done, though.
The old demo that I had made for DMapEdit no longer works with the latest
versions of DMapEdit. A new demo will have to be recorded, and I'll do that
for the next version. For right now, I've deleted the old one, and there
isn't one not. If anyone would like to help out by recording a demo to
explain something or rather (making an working example map, how to make some
basic structures, or whatever), go ahead and then send them to me. If you
don't have a clue how to record demos, it's all explained in the file
'demos.txt'
Editing state information is now saved to the 'dmapedit.ini' file, instead of
'state.dme', and it is in plain ascii, so you can edit it if you wish, not
that there is a lot of reason to do so, but hey, it's your editor, so knock
yourselves out! :)
Ok, new stuff.. If the last version you used was v3.01 (or below) then
there's so much new stuff I couldn't begin to list it all here. Play
around and you should find it all. Or, of course, read the docs.. :)
Dunno really what state the docs are in, though. Probably not very up to
date, but might be half up-to-date. For those who had a recent beta,
though, here's what's new:
Beta 13:
--------
* Added scale, rotate and scretch options in the edit menu. For all those
who have been waiting for that, it's finally in. It has a slight problem
with leaving garbage on the screen when the mouse crosses one of the
'non-fixed' lines. I can't figure out how to eliminate it. Everything I
try seems to get me nowhere. If anyone can figure out how to fix it, let
me know, and I'll throw your name in the 'thanx to' section of the docs.
Let me know if you'd like me to explain the problem and theory behind the
code, and where the problem is. Oh hell, I'll just throw it at the end
of this file instead. :)
* Fixed the bug that caused DMapEdit to crash if you passed a PWAD to it via
the command line.
* Fixed the line edit window bug that didn't realize it was supposed to be
changing the default line, instead of linedef #-1. :)
* Fixed the bug that didn't allow you to have negative values for offsets in
the second sidedef in the line edit window.
* Fixed a bug in the map data group saving function. It indents the entry
now and doesn't duplicate it, like it was before.
* Fixed a bug that causes the wall texture names to be screwed up when a map
is autoloaded at startup (any time you didn't tell DMapEdit specifically
that you want to load a map).
* Updated (not completely finished yet though) the description comments in
the 'dmapedit.ini' file. Also removed existing slots and data groups,
instead of leaving you with configurations I last used.
Beta 12:
--------
* Revamped the INI reader. It will now handle all the information that
state.dme stored, and in plain text, making it easily changable by you
the user if you wish to, and also makes it more flexible. It also stores
the information for all the map slots instead of just the current slot,
so the full map slot state can be restored as well.
* Default thing type #'s 1-3 now increment to the next type # when a thing
is placed on the map. This makes it simple to add all 4 player start
points at once. Simply pick type #1, and click in four different places
to set start points there. After the first start point is placed, the
default thing type will be 2, etc.
* Ability to spawn Doom now. If you want to try your map out in Doom real
quick and see if it looks and plays ok or whatever, just select this
option from the file menu. It'll generate nodes and stuff if you need
them, and then run doom directly for you. Once you quit Doom, it'll
come back to DMapEdit again. This is the first time I've messed with
spawning programs and such, so I dunno how great a job I did with it all,
so let me know if you run into problems. Right now it defaults to level
3 difficulty. I'll put in a selection window so you can pick different
options soon, but for now, you have to live without that. :)
* There's a new flicker-free mode to the 3D renderer. The 'F' key toggles
it. What this does is draw the screen to a buffer and then transfers it
all to the screen at once. Kinda nice. I'm using the GRX library
directly for my new game, so I'm more used to the GRX type calls, so this
is just a little benefit from what I learned there. :)
* Put something in to get around DJGPP's little problem of not bothering to
pass the 0th argument to DMapEdit (making DMapEdit unable to tell where
it is located on your system). Just use the '-d' switch, so like
'dmapedit -d c:\dme'. Best to just throw this in a batch file that is
in your path somewhere, and you'll be able to run DMapEdit from anywhere,
and not just in it's home directory.
* On-the-fly Doom to DMapEdit color converting. Big deal, right? It
already displayed Doom textures fine. The reason this is significant is
not for Doom, but for adding in support of other games, like Heretic and
Hexen. Displaying Heretic textures with the Doom palette doesn't look
very pretty. Now that this change is in, the way is clear for adding
Heretic support, and Hexen, if anyone has the specs for it yet.
* Mark line/vertex moving doesn't do the abnoxious map-redraw every time the
mouse moves anymore.
* Fixed a bug with the 'doom 2 path =' line in dmapedit.ini. DMapEdit won't
crash now if you don't have Doom II. :)
* Finally got around to adding default sectordef editing.
* Also finally got around to adding the sector blend mode bluebox.
* Automatic Linedef flipping to solve errors has been disabled. Everyone is
complaining about it, so we'll try it this way. We'll see if Doom refuses
to run maps more often from now on or not.
* Arrow keys supported in the picklists now, and letter keys work in the
floor/ceiling texture picklist now.
* Bug in save window fixed.
* What else.. Other little things I can't remember right now. One day I'll
probably get better organized and keep track of the stuff I do as I do it,
but I'm not that organized yet. :)
Beta 11:
--------
* Actually, I don't remember all that much what I've changed, but I'll list
what I can remember.
* The DJGPP version now defaults to keeping the old textures in memory.
This should speed up the wall texture view again. A lot of people were
complaining about it being slow, so maybe this solve that. Let me know.
* Unavailable options in the menus are dimed now.