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- //-------------------------------------------------------------------------
- // Copyright 1995 Sensor Based Systems Inc.
- //
- // This is the Shareware version of DeeP or HeeP
- //
- // To receive the Registered version of DeeP or HeeP
- // Register Online with CompuServe (GO GAMERS)
- // or See ORDER.FRM.
- //
- // Sensor Based Systems, Inc. jackv56036@AOL.com
- // 17010 NE 190th ST
- // Woodinville, WA 98072 (206) 827-8794
- //-------------------------------------------------------------------------
- // 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 r DeeP x
- x y r DoomEnhancedEditorProgram x
- x y r HereticEnhancedEditorProgram x
- x y r HeeP x
- x y
- x y █████████ V 6.13 █████████
- x y ██ █ ██ █
- x y ██ █ jackv56036@AOL.com ██ █
- x y ██ █ ██ █
- x y ██ █ ███████ ███████ ████████
- x y ██ █ ██ ██ ██
- x y ██ █ █████ █████ ██
- x y ██ █ ██ ██ ██
- x y █████████ ███████ ███████ ██ tm
- x y 75454.773@COMPUSERVE.COM
- x y
- x y
- x y Register Online with CompuServe
- x G for More Features (GO GAMERS)
- 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
-
- rDOOM levels are named E#M# (#=number)
- rHERETIC levels are named E#M# (#=number)
- rDOOM II levels are named MAP##
-
- g y Register Online with CompuServe or Mail
-
- p y
- p y This is the Shareware Version
- p x See -Next Page- for all the
- p y Additional Features in Registered Versions
- p y
-
- 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
-
-
- y1. bNo forced rabout screen so you start faster.
-
- y2. bTest DOOM 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.
-
- y7. bGroup and Replace rall 32 blevels at the
- same time. The Shareware version does none.
-
- y8. bBuild a New IWAD with rup to 32 blevels .
- The Shareware version does none.
-
- y9. bThing percentage replace. This is useful to add
- new weapons to old DOOM levels by converting just
- some to new weapons and monsters.
-
- y10.bAbility to add external PWADS that redefine the
- Sprites and Wall/Ceiling Textures.
-
- y11.bThe latest online help and docs.
-
- a
- B y Line Commands available in Character Mode
- a
-
- yr+ -
-
- ZOOM in or out (change the picture size) for
- BPicture and BView.
-
- 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:
-
- bC:\MYDIR\somewad.wad
-
- 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.
-
- 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 (you're done)
-
- To replace levels in a Bgrouped PWAD, read the
- grouped PWAD (the levels it contains are shown),
- edit the levels you want to change and save each
- one changed as individual files (the way you
- created them to start with). The same original
- name can be used.
-
- 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 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> <DirEntry>
-
- Insert a raw file in a patch wad file.
-
- yxN[ew] B[episode/mission level]
-
- Create and edit a New (empty) level
-
- 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.
-
- y The characters b.WAD are automatically
- y appended if no b. is found.
-
- yxS[ave] B<dirname> <wadfile>
-
- Save one object to a separate file.
-
- 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.
-
-
- 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 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.
-
- y rLineDefs
-
- 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.
-
- 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.
-
-
- y rSideDefs
-
- 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.
-
- 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.
-
- bUpper Texture : Texture you can see above the
- ceiling of a Sector.
-
- bNormal Texture: Texture you see between the ceiling
- and floor of a Sector.
-
- bLower 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
-
- A Sector is made up of 3 or more LineDefs that all
- connect together to form an enclosed area. A Sector
- is similar to a room or an area within a room.
-
- 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.
-
-
- 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. A LineDef is shared by 2 sectors, but the 2-sided
- flag is not set (F10 menu will fix).
- 3. Too many 2-sided LineDefs are visible from any
- point (fixed in 1.666 and DOOM II 1.7).
- 4. A node building error (rearrange the area).
- 5. You didn't (re)build the Nodes?.
- 6. DOOM has an error (especially DOOM, see stairs).
-
-
- p y Object Colors
-
-
- When an object is selected it will change color and
- the object select count (upper right top line) is
- increased by one. Use this to keep track of your
- work.
-
- Things with the same color are all the same type.
-
- Linedefs of different colors signify tags and
- 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.
-
- 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 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.
-
- yrF2 Save level in a PWAD file.
-
- yrF3 Save As... Reassign level of a map.
-
- yrF4 Search/Change for Object.
-
- yrF5 Preferences, set 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.
-
-
- 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!
-
- yrIns
-
- Insert a new object at the current cursor
- position. Copies the last selected object or
- insert a default object (see Edit F1 help).
-
- In Vertex mode, press the Left mouse button to
- insert as many as desired. Press the Right button
- to quit.
-
- yrShift
-
- Prevent auto-object selection temporarily
-
- 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
-
- 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.
-
- yrArrows
-
- Move the cursor position (and Map)
-
- yrHome
-
- In edit moves the Map Right a bunch.
-
- In menus, moves to the first item.
-
- yrEnd
-
- In edit moves the Map Left a bunch.
-
- In menus, moves to the last item.
-
- In Vertex Insert, quit without close.
-
- yrPageUp
-
- Move the Map Down a bunch
-
- In menus, moves down.
-
- yrPageDown
-
- Move the Map Up a bunch
-
- In menus, moves up.
-
- yrScroll Lock
-
- Turn on/off the autoscroll feature.
- Keeps the screen from moving accidently when
- you touch the edges.
-
- Scroll Lock also activates automatic Top
- menu selection. The menu appear as soon as
- the cursor is placed over the item.
-
-
- y b
- y b Character Key Commands
- y b
-
- yr+ - ZOOM in or out (change the map scale)
-
- ZOOM levels range from 1/20 scale to 4/1 scale.
-
- 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/ 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.
-
- 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 also clears.)
-
- 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.
-
- 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.
-
- (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 #.
-
- 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.
-
- yrV Switch to the Vertexes (vertices) editor.
-
- yr1...0 Set ZOOM level from 1 to 10 directly
- (1/1 - 1/10)
-
-
- 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
-
- Mark/unmark the current object (select/unselect)
- or create selection box (same as Shift+Left mouse
- button).
-
- Quickly press the Left button to mark or unmark
- object(s).
-
- If the Left button is pressed and held for over
- 2/10's of a second, Select box mode is entered.
-
- All the currently selected objects are cleared
- when you enter Select mode and the new objects
- in the Selection box are now active.
-
- 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!
-
- The right side of the top menu bar shows the total
- number of objects currently selected.
-
- 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
-
- Press the Left button after you press bIns in
- Vertex mode to create Vertices for LineDefs.
-
-
- a w Right Button has multiple uses
-
- yrRight button
-
- Edit or Drag the current/selected object(s).
-
- Quickly press the Right button to edit the current
- object(s).
-
- If the Right button is pressed and held for over
- 2/10's of a second, drag mode is entered.
-
- Drag the object(s) selected by pressing the right
- mouse button and at the same time moving the
- mouse to the desired location. 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 and
- 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.
-
- 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.
-
- 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.
-
-
- 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> ]
- [-sp <sprite.wad> ]
- [-fl <flat.wad> ]
-
- 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!
-
- 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-fc (fakecursor)
-
- Use fake crosshair mouse cursor. If you don't
- have a mouse and you have a non-VESA BIOS.
-
- yb-fm (fakemouse)
-
- Use fake mouse type cursor. Select if you do
- not have a mouse, but do have a VESA BIOS.
-
- 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.
-
- This path also determines the location of
- DOOM(2).exe 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-fl (flat) flat.wad
-
- p yRegistered only
-
- Replacement floor/ceiling patch wad file. If no
- path is specified, a path is added (see PATCH).
-
- This file must contain a replacement for ball
- the floors/ceilings in DOOM. The file must
- contain the entry F_START and F_END with all the
- names inbetween.
-
- The b.wad extension is automatically added
- if no b. is used.
-
- yb-sp (sprite) sprite.wad
-
- p yRegistered only
-
- Replacement sprite patch wad file. If no
- path is specified, a path is added (see PATCH).
-
- This file must contain a replacement for ball
- the sprites in DOOM. The file must contain the
- entry S_START and S_END with all the names
- inbetween.
-
- The b.wad extension is automatically added
- if no b. is used.
-
- yb-tx (texture) texture.wad
-
- p yRegistered only
-
- Replacement texture patch wad file. If no
- path is specified, a path is added (see PATCH).
-
- This file must contain a replacement for ball
- the textures in DOOM. The file must contain the
- entry TEXTURE1 (and TEXTURE2 for DOOM), S_START
- and S_END with all the names inbetween.
-
- The b.wad extension is automatically added
- if no b. is used.
-
- 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.
-
- 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.
-
- DeePbsp will fail if you have overlapping
- vertices/linedefs, so be sure to run the check
- for this in DeeP.
-
-
- 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 already exists with the same save
- name it is renamed with the .BAK extension.
-
- 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 2 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 Registered version saves up to 32 files.
-
- 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 also
- only copies REJECT data.)
-
- 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! Not
- exactly what you are led to believe by the
- information we read!
-
- 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
- workaround for their own node builder errors?
-
- 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.
-
- ybBuildNode
-
- Save the level and always rebuild nodes.
-
- ybBuildNodeAs
-
- Save the level with a different level number
- and always rebuild nodes.
-
- 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.
-
- 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)
-
- b CHOOKV23.WAD CHKSTUFF.WAD
- b -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 is 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
-
-
- ybEdit Level
-
- Select a different existing level to edit.
-
- ybNew Level
-
- Erases all information so you can create a
- level from scratch.
-
- ybReset Level
-
- Erases all PWAD information and resets all
- levels to the main IWAD.
-
- ybPrint
-
- pyRegistered only
-
- Print the level to printer or a file (see
- below).
-
- 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.
-
-
- y rIns Vertex mode
-
- This creates the LineDefs/SideDefs/Sectors
- for a level. Insert Mode continues until
- you stop it with the Right Mouse button (the
- normal method), press the bEnd key, press bC
- or press bEsc.
-
- 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.
-
- Each time the Left button is pressed a
- Vertex and a LineDef is created (if you
- have 2 or more vertices).
-
- a w 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.
-
- 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 w 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 bEnd 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.
-
- Rooms go clockwise and objects are formed
- counter-clockwise.
-
- 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 if you want other
- areas to also use it.
-
- 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.
-
- 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 a pressing C to clear.
-
- 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!
-
- ybPreferences
-
- Changes the default values for wall, floor,
- and ceiling textures, and floor and ceiling
- heights.
-
- ybOptions
-
- The following options are toggled as shown:
-
- awSound Selection Sound when object is
- selected.
- awSound Errors Sound when an error occurs.
-
- awOverLap Check Perform an overlap check
- every time vertices move.
- Disabling this speeds up edit-
- ing large levels at the risk
- of missing mistakes you make.
- awSelect Object0 Select object 0 the first
- time.
- awAdditive Select Add currently selected
- objects to all in the
- current select box.
- awAuto Start Automatically restart DeeP
- and reload all PWAD active
- since the last time. Use -n
- to temporarily suppress.
- awAuto Load Automatically reloads the
- last PWAD you were editing.
- awGrid Dashed Set grid lines
-
- awSelect Dashed Set select box lines
-
- awInfo Objects Display text information
- about objects.
- (bI toggles).
- awInfo Picture Display textures and things
- in picture form.
- (bI toggles)
- awAuto 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.
- awThick Lines Increase the line thickness
- to 3. Useful when you use
- large monitors at high
- resolutions or use a white
- background.
- awResponse 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).
- awSpeed Options Set your preferences for :
- awObject Select Range
- Determines the sensitivity to
- selecting objects near the
- cursor.
- awMap Scroll Speed
- Determines the amount the map
- moves when it touches the
- edges.
- awMouse Sensitivity
- Set how fast the cursor moves.
- First time is the original
- value.
-
-
- ybMouse/LineColors
-
- awMouse The color of the mouse. You
- must restart DeeP to see the
- change. Since the mouse is
- "tranparent" the colors vary
- depending on the background
- choosen.
- awMouseEdge Select the color of the
- mouse edge (note as above).
- awMenuHilite Select the color of the
- menu hilighted character(s).
- awDragging The color for dragged
- objects.
- awSelect Box The color of the select box.
-
- awHiLight The color for automatic
- hilighting of active objects.
- awInsertVertex The color of lines inserted.
-
- awGrid The grid color.
-
- awRuler The ruler color.
-
- aw2-Sided LineDef The color of 2-sided LineDefs.
-
- aw1-Sided LineDef The color of 1-sided LineDefs.
-
- awBackGround 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.
-
- ybPalette Colors
-
- 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
-
- x y End of Section
-
- //-------------------------------------------------------------------------
- ||SEARCH
- //-------------------------------------------------------------------------
- B y
- B y Search [Alt-S]
- B y
-
-
- ybFind/Replace F4
-
- y bFind
-
- bLinedef Type
-
- Find any Linedef type. Use this when con-
- verting a DOOM level to DOOM II.
-
- bThing Id
-
- Find any thing object.
-
- bFloor Texture Name
-
- Find any Floor/Ceiling texture.
-
- bWall Texture Name
-
- Find any Wall texture.
-
- y bReplace
-
- bReplaceThing 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.
-
- bReplaceFloorTx Name
-
- Search for any Floor/Ceiling texture and
- replace it with a different one.
-
- bReplaceWall 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
- B
- y b Linedef & Sidedef L
- B
- y b Vertices V
- B
- y b Sectors S
- B
- y b Next Mode Tab
- B
- 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 first option is the
- same for all editing modes.
-
- y1. bFind First Free Tag
-
- Locates the first tag number that has not
- yet been used in this map.
-
- The rest of the options vary by mode as
- follows:
-
- b yThings Mode
-
- y2.b Rotate and Scale Thing(s)
-
- Move marked Things by the degree of rota-
- tion and a percentage scale. Use this to
- rearrange Things by spinning them around
- (change rotation angle) or moving them
- closer to each other (scale < 100%) or
- further apart (scale > 100%).
-
-
- b yVertices Mode
-
- y2.b Rotate and Scale Vertices
-
- Move marked Vertices by the degree of rota-
- tion and a percentage scale. Use this to
- rearrange Vertices by spinning them around
- (change rotation angle) or moving them
- closer to each other (scale < 100%) or
- further apart (scale > 100%).
-
- 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.
-
- b yLineDefs & SideDefs Mode
-
- y2.b Rotate and Scale LineDefs
-
- Move marked LineDefs by the degree of rota-
- tion and a percentage scale. Use this to
- rearrange LineDefs by spinning them around
- (change rotation angle) or moving them
- closer to each other (scale < 100%) or fur-
- ther apart (scale > 100%).
-
- 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.
-
- 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
-
- Flips the linedef(s) start and endpoints,
- thus reversing the side of the 1st and 2nd
- SideDefs.
-
- y7.b Swap Sidedef
-
- Swaps the Sectors of sidedef(s) 1 and 2.
-
- y8.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
- alignment.
-
- y9.b Align Textures (X Offset)
-
- This may be used on a group of LineDefs
- that follow each other. The first linedef
- selected is used as the reference.
- This is for left/right alignment.
-
- y10.b Make Door from 4 LineDefs
-
- You can also use the Object menu to make
- a predefined Door, if you prefer.
-
- Select 4 LineDef 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 the Right Mouse button to finish.
-
- 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 the Right Mouse button 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 Right Mouse button to finish.
-
- 4. Press the Right Mouse button again to
- exit Ins Vertex.
-
- 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.
-
-
- b ySector Mode
-
- y2.b Rotate and Scale Sectors
-
- Move marked Sectors by the degree of rota-
- tion and a percentage scale. Use this to
- rearrange Sectors by spinning them around
- (change rotation angle) or moving them
- closer to each other (scale < 100%) or fur-
- ther apart (scale > 100%).
-
- 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.
-
- This is useful for setting floor heights on
- stairways.
-
- 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.
-
- This is useful for setting ceiling heights
- on stairways.
-
- 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 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 and then press Ins to make
- it 2-sided. Then tag with the Teleport
- LineDef and give it a "destination".
-
- 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).
-
-
- r yStairs are Special
-
- 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
-
- Report any LineDef types that are not known to
- DeeP. Also makes sure Sector tags are present
- when required!
-
- A missing Sector tag (tag is 0 and it shouldn't
- be) crashes DOOM.
-
- 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.
-
- 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. The
- descriptions are self-explanatory except for
- bUnpegged and bSecret.
-
- An bUnpegged texture does not move with a
- Sector that moves, it is stationary.
-
- 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.
-
- 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 B DoomEnhancedEditorProgram
- x B HereticEnhancedEditorProgram
- x y
- x y Register Online with CompuServe
- x G for More Features (GO GAMERS)
- 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-----------------------
-