home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Megadoom II
/
MEGADOOM II - iso.7z
/
MEGADOOM II.ISO
/
doom
/
editors
/
wadfile
/
deep
/
deep.1st
next >
Wrap
Text File
|
1994-12-29
|
13KB
|
325 lines
Copyrights
~~~~~~~~~~
DeeP and DeePbsp are Copyright 1994 by Sensor Based Systems, Inc. (SBS)
Refer to the file DeeP.LIC for further information.
DOOM, DOOM II and HERETIC are trademarks of id Software.
DeeP and DeePbsp are trademarks of Sensor Based Systems Inc.
DeeP was made by SBS and has nothing to do with Id Software.
Disclaimers
~~~~~~~~~~~
Id Software can't answer questions pertaining to this program and asking them
questions about DeeP is strongly discouraged.
Id Software MAY not help you with problems encountered while using a WAD file
created by DeeP.
DeeP works on the registered and shareware copies of DOOM. However,
Sensor Based Systems Inc. respects Id's wishes and modified shareware
levels CANNOT be saved (the latest shareware doesn't support it anyway).
It is illegal to distribute the registered version of the DOOM.WAD
or DOOM2.WAD file in any form, and Sensor Based Systems Inc. does
not encourage you in any way to make illegal copies of DOOM or DOOM II.
SBS reserves the right to add or remove any functionality of the DeeP
software.
And now...
The following is for users who want to see what is different between DeeP
and DEU.
If you have not used DEU or DeeP before, please read DeeP.DOC and DeeP.INI
first.
DeeP is a complete rewrite of DEU (which will be obvious when you start it).
DeeP has gobs of new features (and stability) which should make it easier
to use. We're looking forward to even more changes (all it takes is time and
money). A HERETIC upgrade is planned as soon as we get more information. For
now you can view the maps and play with it yourself to see what works. Be
sure to use the new color mapping feature so you can see the MAP!
What's new for DeeP 6.11
~~~~~~~~~~~~~~~~~~~~~~~~
* Option to automatically create SideDefs/Sectors at same time as LineDefs.
* Automatically use existing vertices when creating LineDefs.
* Even better Thing and LineDef menus, prettier and faster.
* Additional separation of LineDef and Thing types.
* Revised LineDef descriptions (let us know any others or corrections).
What's new for DeeP 6.10
~~~~~~~~~~~~~~~~~~~~~~~~
* All main options (textures, heights, sound, etc) can be set and saved
within the DeeP.
The only options left in the DeeP.INI file are basic startup for where
the DOOM file is and the type of video driver (later!).
* New option to suppress vertex overlap check (it's up to you) to speed
things up for the experts.
* New options to directly set the mouse/editing colors, grid, select rectangle
and to set dashed or solid lines.
* New option to automatically reload the last level and files each time.
* New option to automatically restart in edit mode.
* New option to remap the color palette. This lets you view HERETIC maps
successfully!
* If Scroll Lock is active, moving the mouse over the top menu bar
automatically selects a pulldown menu. (An experiment for now to see how
usefull this might be.)
* Automatic reload and restart of the last level you edited!
* Automatic reload of up to 32 files you were working with!
* Direct Node building.
* Direct testing of DOOM levels.
* Revised Menus for Things, LineDefs and Sectors. Things now show a picture
of the object before you select it.
* Additional verification checks for a valid pathname for saved files.
* Quick buttons to clear, zoom and change the grid.
* Clicking the pictures displayed on the bottom, directly edits them.
What's new for DeeP 6.01
~~~~~~~~~~~~~~~~~~~~~~~~
* Point, click and drag LineDef creation.
* Extra protection to keep you from wiping out a Grouped PWAD by accident.
The old file name is NOT automatically the default.
* F1 now also has context sensitive help for the first level of any menu
item selected from the top (one level more than before). Eventually almost
all levels (where it makes sense) will have help available.
* Object "selection and dragging" is now smooth, without any jitter and a
lot faster. The objects selects are outlined in RED.
* Additional check from overlapping LineDefs and Vertexes when dragging Sectors.
* New VGAONLY option in DeeP.INI for VGA only systems (either not VESA or not
enough video memory.
* Edit Changes show up on bottom information boxes when at first level of edit.
* Where it makes sense, the menu options is left active, so you can search
for the option desired without having to go back-and-forth.
* Quick click of mouse button 2, puts you in edit mode for the object!
* New ScrollDelay option for fast systems, so the map doesn't fly off the
screen (yeah, I'm jealous of those guys too).
What's new for DeeP 6.0a
~~~~~~~~~~~~~~~~~~~~~~~~
* Compatible with DOOM and DOOM II! No need to use two separate programs.
* Even better memory management! Now huge levels (200K+) can be made using
conventional memory and not run out of memory.
DeeP does not use DMPI so it can be run under Windows or any other program
that uses DMPI. At least 540k of DOS memory is suggested. A typical DOS
6.2 system should have 610k free, even with a CD driver, audio and network
drivers. (Of course if you have lot's of toys, this won't be true!). Try
rearranging the sequence of your drivers if you are having trouble achieving
this goal (those drivers that don't care when they load).
The largest DOOM level is E2M7 and the largest DOOM II level is MAP14.
Levels you create/modify may be larger than this. If you have about
610K available to run a DOS program, you will have about 140K free for
MAP14 (the larger of the two). A typical level has about 200K free.
The free memory is the amount available to expand the level.
Depending on response, we would like to convert to a "good" compiler that
gives 32 bit access to memory that is hassle free for the user.
Direct graphics editing and whatever else you might suggest is then a
realistic option.
* Default directory path for all PWAD files. You don't have to enter the
complete path name if your PWADs are saved outside of the DOOM (or DeeP)
directory.
* The .WAD extension is automatically added if you don't enter an extension.
* A grouped PWAD can be saved as a group again without having to read all
the original files again (Registered version only).
* PWAD files read in, are referenced by number so you don't have to key the
whole name in (just the number), to examinine the structures.
* The Registered version has complete DOS DIR support to help you find your
glorious levels without exiting DeeP.
* DeePbsp is included. DeePbsp is a slightly improved TbsP, an improved node
builder that was derived from BSP 1.2. DeePbsp is about 6 times faster than
BSP and features a display to see how your level is progressing as it is
being built.
DeePbsp is automatically run by selecting "Yes" when asked whether you want
the nodes built or not.
DeePbsp COPIES the reject map "as is", so be sure to clear the reject area
with DeeP when requested. We have read the info on what the reject is, but
have not noticed behavior consistent with the literature available to us.
You decide! (Let us know what you find out.)
* Pictures of textures and monsters can now be seen as you're building the
level! Instead of just text, you can see the monsters and textures you
want to edit.
* New search features have been implemented. Search for a thing, linedef
type or the name of a texture and optionally replace!
* Zoom now has auto-centering. When a linedef, thing, or sector has been
highlighted, DeeP automatically centers the object when you zoom in (this
will not occur when zooming out). This setting is optional and can be
toggled with the \ key.
* The "A" key toggles auto selecting of any object, letting you stay locked
on an object.
* F1 has context sensitive help for all the top menu items. The online help
has been greatly expanded, since it now is in a separate file, much more
information can be quickly referenced.
* F10 now includes these new features:
- Checks for cross-references, missing textures, and unclosed
sectors....all with the press of ONE key!
- Can automatically fix missing texture names.
- Can automatically fix invalid texture names (when converting a DOOM
level to DOOM II).
- Additional error checking for linedefs that require tags. (Id could
have used this on their original release!. A missing sector tag crashes
the game.)
* DeeP can read a DOOM level and convert it to a DOOM II level and
convert a DOOM II level to DOOM in seconds.
* Stairs can now be inserted into a sector.
* Scrolling the map is now up to four times faster, since less objects are
drawn. Less flickering occurs when scrolling since the top and bottom lines
are not constantly erased.
* Menus have been re-organized to make them easier to use.
* All pictures in the DOOM and DOOM II wad files can be seen. At
the DeeP prompt, press P and return to see them.
* The size of vertexes and linedef arrows automatically adjust in size.
When in a close zoom (4/1), the vertexes and arrows stay small, so that
moving and selecting them in a zoom is easier.
- A vertex is now a "dot" instead of an "X" so they are easier to view when
many are close together. When two vertices overlap, they disappear,
which makes them easier to spot (nothing shows at the intersection).
- The size of the linedef arrows adjust according to the zoom factor so
they don't obscure small objects.
* The mouse is now the same for all VESA compatible video boards.
* The mouse is now totally usable for ALL your work. Try scrolling the
sprites and any of the textures!.
* Clicking both buttons at the same time edits the object (as if enter
was pressed).
* Direct access to textures for linedefs and sectors. Click on the box
containing the texture and you are in texture edit mode for the object!
* Additional options to set the default PWAD directory and help file.
* Direct DOS DIR functions with the DIRD command to quickly find your levels.
* Print maps of any level at any available ZOOM factor.
New for DeePbsp 2.6
~~~~~~~~~~~~~~~~~~~
* DeePbsp now only complains about it's size being wrong, but continues to
execute. A change in the program size indicates a serious error in the FAT
file allocation or a virus! So try to find out why it's complaining.
Start by reading the DeeP files DeeP.DOC and DeeP.INI.
Credits
~~~~~~~
The following people contributed to the original DEU program and thus should
be recognized for their part in helping to make DeeP since they made our job
a LOT easier:
* Brendon Wyber
The first version of DEU was written by Brendon Wyber.
* Raphaël Quinet (quinet@montefiore.ulg.ac.be)
Much of DEU was written by Raphaël Quinet.
* Matt Fell (matt.burnett@acebbs.com)
Author of the great Unofficial Doom Specs. Making this program
would have been impossible if the Specs didn't exist.
You should take this file as a technical reference and companion
manual for DEU. Get the file "dmspec13.txt" by anonymous FTP on
"wuarchive.wustl.edu" (/incoming/MSDOS_UPLOADS/games/doomstuff).
* Steve Bareman (bareman@hope.cit.hope.edu)
Rewrote the DEU documentation and wrote the DEU tutorial.
* Jean-Serge Gagnon (jsg8a@acadvm1.uottawa.ca)
Helped Steve with the docs and improved the DEU tutorial.
* Trevor Phillips (rphillip@cc.curtin.edu.au)
Original Textures viewer in 256 colors
* Colin Reed (colin@argonaut.co.uk)
Author of BSP node builder.
* Dewi Morgan (D.Morgan@bradford.ac.uk)
Original Drop-down menus and menu bar.
* Will Ellett (wellett@cs.uah.edu)
Configuration file and better command line parsing.
* Sean Malloy (malloy@crash.cts.com)
Updated the docs for the stairs, improved display of the LineDef flags,
etc.
* Tobias Ringström (d2rinto@dtek.chalmers.se)
Added the code to distribute floors and ceiling heights.
* Robert Hodkinson (R.J.Hodkinson@bradford.ac.uk)
Texture alignment (X offset).
* Per Kofod (per@ollie.dnk.hp.com)
Added the code to display the pointer coords.
* Hank Leukart (ap641@cleveland.freenet.edu)
Author of the DOOM FAQ. Publisher of Matt's Unofficial DOOM Specs.
He was (and still is) one of the best promoters of DOOM on the net.