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- 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.
-