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1995-06-18
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DPMI DeeP, HeeP and DeePbsp
~~~~~~~~~~~~~~~~~~~~~~~~~~~
>>> To order the Registered version <<<
of DPMI DeeP or HeeP
1. Register Online with CompuServe GO SWREG :
The Registration ID for DeeP is 5392.
The Registration ID for HeeP is 4553.
The current ShareWare version is found in
the ACTION forum (GO GAM586).
2. See ORDER.FRM for Mailing Instructions.
3. Register online with Master card or Visa
Fighting Eagle BBS (317) 662-8122
Home board of DEEP and HEEP
14 lines, over 10,000 Wad Files
Game play and support Conference
Call Today and start your new adventure as
a DOOM or HERETIC wad author.
=============================================================================
>>> If you are going to run DeeP in WINDOWS, please <<<
>>> read README.DOC for the details (or it won't work) <<<
>>> You MUST change Window's SYSTEM.INI <<<
>>> If you are using QEMM and have the QDPMI.SYS in your <<<
>>> CONFIG.SYS file, please see README.DOC, it won't work <<<
>>> You must have HIMEM.SYS installed in CONFIG.SYS <<<
>>> You should have FILES=20 or more in CONFIG.SYS <<<
Please refer to README.DOC for installation.
DEU users, PLEASE review the docs, you can use DeeP sortof like DEU, but
you'll be missing out on all the short cuts you can take.
Review DEEPFAQ.DOC for frequently asked questions and solutions.
... NOTE ...
The mouse is MUCH more powerful than in DEU and is THE ticket to shortcuts.
You should set the mouse click speed to suit your style. The default is
250 ms, set it to 100 to click a lot faster, but then you have to double
click REALLY fast. If you like a more relaxed pace set it around 400.
Use the F6 option to set all this stuff.
=============================================================================
Copyrights
~~~~~~~~~~
Copyright (C) 1994-1995 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.
UniVBE is Copyright (C) 1992-1995 SciTech Software and is a shareware product
requiring separate reqistration.
DeeP, HeeP and DeePbsp are trademarks of Sensor Based Systems Inc.
DeeP, HeeP and DeePbsp were 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/HeeP works on the registered and shareware copies of DOOM, DOOM II
and HERETIC.
However, Sensor Based Systems Inc. respects Id's wishes and modified
shareware levels CANNOT be saved.
It is illegal to distribute the registered version of the DOOM.WAD
DOOM2.WAD or HERETIC.WAD file in any form, and Sensor Based Systems Inc. does
not encourage you in any way to make illegal copies of DOOM, DOOM II or
HERETIC.
SBS reserves the right to add or remove any functionality of the DeeP and HeeP
software.
And now...
Please also review README.DOC for more information.
DeeP is a complete DPMI rewrite of DEU (which will be obvious when you start
it).
DeeP has gobs of new features you DREAM OF. It supports both keyboard users
and mouse users with equal ease. Almost all of the keyboard commands are the
same as DEU, so the initial learning curve for ex-DEU users is very low.
With its convenient user friendly options and ultra-fast node builder, great
levels can be created in less than 1/4 the normal time using other editors.
Extensive error checking keeps you out of trouble!
As you see the DPMI version again has many more features!
HeeP is DeeP with specific features for HERETIC only, including color
mapping. All references to DeeP also refer to HeeP.
=============================================================================
What new for DeeP 7.11
~~~~~~~~~~~~~~~~~~~~~~
* New Cut, Paste, Copy and Mirror Commands (told you that was next)!
* ClipBoard can Merge different PWAD levels (registered only).
* Clipboard viewer (ctl+B), very useful for short attention spans <G>.
* Level preview map browser, press F1 for thumbnail Map display.
The large level preview Map can be toggled with a Sprite display,
press F2 while in the thumbnail display.
* Undo command (ctl+Z). After "Oops", press this to undo the last fiasco.
* Short cut ctl+S, ctl+F commands for swapping/flipping Linedefs.
* New interactive Rectangle, Polygon, Stair, Curving Stair and Door
drawing tools. You won't believe how easy this is.
* Vertex LineDef drawing improved, with an option to extend an existing
area (no new Sector made). If you connect to an existing LineDef by
going over it directly or implicitly (as the last closing line), then
at the end Press Shift+Right button, the new area is joined to the existing
area.
You can change this default to work the opposite by turning off SectorJoin
in the alt+F5 menu.
* New premade Teleport Exit, Entrance and Window objects!
* Even nicer Menus and a LOT more popup help.
* Search now is always global, not just the current area. Text is also
hilighted.
* Added Ceiling or Sector heights for global changes to only one of them.
* Added X or Y for global changes to only one of them.
* All the sidedefs selected can be deleted at once. The new box shows the
number of items you are deleting, so it doesn't make the change without
letting you know you have "MANY" selected.
* You can also directly delete the SideDefs by clicking a new menu option.
* Things are copied in Sector mode (option set).
* Things are dragged in Sector mode (option set).
* Teleport Things are always copied (deleted) with the Sector they are in.
* Check for Things outside of Sectors.
* Extra texture settings for windows, stair sides, steps and teleports.
* Copy in Linedef Mode copies ALL information just like Sector mode, but the
copy is restricted to the LineDefs selected.
* Delete gets rid of all related objects, so deleting a Sector deletes the
LineDefs and vertexes anbd deleting LineDef(s) also deletes the Vertexes.
* Delete vertex joins LineDefs together (option set)
* New Mouse commands :
Shift+Left Mouse = Copy
Shift+Right Mouse = Delete/Join
Ctrl+Left Mouse = Mirror
* Pressing the Right mouse button when drawing a select box "drags" the
select box making it easier to adjust where the box is drawn. All the
interactive Tool modes also drag the current Tool object.
* Thing MASK display setting now also controls selection box Things choosen.
* Y alignment ignores any textures that are unpegged.
* X alignment selection is more freeform. The list is automatically sorted.
* Due to popular demand, the make-a-door from a sector is back, although
if you are a beginner, please read the information on Doors.
* Buffering of sprite images for much faster thing displays.
* Improved map scroll speed.
* Improved texture speed display.
* New Map level browser viewer.
* Sector type 11 (-10 health/end level) is now recognized as an "exit".
* Support for 13 additional video drivers.
* More context sensitive help file information.
* Changed "A" command to shift+A, too many accidental presses (and calls).
* Change Flags now defaults to ALL for LineDefs and Things.
* After building nodes or testing, you are positioned where you left off.
(Code was there, just forgot to save the coordinates.)
* Sample DEEPEXAM.WAD, giving examples of premade objects and some basic
construction. To be followed up later with a new Tutor text. Fairly simple
so beginners can follow it easier. Please read the notes in TUTOR.DOC
for some basic information on this WAD (especially if you want to
modify it).
* Fixed F1+esc sequence (done real fast) problem.
* Extra check for MAPS with invalid sidedef information (of course you can still
feed it bad stuff). DPMI blows up if invalid numbers are encountered in a PWAD,
so it's best to run a complete check before editing existing Levels made by
another editor.
* Rotate combination of selected and new objects could lock up.
* Joining vertices, after some other functions, was working on old data.
* Sector closed number was wrong (for a long time, typo error <g>).
DeePbsp 3.1d
~~~~~~~~~~~~
* Changes only apply to registered versions.
AND, remarkable as it may appear, DeePbsp produces superior nodes in most
cases, compare to other nodebuilders. Some allude to this as "quality" and they
can't fathom how DeePbsp could build "quality" nodes at this speed.
Normally, if you have a node problem AND you pass all the checks, it's
either a DOOM engine limit/error or you could have something that is
misleading the algorithm. We have not yet seen an instance that was not
caused by an error in the level or the DOOM code is marginal in the area
with the problem. Having a large number of visible varying heights can
cause various problems. Both the Tutor and Online help discuss this some.
DeeP 7.01
~~~~~~~~~
* All the stuff in 7.01, but the F1 key interpretation in texture browsing
was being miscompiled by the compiler and cause an exception.
DeeP 7.00
~~~~~~~~~
* DPMI version! Now you can edit any size PWAD ever made.
* Much easier installation. No more .INI file!
DeeP and HeeP automatically detect a first installation.
All options can now be set within the program.
* For fun, a built-in screen saver (alt+F1). HeeP is the most fun.
* Map display for changes requires fewer redraws, thus is much faster.
* Menus redraws are smoother and cleaner, thanks to all the memory.
* Extra colors and options added to show more information about your PWADs.
You can set the color for the following types of LineDefs :
blocks sound, blocks monsters, tagged line, not normal, bad tag, secret,
and invisible.
You can also set the color for the Buttons. If you like, the active
button can be set to a different color.
* Color Palette adjustment (alt+F7) now has complete palette preview
display to help you select just the right color.
* Wall and Floor/Ceiling Texture browsers. Fills up the whole screen
for a quick review and selection. Two different texture sizes available.
Press F1 when in the Texture selection display box! Can also be viewed
just for browsing, with no changes taking place. (Speed will be improved
on next release.)
* Default Thing can now be set.
* On a map restart, your original location in the map is restored.
* New maps read are automatically sized to fill the whole screen.
* Default Gamma value is now 8, so all the graphics are much brighter. The
total range is now 0 to 30 so you can make it even lighter (or darker).
* Pressing "0" on menus with number options, exits just like Escape.
* You can set the frequency of the "beeps" to your tone deafness.
* Zoom is now possible while dragging or selecting.
* Total number of directory additions is double the IWAD number.
* Shareware Version is limited in file size to approximately 2000 LineDefs
and 3000 SideDefs, but it will read in any size.
* Accidently limited linedefs splits to only 1 selection, fixed.
* Accidently permitted a sector split when invalid items selected, fixed.
* Sectors assigned when drawing new lines, are now detected correctly.
* Be sure to run the BATCH file DEEP.BAT (and not DeeP32). You will not
be able to build nodes automatically if you do not use the batch file.
Sorry, this is a byproduct of the DPMI conversion. (Might imbed it later,
but direct testing would still require it, another DPMI quirk, <sigh>.)
* There is one minor display glitch if multiple lines are selected and then
dragged (leaves green lines on screen). Press "C" to clear.
* Print order form directly, under alt+H (Help) in Edit mode.
* Simple first level instructions for the first time user. Under
alt+H (Help) in Edit mode.
DeeP 6.22
~~~~~~~~~
* New Menu Nesting option (set with Alt+F5), exits most menus immediately
similar to DEU. This is for those who like to jump in/out of the options
without having to press the right mouse button (or Escape).
The multi-selections for Things and LineDefs are available, but selecting
"Type" exits after a type is entered.
* Edit vertex coordinates reinstated, helps slower machines move map data
around faster by moving all selected vertices at once.
* Things displayed on map have one more smaller scale added so large
monitors reflect the positions more accurately.
* Revised information display, added sector height, realigned data.
* Count for distributing was 1 too many (only for 6.21).
* Some number options did not Snap-Cursor back correctly.
DeeP 6.21
~~~~~~~~~
* Gamma Color Correction to adjust brightness (see Edit/Palette, alt+F7).
Makes it easier to see dark textures and compensates for your monitor.
* Mouse bar now selects directly by percent into the item displayed.
* Help now has a Search button.
* Texture check automatically finds invalid normal multi-patch textures.
* X texture alignment now permits missing textures (resets align to 0).
* X texture alignment substitutes missing Normal textures with Upper
or Lower.
* X texture alignment reverses direction for 2nd sidedef.
DeeP 6.20
~~~~~~~~~
* New Map border option for screen.
* Check boxes for Thing now accepts numbers 0 to 7 and alpha codes for
direct access for keyboard users.
* Check boxes for LineDef now accepts alpha key codes for direct access
for keyboard users.
* You can now display the picture of all THINGS in any editing mode.
* Less delay at startup screen for shareware version. Once you start, only
1 keystroke stops it from then on.
* Flip LineDef/SideDef didn't do both at once.
* Snap-Cursor was not letting you switch menus on the topbar.
DeeP 6.14c
~~~~~~~~~~
* Mainly release for DeePbsp v3.1a to reduce delay time.
* Included shareware version of UniVBE for those who need it.
DeeP 6.14b
~~~~~~~~~~
* Added option for those "experts" so delete prompts do not appear nor do
the warnings when you swap sidedefs.
* Made the <> (scale and rotate keys, rotate the direction of Things, since
it wasn't much use to scale and rotate where Things were.
* Made the separation of LineDef swap stuff on the main menu selection,
rather than coming up as a sub-prompt.
* You can save a level from a grouped Pwad in shareware version, you just
can't save the whole grouped Pwad or imbedded textures/info. Accidental
exit so you couldn't do anything removed.
* Distribute lighting across Sectors selected.
* Show the last tag number you used.
* Removed test code removed in Y align (worked, but displayed testing info).
* Made Y align back to the original way, was just playing around here.
* Removed similar experimental test code for X align
(prompts and error message didn't belong there)
* Removed test prompts left in from make a lift from a sector.
* Fixed swap of Floor/Ceiling Textures in bottom display, so if you
click on the textures you get the right ones.
* Made mouse follow character input boxes, e.g., for file names, when
the Snap-to-Cursor is active.
DeeP 6.14a
~~~~~~~~~~
* Even MORE online display. ALL things can be displayed at once (toggled with
T command, if already displaying Things. The speed of display will be
improved in a later DPMI version).
* Ruler has optional circles. The circle size is set in new option submenu.
* New easy Stairs between 2 LineDefs.
* New simultaneous/interactive scale and rotate.
* New automatic Sector split or 2-sided LineDef detection while drawing a Linedef.
* Quick Left Double-Click Insert mode for Vertex.
* Quick Right Double-Click for switching Edit modes.
* New option automatically follows the menus with the cursor (Snap-to-Cursor).
* New Vertex screen is even easier to view and tell what's going on.
* Optional direction arrows in Vertex mode.
* More Color options you can set to your taste for Vertex, Things and Menus.
* Automatic Object/Room sector assignment in Linedef create mode.
* Instant Zoom between two values.
* Zoom expanded to a maximum of 16X, great for tight work!
* +/- skip zoom stages, experiment with the delays for your typamatic rate.
* New command (alt+C) Center the Map at current size.
* New command (alt+Z) Zoom to Extents, makes the map fill the screen.
* Support External textures in a PWAD. Displays all extra Textures.
* Save a PWAD with all the imbedded extra information (e.g., Textures).
(New DeePbsp below also saves all information.)
* Save a grouped PWAD with all the levels without regrouping.
* Save Patch names and rename them with a different directory name internally
so you can transfer them from one version to another easily!
(See Save in character command mode.)
* Search for LineDef or Sector tags.
* Level Check for LineDef/Sector tag matches and orphans.
* Flip LineDef now has option to just swap Vertices, not swap SideDefs.
* Y alignment can select which side. Need more input on Y offset stuff.
* Fix Misc Menu X/Y offset was missing a line, so it was confusing to say
the least.
* Option to clear the REJECT to all FF or anything inbetween. This is useful
for roaming the level with all the monsters intact and you don't have to
fight them!
* Complete statistics information on number of enemies, weapons, equipment,
and ammo per item, per difficulty level and totals.
* Thing mask for enemies, weapons, equipment, ammo, skill level and Other to
help you visualize your placement better.
* Option to load different palette numbers (for future Gamma expansion) from
the IWAD.
* Two additional color entries you can define separately from the standard
16. This give you more freedom to experiment with colors without changing
global colors.
* Check that level has an exit.
* Cross reference check also checks for invalid values and it's faster!
* Cross reference checks for duplicate vertexes and sidedefs (just in case).
* Bottom of screen shows current Wadfile name.
* Got rid of auto-pulldown (any complaints?).
* Got rid of fake-cursor/mouse since next version won't do this.
New DeePbsp 3.1b
~~~~~~~~~~~~~~~~
* Registered DeePbsp now has no delay if run by itself for registered users.
DeePbsp 3.1a
~~~~~~~~~~~~
* Now has insignificant shareware delay, just to put out the blurb.
DeePbsp 3.1
~~~~~~~~~~~
* Now copies a complete PWAD including any added TEXTURES, etc. Checks for
optional valid LevelId to select it from a grouped PWAD.
In addition, DeePbsp now allows for tighter spacing between lines. So this
version does NOT produce the same output as before. If you bypass DeePbsp
with an older version or another program to bypass the unregistered delay,
be aware that the output is different.
Only DeePbsp can rebuild the correct level within a PWAD when run from
DeeP/HeeP!
Even with the delay, DeePbsp is faster for large levels than any nodebuilder
we know of (BSP, WARM, IDBSP or other imbedded ones running on a machine
with a coprocessor).
* BSP16 is no longer available and will NOT work correctly with grouped
PWADs or those with additional information (textures, etc.).
DeeP 6.13
~~~~~~~~~
* Release for HERETIC, called HeeP. The largest HERETIC level is E1M5.
Either DOOM's WAD files can be read by HeeP and converted to HERETIC!!
1. Convert the Floor, Ceiling and wall textures to HERETIC (default or
individually-using Replace)
Use the Check/F10 menu to do the changes to textures.
2. Modify the linedefs that behave differently (100 ?) and redo the ones
that don't exist.
Use the Check/F10 menu to find invalid LineDef types.
3. Modify the sectors that behave differently and redo the ones
that don't exist.
Use the Check/F10 menu to find invalid Sector types.
4. Find and replace all Things with HERETIC stuff.
Use the Check/F10 menu to find invalid Thing types.
* Totally NEW DOOR, POOL, PEDESTAL and LIGHT creation. Should make it a lot
easier for beginner and expert alike!
* Ins key controls LineDef creation in Vertex mode for DOORS!
* Sector, Thing and LineDef menus automatically show the current menu
selection.
* Help can be PRINTED, all or by context sensitive topic.
* Search function in Help, enter the string to search for.
* Mouse right and bottom edge moved over 6 pixels, since some Video cards
report an incorrect edge limit. If the edge "sticks" (the map doesn't
move and scroll lock is not on), please let us know. We have tested this
on a few problem cards and there could be others with a different limit.
* Set default Door, Pool, Pedestal and Light textures.
* Reinstalled Math-Emulator support. Accidently removed the math-emulator
some time ago, so the SX machines and processors without a math-coprocessor
wouldn't work. Sorry about that.
* Sector not closed explained better and the error messages were expanded.
* DeeP had some testing code left in it, V6.13b removed it. In addition,
V6.13b made the Joining of Sectors back in favor of making areas, Doors
have to press the Ins key to prevent 2-sided LineDef creation (see Help).
DeePbsp 3.0
~~~~~~~~~~~
* DeePbsp is now DPMI and can handle any size level (see README.DOC).
DeePbsp 2.7
~~~~~~~~~~~
* The old DeePbsp is now BSP16 with a revision for large geometric areas
(blockmap > 5000) and is there for anyone with DPMI issues they
don't know how to resolve.
It's a lot slower if your map has a large blockmap, otherwise, it's pretty
quick. It also is limited to memory below the 640kb, so the total size of
the WAD can't exceed MAP14 + 50 percent (estimated).
This is normally a very large level, but some WADS were made for the faster
machines out there and they can't be done by this program (or DeeP).
DeeP 6.12
~~~~~~~~~
* Complete help file can now be viewed from the startup (DOS/text) command
line. This useful for beginners to view the complete file. With Edit
mode, help is context sensitive, meaning it only displays relevant to
the menu displayed.
* TUTOR.DOC added for basic information on PWADs and how to use DeeP.
* Option added to File Pulldown menu to Read PWAD file.
Automatically selects the first level in a PWAD.
* Left mouse button, if held down, activates select box and clears
current selected objects (if you don't select any and additive select
is off).
* Added Snap-to-Grid option (so you can have grid and not snap to it)
(/ command or top button). Objects can be moved anywhere you want.
* User option lets you "select" sensitivity, scroll speed (the amount
the map moves per edge shift) and mouse speed!
* New response file option for testing WADs, lets you add external PWAD
sprite/flat overrides while testing from DeeP.
* Registered version displays overriding external PWAD graphics.
* Revised Alt-F4 exits now just like Esc (no more default save name).
* Next available tag is automatically shown.
* Fixed French Palette spelling (pallete) and more typos on LineDefs.
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).
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
useful 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.
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).
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.
At least 560k 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/where 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
630K available to run a DOS program, you will have about 100K free for
MAP14 (the larger of the two). A typical level has about 170K free.
The free memory is the amount available to expand the level.
We are in the process of converting to a 32 bit DPMI version. We have to
resolve some mouse driver and graphic issues.
When that's done, direct graphics editing and whatever else you might
suggest is then a realistic option. Right now, the memory is a real
limit.
* 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 DPMI version of TbsP, itself an improved
node builder that was derived from the excellent BSP 1.2 by Colin Reed.
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.
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 README.DOC and DeeP.INI or HeeP.INI.
Credits
~~~~~~~
* Ted Knijfff for the filter selection, unpegged Y alignment and more...
* Jim Quinlan for helping discover the DPMI problems ahead of time!
* All the users for many good ideas and showing me what things were not
clear just hope I don't forget them. (I'm sure you'll remind me.)
* Those who wrote in a confused state made me change the intro screens
and help system. Without those complaints, we'd never have known how to
address the issues.
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.
* 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)
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.