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DMAPEDIT 2.0 is out (with nodes!)

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Paul A Hagstrom

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Apr 2, 1994, 5:26:22 PM4/2/94
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As usual, this is posted for the author (who isn't me, but I'll take email for
him temporarily..)..

===== Included text =====

The long awaited v2.0 release of DMapEdit is now out. It has node
generating routines now (as well as a lot of other new stuff). So, you
can now build complete new maps from scratch. I have fixed all the bugs
I know of (as well as those people have informed me about), so it should
be bug free. Get yourself a copy and try it out today. This Editor is
really starting to rock!

Ok, ok.. so where do I get a copy, you ask?

FTP
---

OCF.UNT.EDU
WUARCHIVE.WUSTL.EDU
FTP.UWP.EDU

Requirements to use DMapEdit are:

* A mouse
* Super VGA card (doesn't need to be VESA anymore, but if it's not, run
UNIVESA first).
* 386 or higher (Math co-processor strongly recommended)

--------------------
New stuff since v1.1
--------------------

* Sector edit mode has been improved. You can add/delete sectors with
the proper add/delete mouse buttons (or ins/del keys). There is also
a sector blend/copy function now (requested by Rod McCabe, in the
first postal letter I have received of 2 total to date :)

* A new misc/advanced functions menu (F9 key), with several options:

* Error checking options: Use these to check over a new map to
identify any errors that might exist (and fix some of them). If
you get a new PWAD from somewhere, you should error check it before
you start messing around with it in DMapEdit. Strange thing might
happen if you start editing a map with errors.

* Line Fixer: This option will correct any errors or inconsistancies
it detects with the lines/sidedefs. It may change things that
are meant to be the way they are (the less common special effect
type things), so it should probably be used mainly for a major
overhaul, or to setup sidedefs for a new map that you have laid out
the lines for (easier than doing it by hand!)

* Sector generator: This options will reconstruct, from scratch, all
the sectors. This should really only be used for a major overhaul,
or on a new map without any sectors yet, since any existing sector
information will be lost, replaced with a standard sector definition.

* Fix sectors: Not yet available, this will attempt to correct any
problems with existing sectors, and create new sectors in any
empty polygons. The result will be pretty much the same as with
the sector generator, except the current sector info will not be
trashed, but incorporated.

* Node generator: Before a new or line changed map can be played, a
node structure must be generated. That is what this option will
do. I have fixed all the bugs in it, and tested it out on several
maps, and it has worked fine on them all.

* Blockmap generator: When you complete a new map, or finish changing
an existing map around, the last two steps are to create a Node BSP
tree, and a blockmap, before you can play it. The blockmap
generator works flawlessly, but the node generator..you know..

* Working PWAD/datafile name and editing mode is now displayed at the
bottom of the screen.

* Picklist now is scrollable in 2 directions. The old selection is also
in the middle of the displayed list now, instead of the top. (for
example, the current thing is an ammo clip, and you select picklist,
then the ammo clip will be in the center of the displayed list).

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