GEM DOOM EDITOR UTILITIES
Version 0.8 (based on DEU 5.21)

click here to download v0.8

or if you also want the source code, get deu8-src.zip

This version is beta, and I take no responsibility of whether it works or not - if it works, then great, otherwise mail me with what went wrong and I will try and fix it...


Contents


WHAT IS GEM-DEU?

GEM-DEU is a WAD file editor. Use it to edit one level, then save it in a patch WAD file (PWAD), or in the main WAD file.

You may use it with both the registered and the shareware versions of DOOM, but you won't be allowed to save your changes if you are using the shareware version (this is ID's will, since it might otherwise discourage people from registering). For testing purposes only, versions < 1.0 may have this restriction removed by setting a variable in DEU.INI.

You can do almost anything to any level: move, add or remove monsters and powerups, change the wall colours and positions, create new lifts, doors, acid pools, crushing ceilings... or even create a new level from scratch!

A few things are not handled well by DEU - the most prominent of these is its inability to create sectors within sectors without causing a hall of mirrors effect... This will be looked at in the future...(other editors can do this without problems...)

This program is produced as part of the Bad Mood project. The Bad Mood FAQ may be found here, or the Bad Mood Homepage may be found at the Dragon Reborn WWW pages.


DISTRIBUTION

The latest version of GEM-DEU is available at the following FTP sites:

rand.thn.htu.se
/pub/BAD_MOOD/binaries/gemdeu??.zip

ftp.gcr.jussieu.fr
/public/Bad_Mood/gemdeu??.zip

You will probably also find it on other FTP sites, such as ftp.cnam.fr, ftp.uni-kl.de...

If you cannot use FTP (because you have no direct Internet access), you can get the files using FTPmail. Check the Atari FTP Sites list (maintained by Halvard Taggaras) for full information on FTP mail.

The latest information about GEM-DEU, as well as the latest version can be found on the WWW at:

http://www.btinternet.com/~AnthonyJ/gem-deu7c.zip


LEGALESE...

Copyright

DOOM is a trademark of id Software.

DEU has been created by Brendon Wyber and Raphael Quinet
DEU is NOT an id Software product.

GEM-DEU has been ported (and heavily modified) by Anthony Jacques.
GEM-DEU is NOT supported by the DEU team.


Disclaimers

id Software cannot and will not provide support for GEM-DEU.

id Software will not provide support for ANY file that has been modified or created by GEM-DEU.

The DEU team cannot and will not provide support for GEM-DEU.

The author of GEM-DEU will not be liable for damage caused by the use of GEM-DEU.

It is illegal to distribute the registered version of the DOOM.WAD file in any form, original or modified.

The author of GEM-DEU reserves the right to add or remove any functionality of the DEU software.


Copyleft...

GEM-DEU is a freeware program. This means you can do anything you want with it. However, it would be considered polite if you did the following things:


RUNNING DEU

Requirements:

You need an Atari computer with a Hard Drive (as an IWAD is essential, and you cannot fit these onto floppy disks). You must be running in at least ST-Medium resolution to see all of the dialogues. 640x480 resolution or above is prefered.

A Falcon is necessary to playback sound, or to display graphics with this version, although future versions may support this for all machines.

GEM-DEU requires large amounts of memory, so try not to run too many .ACC's at the same time - node building in particular has been known to run out of memory. Also, ensure that the TT-RAM flags are NOT set for this program (the sample playback and texture viewers currently clash with TT-RAM).


Installation:

Unzip it onto your HD using ST-Zip (but I guess you've done this as you are reading the docs :)

Edit 'DEU.INI' in a text editor. Set the 'MAIN' path to the full path of the IWAD that you intend to use. Other options may be set here as well. See the comments for more detailed instructions.

Make sure that there is a NAMES.CNF file in the same directory as GEM-DEU as this is read on start-up. Feel free to examine / edit the file, as the data is not used after it is read in, but be warned that invalid input may cause a crash.


Quickstart:

(for a more complete list of available commands, see GEM-DEU.STG)

Run GEM-DEU as any normal GEM application. You should then be presented a menu and a window. The window is simular to the desktops' windows - it has 'folders', and within these, 'files'. Clicking on a 'folder' (or 'subdirectory') will move into this directory. Clicking on the window closer will bring you back out of this sub-directory. Double clicking on an object will view/edit it, while clicking the right button will bring up a dialogue allowing import/export facilities.

If you click on the 'Levels' subdirectory, you will be presented with a list of all the levels currently availabled. Double clicking on one of these entries will start the main level editor - select 'Edit' to edit the existing level data, or 'create' to clear the data, and start with a level.

When the editor starts up, it should display the map. The editor will now let you insert, delete and edit objects in the map. Little x's represent the Things. Different colours represent different types of Things. Clicking on an object with the mouse will select it. Press to edit the objects attributes, as will double clicking on an object.

Using the menu, keys, or toolbar [if available] switch between the main edit modes of 'Things', 'Vertices', 'LineDefs' and 'Sectors'. Things mode allows you to place objects and enemies, while verticies allows you to change the shape of the map. Linedefs allows you to change the properties of a particular wall in the level. Sector mode allows area properties (such as light level) to be set.

Have a look at the menus, and just play around (or consult the on-line ST Guide helpfile).


The screenshot below was taken with Gemulator 2000 and AES 4.1 - unfortunately Gemulator mis-reports the colourdepth which means the colouring of the lines is not correct. Other than this, the shot is accurate to how it looks on a Falcon.

x

Screenshot


REVISION HISTORY

0.7d- 16/12/96
Fixed highlight object code.
Reduced number of redraws on startup of editor.
Fixed Wad Browser for 'open PWAD' addition of resources.
'Resources' menu abandoned - just use the Wad Browser.
Added 'levels' directory to wad-browser.
FINALLY got around to coding multi-edit mode.
Various bits of fiddling to texture display routines to see if I can fix for Magic. [doesn't help that I dont know whats wrong!]
Fixed the persistent (minor) warnings during compiling [eg. qsort()]
Re-fixed toolbars (not dockable again yet though).
0.7c- 5/11/96
Improved help system (opens dialogue if ST-Guide not installed).
Added support for AP_TERM messages (so GEM-DEU isn't the one that stops you changing resolution under MultiTOS...)
Integrated Magnus' latest wad-browser code - iconify, import/export.
Added iconify support to main window, and ALLICONIFY to all windows.
Added checking for presence of SAM (via 'SAM\0' cookie).
Bundled VA_PROTO.H with source (for those without ST-Guide).
Improved clipping on WAD Browser window.
0.7b- 30/10/96
Added support for SAM for sample playback.
Added ST-Guide help from program.
Added an AES 4.1 toolbar.
Improved Wad-browser (more directories - PATCHES and SAMPLES).
0.7a - 18/10/96 ?
Fixed dialogues for 640x200
Mouse pointer disabled before viewing graphics
New 'checking' dialog
Moved Falcon sound commands to improve ST compatibility
0.7 - 16/10/96
Added support for 'Apply' buttons.
Added new dialog for 'rotate and scale'.
Incorportated first alpha version of Magnus' "Wad Browser"
Incorportated Magnus' scrolling list code (no repeated pressing)
Incorportated Magnus' ProgError code -> dialog output
Fixed double click=edit object bug.
Fixed various bugs in the edit dialogues
GEM'd up the node-builder info.
Added code for NAMES.CNF parsing. Data not currently used (soon...)
Designed dialogues for multi-edit options.
Improved code for selection - not such a dirty hack anymore. :-)
Fixed bug in Progerror that caused a crash if IWAD not open (eg. if failed to read .INI file...)
0.6e- 10/10/96
Re-designed some dialogues to fit in 640x200 screens.
Fixed texture-viewers for TV's.
New ST Guide doc file (converted to STGuide by Xav - cheers)
[I haven't yet finished writing this... be patient. :)]
0.6d
Changes... why dont I write this file every time? :)
Er, fixed the import/export routines, as well as group PWADs and
build IWAD. Import/export sample and RAW should now work. Graphics
not done yet (suprised? no?).
0.6c
Added clipping, and fixed the FLD dialogues.
Improved code, so it doesn't generate warnings/errors.
0.6b
Incorporated Johan's first speeded up map code.
Various changes I cannot remember.
From now on, the source code will always be made available - on my WWW pages, and sometimes also on the FTP sites.
0.6 - 23/9/96
Speeded up 'wall' and 'sprite' draw routines (still far from optimal, but they are now usable...)
Lots of bugs removed (eg. file-selector, some alerts were ignored)
Added 'distribute light levels' to source (not in PC DEU).
Fixed almost all mode specific functions.
Selection now works ok under Single-TOS. Not sure how it is under MTOS..
'goto' buttons in texture lists finally working (jumps to selected tex)
Improved Doom 2 support slightly.
0.5c- 14/9/96
Big gap, little work... (sent to Robin)
Speeded up 'floor' draw routine (understatement!).
Added FLD dialogues - seperate version due to window redraws.
Sent cut-down code to Johan for faster map-draw routines.
0.5b- 21/8/96
Minor update... this one goes to Simon Yardley...
New Docs!
0.5 - 19/8/96
Next and Previous now highlight the selected object (finally).
View textures/sprites should now be working - although VERY slow.
PWAD conversion now takes place if you load a Doom 2 PWAD when using
a Doom 1 IWAD (and vice versa). There you go Magnus... :)
New menu in initial menu - 'Resources' allows user to view (and in future import/export) graphics, sound and other data.
Source code is not released with this version, as it is still a mess...
0.4c- 15/8/96
Another minor update, this time sent to Robin.
Scrolling lists for texture names are now operating.
New special menu, which contains mode specific features, such as make door.
0.4b- 8/8/96
Bug-fix, esspecially for Magnus. :)
Quite a few bug fixes (strings too short, missing '[' in alerts...)
Attempt at making Next/Previous highlight objects.
0.4 - circa 22/7/96
All 'edit' dialogues GEM'd, and all attributes may be changed.
SAVE now works!
3D preview is now supported [via a BM executable, of course :)] just put the path of BM2.10 or newer in DEU.INI.
THING and VERTEX modes now support dragging of objects.
Selection of multiple objects is now possible - hold down while selecting an object.
New 'info' bar, which gives info about the selected object.
Source code is not released with this version, as it is a mess...
0.3 - 12/6/96
Numerous bugs have been squashed, including the keyboard shortcut one.
VERTEX, LINE and THING modes partially GEM'd.
Insert works correctly (at mouse coords).
Patched old PC code to work a bit better.
Borland C compatible library completely removed.
Non-standard window scrollbars removed.
Source code released.
0.2 - circa 7/6/96 - First released version.
Loads and displays the map correctly in a window. PWAD's load ok.
Zoom in/out works via either 'set scale' or 'inc scale'/'dec scale'
Keyboard shortcuts (although not working correctly)
Non-standard window scroll technique. GEM menu operative, but options
are not GEM based (using PC code).
0.1
TOS-deu - Really sucked, and so not sent out!

FUTURE PLANS

Here is stuff that I think ought to be done...

Any suggestions?


CONTACTING THE AUTHORS

Please don't contact any of the below with regard to GEM-DEU - this is an unofficial port, and is not supported by the DEU team. However, if its about DEU, then feel free to contact them (but read the note below).

Note from the DEU team:

Please do not send a message asking when the next version will be released. The only thing you will do is slow down the DEU development. Please read the following paragraphs before sending anything by E-mail... Thanks. [I've deleted these paragraphs as they are not relevant to GEM-DEU, so if you want to contact the DEU team, get DEU!]

Note from Anthony:

Hey, I don't mind being asked when the next version will be out - it gives me an indication of whether there is a demand for a new version... Feel free to contact me. :-)


Contributions to the GEM-DEU effort...

If you would like to make a contribution to the GEM-DEU effort, please use the following guidelines:

Give me (Anthony) a brief description of what code you have done/want to do before sending me code - maybe I've already done it.

The author reserves the right to accept or reject any submissions (although this is unlikely to happen...). All submissions must be to the Public Domain and any ownership is forfeited. Credit for useful information will be given in the "Credits..." section of this file.


Updates to the Program

Contact Anthony, or the Bad Mood mailing list before submitting code.

If you write an extension to GEM-DEU, try keeping all of it in a separate file. This will facilitate the integration in the version under development. Please use the same coding style as in the existing files (braces alone on one line, use the typedef's, avoid tabs...).


Updates to the Manual

I am trying to do my best to improve the documentation, but describing all the features of such a powerful program is not an easy task. If you feel that I have missed some important point or if you think that something should be explained differently, please tell me.

Please send ONLY the sections you wish to update, along with some kind of indication where in the manuals it should go.

Please note that I haven't yet finished writing the main doc file, so dont bother yet with telling me that it's missing stuff...


Bug Reports

Read the docs thoroughly before reporting any bugs. Some of them are features, not bugs...

Please include the version number of GEM-DEU you are running and be as specific as possible in your description. If you want us to fix your problem, you'd better help us reproduce it easily.

Please give information such as TOS version, auto folder / .acc's as relevant (I doubt I'll need the complete list, but if you have, say a problem with it changing screen mode then information such as NVDI or BlowUP being installed is important)

Suggestions for Enhancements to DEU program

Please send any suggestions, or anything else to Anthony.

Thanks for your support!


CREDITS

Many thanks go to the following people. We won't speak in superlatives, because we would then need a few more pages to write this... Let's just say that these people did great things for DOOM, DEU, Bad Mood and GEM-DEU:

These are the main ones from DEU (PC), but thanks to everyone else who contributed to that program, as without it there wouldn't be a GEM-DEU (or at least not so quickly...)

I hope you are in a BAD MOOD now!


Back to the index...

anthonyj@jacquesa.freeserve.co.uk