or if you also want the source code, get deu8-src.zip
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.
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
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.
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.
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).
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.
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
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).
x
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. :-)
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.
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...).
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...
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)
Thanks for your support!
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.
REVISION HISTORY
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).
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.
Added ST-Guide help from program.
Added an AES 4.1 toolbar.
Improved Wad-browser (more directories - PATCHES and SAMPLES).
Mouse pointer disabled before viewing graphics
New 'checking' dialog
Moved Falcon sound commands to improve ST compatibility
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...)
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. :)]
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?).
Improved code, so it doesn't generate warnings/errors.
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.
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.
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.
New Docs!
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...
Scrolling lists for texture names are now operating.
New special menu, which contains mode specific features, such as
make door.
Quite a few bug fixes (strings too short, missing '[' in alerts...)
Attempt at making Next/Previous highlight objects.
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
New 'info' bar, which gives info about the selected object.
Source code is not released with this version, as it is a mess...
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.
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).
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).
E-mail: anthonyj@jacquesa.freeserve.co.uk
E-mail: magnus.kollberg@emw.ericsson.se
E-mail: johan@rand.thn.htu.se
E-mail: xav@compsoc.man.ac.uk
Note from the DEU team:
E-mail: quinet@montefiore.ulg.ac.be
Snail mail: Raphael Quinet
9 rue des Martyrs
B-4550 Nandrin
Belgium
E-mail: b.wyber@csc.canterbury.ac.nz
Snail mail: Brendon Wyber
63 Shirley Road
Christchurch 1
New Zealand
Contributions to the GEM-DEU effort...
If you would like to make a contribution to the GEM-DEU effort, please use the
following guidelines:
Updates to the Program
Contact Anthony, or the Bad Mood mailing list before submitting code.
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.
Bug Reports
Read the docs thoroughly before reporting any bugs. Some of them are
features, not bugs...Suggestions for Enhancements to DEU program
Please send any suggestions, or anything else to Anthony.
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...)
The main bulk of code for GEM-DEU.
WAD-browser, misc code, and loads of ideas/bug reports.
Map draw code, and suggestions on how to code stuff.
Lots of bug-reports etc. Shame I cannot fix most of them! :-)
ST-Guide doc conversion.
I hope you are in a BAD MOOD now!
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