                    Doom Developers Toolkit 1.0 beta Readme
                    =======================================
                    
DISCLAIMER: If this software breaks your hardware, erases your hard drive or
otherwise screws up your Pc then it is your fault and not mine.  You assume full
responsibility for using this software.

Whew, I'm glad that's over with.

INSTALLATION: Just unzip DDT10B.ZIP into a directory of your choice.

REQUIREMENTS: 486 compatible pc
              4 megs of ram
              VESA compatible graphics card

QUICK START:
    Edit the DDT.INI file and change the location of your doom 2 wad file.
    If you are running QEMM make sure you have QDPMI turned off.  You can do
    this by typing QDPMI OFF at the dos prompt.  I have tested under
    himem\emm386, but I don't have access to 386MAX so I don't know if it will
    work under that.

    To edit a level (let's say level 1) type   e 1.
    For level 24 you would type   e 24.

    Level numbers range from 1-32.

    ===============================================
                    
    First of all DDT is completely based upon DEU 5.21 by Brendon Wyber and
Rapha‰l Quinet. I wish to thank them for allowing anyone to use their code
for a project such as DDT.

    I originally decided to convert this to Borland's Dos Extender because I
had just received their Powerpack for Dos and needed a project to test it out.
It didn't take me to long to convert it and in the process I added in all the
new linedef types from Doom 1.4.  Well, This Saturday (10-8-94, two days early
even!) I picked up the Doom II CD.  I thought that the guys at ID would leave
their level format alone for Doom II, and they did, mostly.  They changed the 
level designator entry from ExMx to MAPx.  It only took me about an hour to
convert the code to read in the new levels for Hell on Earth.  Also, I used
DeHacked 2.0 to pull out the numbers for the new items and monsters and insert
them into the DDT code (well, I really used DH 2.0 on the 1.666 Doom I file, DH
2.0 won't work with HOE because HOE hasn't been released yet, HA).  All in all,
it only took a couple of hours to get it working with HOE. Pretty cool if I do
say so. ;-}

    Anyway, if you have used DEU then nothing has changed, you should have no
problem with DDT.  If you haven't, then read DDT.DOC, which is really DEU.TXT
renamed (I hope RQ and BW don't mind).
    
    There is a problem with the mouse cursor, although it could just be my video
card (Cirrus 5426 chipset).  I couldn't get the cursor to show up in the SVGA
mode, so I have FakeCursor on by default.  If your cursor shows up you'll have
to change this in the ini file.  Also on by default are the alternate color set
and square objects.

    While there is the above problem (which I am working on), I have fixed the
bug that prevented DEU from reading graphics from loaded PWADs.  This was making
me mad because I like using textures that I have added in.

    Although I believe that the higher video modes will work, I would leave it
on 640x480.  I have hardcoded the locs for the graphics and who knows what it
will look like at higher resolutions.  Besides, the fonts will be extremely
small.

    Also, I have included a small utility that I wrote to change the directory
entry of a wad file.  It is called RenEnt.EXE.  Basically, this is so you can
change a PWADs level entry names from MAPx to ExMx and vice versa so that you
are able to use an external node builder on maps saved with DDT.  Just type
renent at the dos prompt to get command line help.  Maybe a doc file will be in
the next release. ;-}

    The reason this is a beta is that I wanted to rush this out so that everyone
could look at the levels and also so that we could have some new ones as quick
as possible.  I might do another release or maybe not, it really depends on
whether RQ puts out DEU 6.0 soon which should also work with Doom II.

    You can reach me ( Brian Lee ) at Scott's BBS 1-513-236-9777 (Dayton, Ohio).


Brian Lee signing Off.

PS, there are 9 linedef types that I am not completely sure what they do so
I have left them out of the menus.  I think they are something like the
following: 133 unknown
           134 some kind of door (lev 4)
           135 raise ceiling (bars on lev 2)
           136 some kind of door (lev 4)
           137 unknown
           138 set light in sector to 144? (lev 4)
           139 set light in sector to 80? (lev 4)
           140 lift at level 30
           141 starts fast crush sector (lev 4)

PSS: DDT was written with Borland 4.02 and the Borland PowerPack for Dos.

PSSS: There are about 15-20 textures from Doom I that are not in Doom II. I
have compiled a pwad with the missing textures added into the TEXTURE1 from
Doom II (there is no TEXTURE2 in DOOM II). I should be uploading the files
used to create this pwad within a day or two of the time you see this.  Using
this you can play Doom I pwads with Doom II.

Changes in the Wad file format for Doom II:

No TEXTURE2 object.
Map designator changed from ExMx to MAPx.
New P3_START and P3_END objects.
New F3_START and F3_END objects.


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                            ΘΌ   WITH       ME   ΘΌ
                             
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