               =====================
                    DEU

                DOOM EDITOR UTILITY

                    Version 5.0
               =====================

CONTENTS
========

What is DEU?

Copyright

Running DEU.
   Requirements
   Installation
   Quickstart

Revision History

Future Plans

Contacting the Authors

Credits


WHAT IS DEU?
============

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).

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!


COPYRIGHT
=========
DOOM is a trademark of id Software.

DEU is a copyright of the Brendon Wyber, and Raphael Quinet.
DEU is NOT an id Software product.

Disclaimers:

id Software cannot and will not provide support for DEU.

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

DEU will not allow you to modify the shareware version of DOOM.  It
is illegal to alter DEU to operate on the shareware version of DOOM.

The authors of DEU will not provide support or be liable for damage 
caused by the use of DEU.

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

It is illegal to distribute a modified version of DEU without first
obtaining a license to do so from id Software.

The authors of DEU reserve the right to add or remove any
functionality of the DEU software.

Public Domain...

The original DEU was released by Brendon Wyber.

Raphal Quinet wrote the new user interface (mouse, menus, and so
on), added the different editing modes  (LineDefs,  SideDefs, 
Sectors...), a BlockMap  builder, a Nodes builder and a Reject
builder. Even if I rewrote nearly  90% of the code, this editor still
has its strong DEU roots... :-)

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

     *  If  you alter this executable, call it something else.  
        We would like to be the only people to release DEU 
        named programs.

    *  ... and... Give us credit. E.g.
        Bob's Amazing Doom Editor, Version 1.00.
        Copyright 1994 Bob Bobbingbob. All rights reserved.
        [Derived from DEU v5.00 by Brendon Wyber and Raphal Quinet.]

      *  Refrain  from  distributing  pwads  for episode 1, since 
      these can be used in the shareware version.
 
      *  Do NOT use  the  source to make an editor for the ShareWare
       version. ID doesn't want shareware editors around.





RUNNING DEU
===========

Requirements:
~~~~~~~~~~~~~
You  need  a PC with a VGA screen and enough memory to load the
levels data. If you can play DOOM, you will probably be able to run
DEU.  A mouse is not required,  but editing will be easier if you
have some plastic rodent.

Installation:
~~~~~~~~~~~~~
Unzip it into any directory on your hard drive using commands like:

    \games\doom\deu                      [create a directory for it.]

    pkunzip a:deu50.zip \games\doom\deu  [unzip from your a: drive.]

Quickstart:
~~~~~~~~~~~
...or:  "Manual?  We  don't need no steenking manual!" 
(for a more complete list of available  commands, see MANUAL.DOC)

To run DEU just type:

    DEU <Doom's Main Wad File>   [<Pwad File> [<Pwad File> ...]]

The first argument is the name of the main DOOM wad file.  Following
that is a  list (separated by spaces) of any PWAD files created
before that you also want to open.

You  should  then  be  presented  with  the prompt.  Use the
following basic commands:

 ?   This displays a list of commands and their valid syntax.

 EDIT [<episode> <level> ]
   This  command calls up the editor for the given map.  The edited
level is then  saved  into  a PWAD file of the given name.  If you
don't enter any parameters you will be presented with a menu to
choose from.

 QUIT
   This quits the program.

For starters, type:

    E 1 1      [Edit episode 1, mission 1 ]

When  the  editor  starts up, it should display the map. The editor
will now let you insert, delete and edit objects in the map. In the
centre of the map is  a crosshair which marks your current position. 
Little x's represent the Things. Different colours represent
different types of Things.

Then press F1 for help, or just play around. It's mostly
self-explanatory.





   
REVISION HISTORY
================

By Raphal Quinet:

5.00  Automatic  Nodes builder!.

      VESA support.

       Removed  the Nodes and Segs editors.

       Sprite and texture viewers (256 colors).

      New argument "-help".

       Added a config file for DEU.

       New keys: 

      F2 Save
      Scroll Lock to turn of auto scrolling.
      F9 Insert object..
      F10 Error checker.


4.31      New mouse interface.

       Object detection algorithm improved slightly.

       Mark/unmark any object and edit/move all marked 
      objects at once.

       New command line parameters.

       May now add or delete ANY type of object.

       Most LineDef types are now recognized.

       Different colors are used for special LineDefs or Sectors.

       New "snap to grid" and "zoom on pointer" features.

       New keyboard shortcuts: "T", "V", "L" & "S".

       Many bug fixes.  BlockMap builder bug has been fixed.

       The "-debug" bug (!) has been fixed.

       A manual file, "MANUAL.DOC".  Read this to find how to use
DEU.

4.20      Improved selection method for Sectors and LineDefs.

       New dialog box asks for a WAD file name after editing a level.

       New Thing, LineDef and Sector types are recognized.

       Using the "large" memory model, as the code is becoming...
large.

       "Read" command.

       "EDIT" command parameters now optional.

4.10      Can change wall, floor and ceiling textures.

       Total control over the LineDef and Sector attributes.

       Lots of improvements in the editors.

       The keyboard arrows may be used to move the mouse pointer.

       'Ins' duplicates the last Thing selected.

       'Tab' key now documented in the help screen.

       'DUMP' command now documented in the main DEU menu.

       'N','P' (or '<','>') keys to jump to the Next/Previous object.





4.00      Mouse support. Pointer may now move around the screen.

       Map scrolls if the pointer reaches the edge of the screen.

       User interface totally revamped.

       Can use the mouse buttons to manipulate objects.

       More Things recognized (DeathMatch starts, lamps, candles...).

       New editing modes: Vertexes, LineDefs, SideDefs, Sectors...

       Some keyboard commands changed.

       Saving disabled for the shareware version.

By Brendon Wyber:

Version__ Released___ 
Notes______________________________________________

3.01       29 Jan 93    Bug fix, can now edit levels higher than 3.

3.00       29 Jan 93    Second Release. Merged DDIR and DEDT into one
               program. Replaced THING DATA files with PWAD files.
               Released with source code.

2.00       26 Jan 93    First release. Had two programs DDIR and DEDT
and
               used text THING DATA files.

1.00       Never        Really sucked!


FUTURE PLANS
============

********
Beavis and Butthead viewing a Boy George video...

Butthead:       ..This must be what people look like in the future..
Beavis:         "The Future SUCKS!  Change it!"
Butthead:       "I may be cool Beavis, but I can't change the
future."
********




[IMPORTANT NOTICE:

 THE NEXT VERSION OF THIS PROGRAM WILL BE CALLED "DEU 5.0", NOT
"NEWDEU"!

 The EXE file is already called "DEU.EXE".  In the next release,
the ZIP file will also loose its "NEW" prefix.  Take note!

 I used the name "NEWDEU" because Brendon Wyber (the author of
the original DEU editor) had requested that anyone who alters his DEU
program
calls it something else.  But I will give the program back to Brendon
after the next major revision.  From then on, you will only see
"DEU", not
"NEWDEU".

 This file will be removed in the next version.  All documentation
will be
 in DEU.TXT and MANUAL.DOC.]


* Create an automatic Nodes builder.  Thanks to chrisp@halcyon.com
for the
  hints about these obscure things.  I will hopefully soon be able to
create
  a full-featured editor (the first one?).

* Display the walls/floors/ceilings textures in 256 colors.

* Display the Things in 256 colors, when you select them.  Use
the extended VGA modes for all editors, instead of the standard 16
color
mode.

* Add scrollbars to some dialog boxes.

* Add XMS support.




CONTACTING THE AUTHORS
======================

* My E-mail address is: quinet@montefiore.ulg.ac.be

* Brendon's E-mail address is: b.wyber@csc.canterbury.ac.nz


Contributions to the DEU effort....

If you would like to make a contribution to the DEU effort please
use the following guidelines.  The authors reserve the right
to accept or reject any submissions.  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 the manual.

Updating to the Program

        Contact either Brendon or Raphael before submitting code.
        The code update procedure has not yet been formalized.

Updates to the Manual

Please send ONLY the sections you wish to update complete with  
Section numbers.  Each section should be sent as a separate
section.  If you contribute a *NEW* section please precede it
with the text "*** NEW SECTION # ***".

        Send contributions for the manual to 

     bareman@hope.cit.hope.edu

          Subject of message should include "DEU DOC's"


Bug Reports

        Send bug reports to Brendon or Raphael.

Suggestions for Enhancements to DEU program

        Send your suggestions to either Brendon or Raphael.

Thanks for your support!



CREDITS
=======


Brendon Wyber       b.wyber@csc.canterbury.ac.nz

     This program was written by Brendon Wyber.
     It was based on findings published by someone else
     (roggerfff@aol.com).
     Map display, Things editor.

Raphael Quinet       quinet@montefiore.ulg.ac.be

     MANY incredible enhancements!
     New interface (mouse, menus, etc)
     Ability to edit Vertices, Linedefs, Sidedefs, Sectors,
     and last but certainly not least an AUTOMATIC NODES
     BUILDER.
       Even if I rewrote nearly 80% of the code, this editor still
     has its strong DEU roots... :-)
     I would greatly appreciate any comments and suggestions
     about this program.

     You think that something is missing in this file?  Fine! 
       Write it and send it to me...  I will welcome any contribution 
     to this manual.
     

Steve Bareman       bareman@hope.cit.hope.edu

   Insignificant formatting and grammatical changes and small
   additions to manual.
    Constant promoter of including source code with the editor.
     For a good FTP.....
        anonymous @ hope.cit.hope.edu.   (Registered DOOM utils and
patches)


 Thanks to ID for making such great games!

* Thanks to Matt Fell (matt.burnett@acebbs.com) for his great
Unofficial Doom Specs.  You should take this file as a 
technical reference and companion manual for DEU.  
Get the file "dmspec12.txt" by anonymous FTP on
  "wuarchive.wustl.edu"
(/incoming/msdos_uploads/games/doomstuff).

* Thanks to Chris Phillips (chrisp@halcyon.com) for his help
about the NODES object.  If DEU is sooner or later able to create 
a new level from scratch, a great deal will be owed to him..

* Thanks to Trevor Phillips (rphillip@cc.curtin.edu.au) and Brian
Downing (bdowning@ncsa.uiuc.edu) for their numerous suggestions and
bug reports.

* Thanks to Will Ellett (wellet@cs.uah.edu), Barry Bloom
(barry@noc.unt.edu), E. Boling (edb9140@tamsun.tamu.edu), X?
(stu_gwgrimsb@vax1.acs.jmu.edu) and many others for their
suggestions,bug reports and comments about NewDEU.

* Thanks  to  Alistair  Brown  (A.D.Brown@bradford.ac.uk)  for  more
help on nodes, and fixing the (hopefully!) final bugs in nodes
generation.

* Thanks  to  Dewi  Morgan (D.Morgan@bradford.ac.uk) for rewriting
DEU.TXT, a numerous helpful suggestions.  



