<html> <head> <title>Differences between Yadex and DEU 5.21</title> </head> <body> <div align="center"> <img src="logo_small.png" alt="Fancy logo"> <br>Yadex 1.5.2 (2001-06-30) <h1>Differences between Yadex and DEU 5.21</h1> <table><tr><td></td><td width="50%" align="center"> <p>If you're an old DEU user, you might find this useful. <p><strong>Warning : as it has not been updated since 1998-02, this document is badly out of date.</strong> <td></td></table> </div> <br> <br> <br> <p>1. SIGNIFICANT CHANGES <ul> <li> ADDED SUPPORT FOR VERSIONS OF DOOM BEYOND 1.2 Added support for levels E4Mn. Added linedef and sector types introduced with Doom v1.666. <li> ADDED SUPPORT FOR DOOM II Added support for levels MAPnn. Added new linedef and sector types (see above). Added reading sector and wall textures from doom2.wad. Added definition of Doom II things. You now have to replace main= in the config.file by iwad1= and iwad2= and invoke yadex with either "-g doom" or "-g doom2". <li> INTEGRATED INFO FROM DOOM SPECS 1.6 Corrected linedef types and sector types. Reordered sector types. Added new linedef and sector types (see above). <li> EDITING IN GENERAL <ul> <li> Highlighting: it does not require as much a precise positionning of the pointer as it did (+/-8 pixels instead of +/-4). <li> Made PU PD END HOME scroll only 1/6 screen at a time (not 1/2) <li> Grid: also highlights multiples of 1024 or 256 or 64. This is useful when you are working with small grid steps (E.G. 8) but still need to align to 64. <li> Grid: you can now have a grid finer than 8 or coarser than 256. So you can now do 4-alignment or even 2-alignment. There are two new parameters (gridmin and gridmax) in the config file to set the low and high bounds (default : 4 and 256). <li> Zoom: added 1 extra magnification step (x8). <li> Zoom: vertices green crosses and linedef arrows are never drawn larger than they would at zoom 1.0. This makes editing of crowded areas easier. <li> Status bar: added the name of the file the level being edited comes from. <li> Made checking after moving a vertex onto a linedef much faster. This should be a relief when connecting sectors together <li> Map: now drawn faster, especially when viewing only a part of it. </ul> <li> EDITING THINGS <ul> <li> Rotate things with W and X in things mode. <li> The thing type dialog is slightly better. <li> You can now enter type in the range [-32749, 32749]. </ul> <li> EDITING SECTORS <ul> <li> Added raising or lowering of a group of sectors. <li> Added brightening or darkening of a group of sectors. <li> Added display of the headroom (ceiling height - floor height). <li> You can now enter type, tag, floor height and ceiling height in the range [-32749, 32749]. </ul> <li> EDITING LINEDEFS & SIDEDEFS <ul> <li> Added function to remove the 2nd sidedef (make linedef single-sided). <li> Added function to make a nook or a boss. <li> Added function to set length of linedef by moving either vertex. <li> You can now enter type, tag, sidedef x-offset and sidedef y-offset in the range [-32749, 32749]. </ul> <li> GENERAL <ul> <li> The slash is also recognized in file names. <li> You can omit the ".wad" in the names of patch wads files (after -pw, -file, READ). <li> Consumes about 20 kB less memory than DEU 5.21 did. </ul> <li> CAN BE RUN FROM ANY DIRECTORY <ul> <li> The .bgi driver is searched for in the directory where yadex is installed (i.e. where yadex.exe is), not in the current directory. <li> If the config file (yadex.cfg) is not found in the current directory, it is searched for in the installation directory. On the other hand, if the config file is specified with -config on the command line, default locations are not used. </ul> Deu was difficult to run from another directory that its own. Now you can run it from the directory where the file to edit is, just like you do with, for example, a text editor. That's a bit of improvement, believe me! And you still have the possibility of having a .cfg in the current directory, if you want to have different settings locally. You have several different approaches to making yadex available from anywhere : 1. put yadex.exe and the .bgi you need in one of the directories of your PATH 2. add the yadex directory to your path. 3. make a yadex.bat in one of the directories of your path with the line "@<yadex_directory>\yadex %1 %2 %3 %4 %5 %6 %7 %8 %9" Each solution has pros and cons. <li> DELETED NODES BUILDER. Nodes are NEVER built and you are not queried whether to do it. In 1994, the nodes builder of DEU 5.21 was a pioneer and we have to thank RQ for having done it. However, in 1997, it is perceived as slow and buggy. Better to use an external nodes builder (I use bsp 2.1). <li> SYNTAX OF THE "EDIT" AND "CREATE" COMMANDS They now take only one argument. It may be either a complete level name (such as "e1m1" or "map01") or a number. For example, "1" matches "map01", "11" matches both "e1m1 and "map11", etc. If there is not exactly 1 level that matches the argument, a list of levels to choose from is displayed. It contains all levels that matched or all levels if 0 matched. <li> LETS YOU USE NEW FLOOR/CEILING TEXTURES Understands FF_START/F_END and does the proper additions/replacements ATTENTION, BUG: but an old one: if you have a lump that has the same name as the texture to display... <li> SCREEN SHOT, SAVING TEXTURE TO FILE When editing, Shift-F1 dumps the current window to a 16-colour GIF file named yadex.gif. Works _only_ when in 256-colour mode. In the image viewer, pressing shift-F1 saves the current image to a file of the same name as the image followed by ".gif". That's the only way I know to extract a texture. <li> LOG FILE To help you keep track of time spent on a wad, Yadex writes down the number of minutes spent editing in a log file. The name of the log file is the same as the name of the .wad file except it has the extension ".yl". The log file is _not_ created if it does not already exist. Example : if you want to enable logging for /foo/bar.wad, you should first create the file /foo/bar.yl. </ul> <p>2. COSMETIC CHANGES <ul> <li> #ifdef'd out the funny message (assuming this is used by wizards) and the "Goodbye..." message <li> Do not force anymore the name of pwads to upper case. <li> changed "LineDefs and SideDefs" to "LD & SD" to make room in the status bar. <li> **Spector -> Spectre, **Sargeant -> Sergeant <li> "Misc operations" menus now have "..." where due. <li> When drawing the map, negative linedef types and linedef/sector tags are now considered non-zero. </ul> <p>3. TECHNICAL CHANGES <ul> <li> Replaced c:\bc4\lib by g:\dt\bcpp.402\lib. <li> Replaced d:\bc4\include by g:\dt\bcpp.402\include. <li> Removed both "-v" from compiler options. <li> Added "-mh" to compiler options. <li> Removed "/v" from linker options. <li> Removed some private functions from deu.h (SelectLevel). <li> Do not demand anymore that an EnMn/MAPnn entry have a length of 0 because MAP05 and MAP10 in dyst3 failed that test. Just print a warning. <li> Further externalized paths in the makefile... <li> Increased overlay granularity (to improve memory consumption). <li> In the makefile, put explicit /o+ or /o- options in front of all modules. The following modules were previously unqualified : edit editobj objects things wads aym scrnshot. They now all have /o+. <li> Put all modules in alphabetical order in deu.h and in the makefile. </ul> <p>4. BUGS OF DEU 5.21 FIXED <ul> <li> Now you can use wall textures in PWADs without getting "Error reading from file" when trying to display the texture in the texture selector. Deutex users don't need the -deu option anymore. <li> The numeric keypad can now be used in menus. <li> Fixed 4 display bugs in BuildNewMainWad() and ListMasterDirectory that were not noticeable on a little endian machine. <li> Menus work better : static right button state is now ignored (you have to press it) and a left button release is ignored unless the pointer was on an item when it was pressed. <li> Texture viewer : fixed minor glitch that showed with BIGDOOR7, SKY1, TEKWALL1, TEKWALL5 and some others. </ul> <p>5. NEW BUGS <ul> <li> For Doom II, some wall textures are not displayed correctly. Specifically, instead of SW?BRN1, SW?STARG, SW?STON2 and SW?STONE, SW?BRCOM is displayed. Very strange. I don't know why. </ul> </body> </html>