+====================+ | WDFUSE | | 1.666 | +====================+ +---------------------------------------------------------+ | DARK FORCES is (c) LucasArt Entertainment Company 1994 | | DOOM is (c) id Software 1993 | | WDFUSE is (c) Yves BORCKMANS 1995-1996 | +---------------------------------------------------------+ WELCOME TO WDFUSE ! =================== WDFUSE (Windows Dark Forces UtilitieS and Editor) is a collection of tools to design levels for LucasArts Entertainment Company hit game : DARK FORCES. It is a complete Windows port of DFUSE/DOS, with many corrections and improvements. Version 1.666 new features: * DOOM and DOOM II WAD files converter - total geometry conversion = linedefs with both sides refering to the same sector converted to an infinitely thin DF subsectors (this is the sole case where texturing problems may arise) = texture offsets conversion ok, except unpegged lower - linedef actions (both tagged and 'local') are converted to INF exceptions: (you'll have to do them manually...) = rising stairs = teleporters = special boss (666, 667) tags that act when the boss dies = multiple classes, only the first class is generated - switches are handled, both single and repeatable - secret, exterior/exterior adjoin and damage sector flags converted all damages are set to gas, so that the gas mask may be used as RADSUIT - secret, adjoining, blocking, ... wall flags converted - animated floor and ceiling flats approximated to slow scrolling - blinking, flickering and oscillating sector lights converted if possible else approximated (if they would generate dual class elevators) - close after 30 sec and open after 300 sec sector types converted if possible - little hack to see tag, sector type, linedef side, action... in the Editors double click sector type or linedef action for a description - added Doom LD flags in descriptions of WL flag 2 (unused in DF) - Total objects conversion = they are all there : monsters, weapons, ammo, powerups and decorations ! = logics are not yet correct, especially for monsters, but still playable = dead monsters still generate DF weapons/ammo :-) = some Doom objects generate more than one DF object (eg boxes of ammo) - conversion full log file (projname.log) - cleaned up the log file, added the resource list, and added warnings for = sectors with tag 666 or 667 = teleporters = rising stairs = unconvertible objects = objects that may be bosses acting on "666/667 tags" when dying - optionaly show the log file at the end of the conversion - optionaly execute WAD2GOB at the end of the conversion * Added different map types, presenting certain sector attributes visually by painting the sector differently. Current maps are : - normal Nor the good old one :-) - light Lig shows ambient lights - damage Dam shows damaging areas - 2nd Alt 2 A show water and catwalks - sky & pit S&P show the skies and pits 65536 colors ok, must still be adapted to avoid dithering in 256 colors * Added a panel showing the current map type and allowing to change it in the right toolbar, just above the current layer panel * Added the possibility to change the colors used in the different map types (except the lights gray levels) to the Options dialog, Colors page * Added a close sector command (Ctl+C) to deal with some crappy sectors coming out of Doom (or from DFUSE for that matter :-)) * Wall splitting now preserves texture stitching (very useful to solve HOMs on long walls without restitching) * Added an Header Editor, allowing to edit the headers of the LEV and O files. This is useful mostly for the palette, but all the fields are handled anyway. * Added a button for the Header Editor in the left toolbar. * Expanded the Statistics to show extents in X, Z, Y and Layer * Added the Alt+C Statistics hotkey * Added a Consistency Checks button in top toolbar * Added a Consistency Check for existence of the 'complete' sector * Moved the External Tools button near the Tools button * Added check marks in DIFF and Map Type popup menus (more cosmetic than useful :-)) * Added a MultiSelection by Query tool * WDFUSE main window caption now shows the active project and the current editing mode like "WDFUSE - c:\wdfuse\projname.wdp : SECTORS" * corrections and bug fixes on WDFUSE 1.50 - killed a bug causing GPF when closing INF Window more than once - squashed a bug that caused new resources to be ignored when added to the project directory after WDFUSE was opened. - killed a bug in the DELT => BMP conversion that caused the error "Invalid Frame Number" when called from the Convert Window (but not from the ANIM Lab). - squashed a small insignificant bug in INI handling, that caused the history counts to be incorrect (causing no real adverse effect). - killed a bug in multiple SC and multiple OB deletion that caused a GPF when the deletion made the current SC/OB out of bounds because of an undue refresh of the SC/OB Editor. - Adapted all the BMP => xxx conversions to account for an exception in the BMP specification: biSizeImage The size, in bytes, of the image. It is valid to set this member to zero if the bitmap is in the BI_RGB format. WDFUSE now correctly computes this data if not present. Note that the only program I know that generate this exception is... MS Paintbrush ! - Corrected a bug in the LFD Manager, Remove function that left the LFD file with a length of 0. Included in the package is the 2.10 version of the "DARK FORCES Unofficial Specifications". WARNING ======= Contrary to DFUSE/DOS, WDFUSE is SHAREWARE. Its registration fee is USD 25. The unregistred version is severely limited in the size of the level it can save, so if you have no intention at all of registering, don't waste your connect time downloading this (huge) utility. Registered users gain full save capabilities and email support. WHAT DO YOU NEED TO RUN WDFUSE ? ================================ Minimum : - a computer able to run Windows 3.1 or Windows 95: - 8 Mb of RAM (to run Dark Forces !) - a mouse - 640*480*256 resolution Recommanded : - 486/66 or higher - more than 8 Mb RAM to run WDFUSE AND Dark Forces under Windows 95 - 800*600*65535 resolution or higher (`-> not mandatory, but will avoid dithering and a DELPHI 256 colors bug) A VOC -> WAV converter is also supported, but it is far from mandatory. COMPATIBILITY ============= WDFUSE runs correctly under Windows 95 and Windows 3.1 It also runs under SoftWindows on a Mac. Although I didn't test it, it should also work under Windows NT and OS/2 Warp. INSTALLATION ============ Please don't be afraid of the length of this section :-) I've tried to really explain it step by step, and there are in fact two different explanations, because the procedure is different if you're upgrading from WDFUSE 1.00 or 1.50, or if you're a new user. I) YOU ARE A WDFUSE 1.00 or 1.50 USER ----------------------------------- 1) Rename your WDFUSE directory !!! 2) Recreate the *SAME* directory for WDFUSE 1.666 3) Copy WDFUS166.ZIP in it 4) Extract by typing "PKUNZIP -d WDFUS166.ZIP" 5) copy your projects in the directory A project is: wdfuse\project (directory) + project.WDP + project.TXT 6) copy WDFUSE.INI, DARK.PIF and VOC2WAV.PIF from your renamed directory into the new one. 7) in Windows, double click WDFUSE.EXE If your install was correct in 1.00 or 1.50, it should still be in 1.666 8) go to the Options dialog, Windows page, and re-register the extensions with Windows. Recreate a program manager/startup group if you like. 9) only for WDFUSE 1.00 users go to the Options dialog, External Programs page, and clear the INF Editor box. II) YOU ARE A NEW USER ------------------ 1) Create a directory for WDFUSE (say C:\WDFUSE) 2) Copy WDFUS166.ZIP in it 3) Extract by typing "PKUNZIP -d WDFUS166.ZIP" 4) in Windows, double click WDFUSE.HLP 5) read the 'Overview' and 'Registration' topics 6) read 'Setup - The first run' and 'Options - Customizing WDFUSE' topics 7) launch WDFUSE.EXE, answer the Options dialog if it appears 8) select the New button (top toolbar, second button) 9) type TEST as name, select New Default Level (SECBASE), click Ok 10) if all is well, you should see a mini level appear in the editor 11) PLEASE READ THE DOCS EXTENSIVELY !!! VERSION NOTES ============= The files WDFUS166.txt and readme.1st are exactly the same. One or both exist because different sites have different file names and packaging conventions. Some Toolkit options still return the 'Not implemented yet' message, and will be fully operational in a future release. As usual, watch : * The WDFUSE Home Page at http://www.ping.be/~ping4087/wdfuse.htm for any new WDFUSE information, bug fixes, beta versions, etc. * The Dark Forces Homepage at http://www.3dg.com/DarkForces for general DF information, new levels, level componenent, etc. THANKS ====== Thanks to all the people who registered WDFUSE. You're the main reason this one comes out ! Very special thanks to Alex Novikov for all his help in the Doom conversion, for writing WAD2GOB, and more generally for being there when I have a question to ask :-) May The Force Be With You, Yves BORCKMANS (Yves.Borckmans@ping.be) Please state the package version when you email me. Disclaimer: As your original Dark Forces software is on CD-ROM, nothing can happen to it by using WDFUSE. To the best of my knowledge, WDFUSE is safe to use, and on his own never accesses data in another place than its home directory tree, the Dark Forces installed game directory, and the Dark Forces CD-ROM. So, I cannot be held responsible for anything that may happen to you while using it.