    DeeP97 Installation Documentation

    Ŀ
       Table of Contents   
    

    For Ordering Information, please see the online Help.

    1.  Machine Requirements video
    2.  Installation
    3.  Finishing the installation
    4.  The DeeP97.CHK, .PRJ and .TCF files
    5.  The DeeP97 Main Menu
    6.  The DeeP97 Map/Mission Editor
    7.  The commands
    8.  Tutorial
    9.  DeePBSP
    10. Error recovery notes

   
   

1. Machine Requirements
   

   a. A 486 and above.
   b. A video board with 512Kb or more
   c. Windows95 or NT 4.0
   d. Enough additional disk space to save DOOM/HERETIC/HEXEN/STRIFE 
      levels you make.

2. Installation
   

   a. DeeP97xx.ZIP is the shareware zipped distribution files for DeeP97.
   b. DeePREG.ZIP is the zipped registered distribution file for DeeP97.

   Use PKUNZIP (2.04 or later) or WINZIP to unzip the above into any
   directory on your hard drive. PKUNZIP and WINZIP are available from
   many sources, probably including the one where you obtained DeeP97.

   The name is for illustration, this is just one way to do it!

   Example (c:> prompt assumed): ------------------------

      cd\                                  [go to root directory       ]

      mkdir DeeP97                         [create a directory for DeeP97]
      cd Deep97                            [go to directory            ]

      -- for the shareware version--

         pkunzip a:DeeP97xx.ZIP c:\DeeP97  [unzip from your a: drive.]

      -- for the registered version--
         Run A:\setup
         pkunzip a:DeePREG.ZIP  c:\DeeP97  [unzip from your a: drive.]


3. Finishing the installation
   

   Choose Start/Run and enter c:\Deep97\setup (fill in the right directory)
   -or-
   In an MS-DOS box go to the directory and choose run :SETUP

   and off you go!


4. The DeeP.CHK, Project (.PRJ) and Texture (.TCF) Files
   

   The DeeP.CHK file contain the status of your options and settings for the
   the last project active, the xxxxx.PRJ file. ("xxxxx" varies according to
   the game selected or names you have created yourself. See online help
   for more information.)

   The xxxx.PRJ defines the IWAD and default texture name xxxxx.TCF.  "xxxx"
   varies according to the game selected just like xxxx.PRJ.

   The xxxx.TCF defines a set of default textures to use. 

   If you mess up the settings, delete DEEP.CHK to restore all files to the 
   defaults. It is possible for this file to get corrupted due to "normal" 
   DOS FAT table allocation errors. We suggest you delete the file and start 
   over when any FAT error for this file is reported. Inexplicable behavior 
   can sometimes be traced to corrupted .CHK, .PRJ or .TCF files.

   The largest complete path name for any control file is 127 characters!
   This includes the drive specification "C:\".

   The largest complete path name for any WAD file is 259 characters!

   For example: C:\DOOM2\WADS\TESTLVL.WAD  is 25 characters long.

   The default path is always added to any file you read or write,
   so don't forget to count it.


5. The DeeP97 Main Menu
   

   DeeP97 has online documentation to help you run it. Press F1 to
   bring up a help screen that explains what each option does in full
   detail.

   You can print the documentation by using Window95's Help Print.


6. DeeP97 Map Level Editor
   

   The submenus are activated by left clicking the mouse on the top menu
   bar or by press Alt+the first character underlined of one of the top names
   displayed. For example, Alt+F is the File menu.

   The map editor is an editor of the level. Select the level from the 
   menu displayed when Edit level is selected from the File menu. This 
   brings up a map of the level you have chosen to edit, for example, 
   MAP10 (DOOM II and HEXEN) or E2M3 (DOOM and HERETIC).

   Set all the options in the Edit pull-down menu to automatically restart, 
   set colors and other working defaults.

   The editor has Four Editing Modes. In each edit mode you can Add, Delete
   or Change the type of object selected.

   The four main editing modes are:

   a.  Sector Mode
   b.  Vertices Mode
   c.  Thing Edit Modes
   d.  Linedef and Sidedef Modes

   In addition there are four Tool editing modes:

   a.  Line drawing mode
   b.  Rectangle mode
   c.  Polygon mode
   d.  Stair mode

   The online help has explanations for each of these functions.
   Registered DeeP97 contains the latest explanations of these functions.


7. The Commands
   

   Use the built-in F1 help to explore and examine the commands. 


8. Tutorial
   

   Within the help file there is a tutorial. Print the help section
   containing the tutorial for quick instructions on using DeeP97 to create
   and edit levels. It is also useful for persons new to DeeP97, since it
   explains how to use the commands. The file DEEPEXAM.WAD contains examples
   of some of the predefined structures you can quickly create, from windows
   to stairs.

9.DeePBSP
   

   DeePBSP is about 20-50 times faster than BSP, can distinquish smaller
   vertex spacing and features a display to see how your level is progressing
   as it is being built.

   In addition, DeePBSP can build nodes from within a grouped PWAD, so
   DO NOT substitute another node builder for grouped PWADs, since it might
   not work right when run by DeeP97!!  
   
   DeePBSP is always run from within DeeP97.

   NOTE 1:

   If the manner in which you build 2-sided objects is not correct, you may
   get "floating" floors and barriers.  These types of errors are not caught
   by the error checker, since 2-sided LineDefs have too many valid
   combinations. Basically, when you build an object, you should try to have
   all the LineDef sidedefs (side1 or side2) all facing the same direction,
   either all in or all out. Failure to follow this guideline, may introduce
   node conflicts.

   DeePBSP is automatically run by selecting "Yes" when asked whether you want
   the nodes built or not.

   DeePBSP COPIES the reject map "as is", so be sure to clear the reject area
   with DeeP97 when requested (see F5 options for always prompting).

   Experiment with the DeeP97 clear REJECT options (see File, Save with Build)
   to see if you need to work with the REJECT to speed up your level.

   (DeePBSP formerly was called TBSP. TBSP always clears the reject map.)

   NOTE 2:

   If you get an ATAN2 error or DOMAIN error, you forgot to run the total
   check on the level and you have overlapping vertices or other errors in
   your level.

   YOU SHOULD TEST BUILDING NODES ON YOUR SYSTEM FIRST TO BE SURE IT WORKS!

   DeePBSP works only with PWAD files created by DeeP97.


10.Error recovery notes
   

   The file ~DEEP.WAD is created when you rebuild Nodes from DeeP97.

   ~DEEP.WAD containS a copy of your last saved level. You can use this
   to restore (use COPY) in case something goes wrong with the node 
   building. 

   You will get the message level "YOUR.WAD" (whatever you called it) not 
   found.

   This message also appears if you attempt to save a level, but it did not 
   successfully save. 
   
   Typical reasons are: 
   
     1) You ran out of memory (reduce Smartdrv cache, turn of texture cache)
     2) You ran out of disk space.
     3) FAT errors?
     4) Errors caused by DOOM/HERETIC/HEXEN/STRIFE from playing a level with 
        errors.

   When running from DeeP97, the message will flash and you won't be able to 
   tell what happened. But you never see the DeePBSP screen come up. That's 
   your first clue that something is amiss.

   Then you might want to use the temporary file (or use the one named .BAK,
   although the .BAK is prior to your changes).

   Use your favorite COPY method to copy the file back to the original name.

          >>> !!  CAUTION !! <<

   DO NOT USE the ~DEEP.WAD as direct input. Copy it and give it a different
   if you want to use it again. DeeP97 won't let you read this file anyway!

--  Future stuff
    

    We will incorporate most of the DOS features into the Windows version.
    Just takes time.                                            

   
                                               


