                           +====================+
                           | DFUSE INSTALLATION | (package v 1.00)
                           +====================+

          +---------------------------------------------------------+
          | Dark Forces is (c) LucasArt Entertainment Company 1994  |
          | DFUSE       is (c) Yves BORCKMANS 1995                  |
          +---------------------------------------------------------+


WELCOME TO DFUSE !

DFUSE (Dark Forces UtilitieS and Editor) is a collection of tools to design
Dark Forces levels.

The main program DFUSE is in fact a "shell" around the following utilities:
 - GOB file extractors (file by file, or all the .GOB) + reGOB.
 - BM, FME and WAX file viewers
 - BM -> BMP and BMP -> BM converters
 - a full featured multi-layer, multi-selection level and objects editor.


For those who used v 0.9x, see history.doc for LOTS OF modifications and search
for the [NEW] keyword in all the doc files for details.

Important: if you have made custom texture files, backup them before
           installing 1.00, and relink them in TEXTURES.DFU later.
           You should also make a copy of DFUSE.INI


WHAT DO YOU NEED TO RUN DFUSE ?
===============================

First of all, a graphic card handling at least 640x480x256 and supported by a
BGI. All VESA cards are ok, so this shouldn't be a big problem.

Second, a mouse!

As I use the "deltree" DOS command, I think you need MSDOS 6.0 or above.

The basic configuration for playing Dark Forces is great, with a little
addition: the use a disk cache (such as Microsoft's SMARTDRV) will greatly
improve the performances of the editor. You should be able to use a small cache
and still launch DF succesfully. Also try to maximize the free conventional
memory as these programs aren't DOS extended, and some levels are HUGE.
As DFUSE will stay in memory when you launch DF, it is overlaid on disk.
The level editor (LEVMAP.EXE) is overlaid to use XMS as buffer (around 250K).

In addition to this, you may need a lot of disk space to extract the GOB files.
DFUSE will only extract the levels you work on however so you can control the
disk space used. You don't need to extract textures, frames or sprites to use
the viewers integrated in the editor.

What you also need is a text editor that accept filenames on the command line
and if possible a pager (or a text editor accepting BIG files).
You may also use 'PAGE=PAGER.BAT %s' if you don't find a pager.

Note: EDIT needs too much memory (460+K) to be used in the level editor, so
try to find something else or take the habit of editing .INF and .GOL in DFUSE
(ie out of the level editor). It is much more annoying for the object seqs !

A VOC file player and a VOC -> WAV converters are also supported, but these are
far from mandatory.


COMPATIBILITY & KNOWN PROBLEMS
==============================

The programs run correctly under OS/2 and Windows, but Windows seems sometimes
unable to restore the screen properly when switching back to the programs.
In that case, type 'Z' to get a DOS shell, then 'exit'.

During the tests I made, I also tried them on 4DOS. They run perfectly well
if you follow the following rules:
 - do not ALIAS "dir" ,"type", "del", "deltree", "more" or "sort".
   If you do this make a .bat/alias to unalias them, launch dfuse, and realias.
 - file overwrite/redirection must be set to minimum protection
   (see your 4DOS manuals) or 4DOS will systematically ask for a confirmation,
   and some of the messages won't be visible in graphic mode. If you seem to
   be stuck try pressing 'y'.

LEVMAP needs a 486 and a MATH COPROCESSOR to run. If you have a 386 or a 486sx
processor, also download the DFUMP3SX.EXE file.

INSTALLATION 
============

There is no install program at this time, so you'll have to follow these steps
very carefully (it won't take more than 2 minutes if all is ok):

 - type 'DFUSE100 -d'  DO NOT FORGET the -d option !!
 - edit the file DFUSE.INI
    * set the correct path to your installed game directory (normally c:\dark)
      under the [INSTALLED] header.
    * setup your tools under the [TOOLS] header.
    * setup graphics under the [BGI] header (try VESA and 257 or 259 first).
 - save the file

 - if you have a 386 or 486sx processor
    * type 'ren levmap.exe levmap.487'
    * type 'DFUMP3SX'
    * type 'ren levmap.3sx levmap.exe'

 - type 'DFUSE'
    if   the graphics are ok continue
    else edit DFUSE.INI and try other MODES or BGI
 - go to Levels Menu   (L)
 - select Choose level (C)
 - choose 'SECBASE'
 - select MAP          (M)

 - if all is correct, you should see a little (c) message, then progress bars,
   then the map of the first level!
   Else, there is a problem :
    * are you sure you extracted with -d option ?
    * are you sure of the [INSTALLED] path ?

 - press the 'i' key to edit the .INF file.
    if   your editor opens up memory is ok, close the file and continue
    else try pressing 'z' to get a DOS shell
      if it opens ok, it is your editor that is too big
         you may try to find another text editor using less memory
      else
         you will need to gain some conventionnal memory (see your DOS manuals)
      (HINT: when in the level editor, see free memory with Alt + C)
[- if you got a DOS shell, type 'exit' ]

 - press the escape key until you are back at the DOS prompt

Installation is complete!

 - read the dfuse.doc, levmap.doc (and levkeys.doc) and the df_specs.doc files
   in the DOC directory
 - play with the editor, try the demos (and read their docs)
 - learn it, love it, hate it...
 - ... but make beautiful levels and put them on the net !
 - don't forget to try a 800x600+ mode for the map editor in DFUSE.INI


VERSION NOTES
=============

The package version has nothing to do with the individual executable versions,
which are for my own version management.

The files DFUSExxx.txt and readme.1st are exactly the same. One or both exist
because different sites have different file names and packaging conventions.

Important: the 1.00 version is now considered the reference code base for
           future minor releases (1.xx), which will be posted as upgrades and
           will contain only the modified files.

           Q.: What does that mean ?
           A.: You won't have to download megabytes again until 2.00 :)


Yves BORCKMANS (yborckmans@abcomp.be (work))

Please state the package version when you email me.
