DeuTex version 2.9 11/94 Copyright (C) Olivier Montanuy 1994. DeuTex code was originaly derived from DEU5.21 by Brendon Wyber and Raphael Quinet DeuTex uses various contributions, for some particular file formats. -------------------Data Utility License--------------------------------- DOOM(tm) is a trademark of Id Software, Inc. The DOOM characters and the Id Software logo are trademarks of Id Software, Inc. DOOM Copyright (c) 1993. Id Software Inc. All rights reserved. This utility product is not a product of Id Software, Inc. and has not been approved by Id Software, Inc. Id Software will not provide technical support for this product. The purchaser of this utility product may not distribute for money or other consideration any software data created and/or modified by the use of this utility product. ------------------------------------------------------------------------ ******************** DeuTex Commands **************************** COMPLETE COMMAND REFERENCE I am lying: it's not complete. But those commands not mentionned here you shall never need to use (it's for Visual Basic). Commands with an '*' are not implemented in the VB version. I forgot them. All the optionnal commands must appear before the non optional ones else they will be ignored. First let DeuTex/DeuSF locate your REGISTERED doom or doom 2 files. set environment variable DOOMWADDIR to your DOOM path like: set DOOMWADDIR= d:\doom in autoexec.bat under DOS setenv DOOMWADDIR ~/doom in .tcshrc under Linux/Unix * Help commands DEUTEX -help DEUTEX -syntax will print the format of WAD creation directives (wadinfo.txt). You might wish to have a look at format.txt for more thourough explanations. * Optional commands DEUTEX -doom DEFAULT IS: CURRENT DIRECTORY or \DOOM or \DOOM2 use that command to indicate the directory where you put your DOOM.WAD and DOOM.EX example: -doom C:\DOOM DEUTEX -dir DEFAULT IS: CURRENT DIRECTORY This defines the working directory, which contains WAD creation directives and all the subdirectories containing PWAD parts DEUTEX* -deu Use this if you want DeuTex to add 64k of junk at the end of your PWAD. What for? to compensate a bug of DEU 5.21, that make it crash sometimes, when viewing pictures. DEUTEX* -rgb When you include GIF or BMP with DeuTex, the color CYAN (R=0 G=255 B=255) is assumed to be transparent. You can specify here an alternate color to represent transparency. *only* the pixel of *exactly* that color will be transparent. DEUTEX -gif DEUTEX -bmp Save pictures as GIF (default on Unix) or as BMP (default on DOS) DEUTEX -au DEUTEX -wave Save sounds as AU (default on Unix) or as WAV (default on DOS) DEUTEX* -fullsnd If the declared sound length os smaller than the real size of the sound entry, -fullsnd enables you to extract the complete sound entry. DEUTEX -level DEUTEX -lump DEUTEX -sound DEUTEX -sprite DEUTEX -patch DEUTEX -flat This tells DeuTex to select sprites, or patch, or sounds, or ... when composing/decomposing/merging PWADS. These commands can be combined. By default, all entries are selected. DEUTEX -iwad to be used with -make, to make an IWAD instead of a PWAD. This is necessary if you are building a PWAD which contains all the sprites or all the flats. Enables you to rebuild DOOM.WAD if really needed. * Commands to decompose and recompose PWADs DEUTEX -wadir Directory list, with entry identification. in PWADs, exact entry identification is sometime impossible. then SPRITES or FLATS or PATCHES might be reported as GRAPHICS. DEUTEX -xtract DEUTEX -extract will extract lumps, graphics, floors, patches, sprites, sounds, levels from a WAD and put them in mydir, into the relevant subdirectory. the file WADINFO.TXT will contain the WAD creation directives. use -dir to specify the working directory See format.txt for the format of WADINFO.TXT DEUTEX -textures list the textures contained in DOOM.WAD (or redefined in a PWAD) into a text file. TEXTURE1 and TEXTURE2 are listed. DEUTEX -make DEUTEX -build DEUTEX -create is read only and defines the entries to put into MYOWN.WAD. see format.txt for explanations. also use DEUTEX -xtractwad will be created, unless it already exist in which case the command will fail. delete it first. this command replaces the utilities DMGRAPH,DMMUS,DMTEX,DMAUD (however DMAUD recognise more than just .WAV and .AU) DEUTEX -check Will check if the textures defined in myown.wad don't contain void column that would crash DOOM. use this after modifying textures. DEUTEX -unused Checks for unused bytes in a PWAD. report all the unused zones, total number of byte wasted, and the repartition depending on size of wasted areas. * command to merge a PWAD into the main IWAD DEUTEX -restore Will restore DOOM.WAD and the merged MYOWN.WAD. To be used after the -merge command, to undo the job. DEUTEX -merge Will put entries of MYOWN.WAD into the main DOOM.WAD file, removing all restrictions DOOM puts on PWAD. This is much safer and much cleaner than inserting/restoring entries with DMGRAPH or such. But your IWAD is modified. This is meant to help you deal with editors that can't read external PWADS. Note on safety: - ONLY 8 BYTES of DOOM.WAD are modified (but file size increase...) - You can restore you IWAD by hand, if all fails. - MYOWN.WAD is put INTACT into DOOM.WAD. you can delete it because it will be restored intact. (really: no modifications at all) - Only about 32k of additional disk space are needed. How does it work? - Restoration information is added at the end of IWAD. - Then the PWAD is pasted intact. - Then the IWAD directory is entirely rebuilt (about 32K). - The pointer to the DOOM directory is modified (8 bytes) I did my best so that command is the safest possible. I tested this command thouroughly and believe it can be trusted. However, the resulting IWAD might not work with DOOM if the PWAD you are including does not respect some conventions about SPRITES and FLATS. In that case, just restore it. The convention is: there must be F_START or FF_START before the first floor there must be S_START or SS_START before the first sprite This is compatible with DMADDS. Sorry but there is NO OTHER WAY if we want to be able to add new sprites and floors, unreferenced in DOOM.WAD. * command to hack text strings in DOOM.EXE (equivalent and somehow safer functionnality exist in DEHACKED use only to edit strings that are too long for dehacked but then distribute the dehacked patch: They are not very safe, you know) DEUTEX* -strings Will list in a text file some of the strings existing in DOOM.EXE and suitable for replacement. Result can be found in file SUBSTIT\ORIGINAL.TXT BEWARE: this list is huge. copy into MODIFIED.TXT only those strings that you want to modify. see format.txt for explanations on the format of ORIGINAL.TXT and MODIFIED.TXT DEUTEX* -substitute the file SUBSTIT\MODIFIED.TXT will indicate which strings must be changed in DOOMFAKE.EXE. This command replaces the utility DMSTR. It is a bit slower because it does NOT depend on a particular version of DOOM.EXE. If a string exists, it can be substituted. **************** Special Features ************************ - Particular to this program: * DeuTex can list text strings in DOOM.EXE DeuTex can replace strings among those listed. CAREFUL WITH THIS. (it is not 100% possible for a prog to decide what is a C string and what is not) FUNNY: - Replace the names of objects, - Replace messages from DOOM (in game, but also at the end of missions) - Choose the names of the animated walls and Floors. - Choose the names of the walls with switches NOT FUNNY: DO NOT REPLACE THE COPYRIGHTS AND COMMERCIAL NOTICES OF IDsoftware. YOU ARE NOT ALLOWED TO USE DeuTex FOR THIS. * DeuTex directly loads .GIF and .BMP pictures in PWAD Avoid the 24bit BMP format! use 8bit (256 color) and have the color quantisation done by a serious program. mine is lame. * DeuTex can merge a PWAD into the IWAD, and recreate the whole WAD directory, so that all kind of FLOORS can be defined. (in fact, all can be redefined, keeping only the adds on in PWAD) * DeuTex can ripp off graphics .BMP and lumps out of your favorite PWAD, for contemplation or reuse WITH WAD AUTHOR AGREEMENT ONLY. * DeuTex can check your PWAD for errors in TEXTURE definitions * DeuTex can load sounds as WAVE, PC sounds as text (don't laught) and Music as MUS format. - Valid for all textures editors/compilers: * Create any texture you want for DOOM walls DOOM will ignore heights above 128. Width should be rounded to the next power of 2. (8,16,64,128,256,512,1024 are usable) The patches composing textures shall not be more than 320 wide. * Create textures for transparent walls beware: composed of one patch only, else you'll get the Medusa Effect. * Create animated walls with (almost) any sequence of pictures. No known limit in number of frame. 12 is OK. See DOOM SPECS 1.3 for more info. 2 ways: - You declare your animated walls, in the texture list between two other DOOM animated walls (which you shall redefine also) - You use DeuTex to change, inside DOOM.EXE, the name of the extremity of the animated walls and flats. * you can change the definition of the walls bearing switches. let them swith to something else. * You can use almost all the graphic entries for texture composition: - sprites (like in TRINITY.WAD) - existing wall patches - newly defined wall patches But DON'T use the DOOM font STCFNxxx, or reload it with another name, like in TRINITY version 2. (info from Elias Papavassilopoulos) * Create a non repeating sky texture: see TRINITY version 2. define the SKY1 (or SKY2, or SKY3) entry as a 1024x128 area and place your patches so as to cover it all. Your patches will appear horizontaly inverted, though. 0=south, 256=east, 512=north, 768=west. * for best results, see the explanations of TRINITY.WAD by Steve McCrea ******************* Known problems ********************** - DeuTex makes limited check on your PWAD I check only texture consitency, and cohenrency of S_START/S_END F_START/F_END. suggestions? - BMP 24bit color quantisation is slow. I have a quite fast quantiser but it's a bit lossy, and needs *some* init time. Not implemented here. - Entry type identification does not always work with PWAD. no general solution to this problem, only best effort. - void entries are saved as LUMPS, - sprites and flats are missed if conventions are not respected. (files generated by hand or by wackerb7) - GIF format defaults to GIF87 - BMP format is a bit hacked - WAVE and AUDIO file format are hacked might not *always* work correctly. No one ever sent me the specs! If you have the specs, then my mailbox is waiting your kind contribution! - No MIDI support I dunno how to write the code. But I'm looking to the code of Just_Joe (that I don't understand at all). - Levels must be complete before being inserted in a PWAD by DeuTex. Means: nodes, reject and such must exist. - Source is NOT included. not yet. * Limitations of DOOM - Sprites PWADs only work if you don't reuse existing sprites Use DeuSF or DMADDS if you want to replace sprites Anyway, deutex -merge will work also (and better) - Flats don't work in PWAD Use DeuSF or DMADDS if you want to replace sprites Anyway, deutex -merge will work also (and better)