Hi.

This is a short remark to well experienced Devil V2.0c + V1.02 users.
For further documentation look at the file readme.txt and the file
docs/userman.doc.

This is the full version of Devil V2.0d. I have changed the compiler
version and I'm now running with the beta-version from DJ Delories DOS
GNU-C 2.0. This should be faster than the old versions (and it seems
to run very stable).
go32.exe is not needed anymore but a file called hwsdpmi.exe. If you
use Windows 95 or Windows 3.1 you don't need this file either (I hope,
I haven't tried it). 
Have a look at the new V2.0 docs by Chris Kotchey.
 
New features (V2.0c->V2.0d):
-fixed bugs:
 * crash when you enter to large float values (thanks to Luke Anthony
   Schneider)
 * point values are now restored when you enter wrong values (thanks to Luke
   Anthony Schneider)
 * the problems with the items and the grfx=energy boosts (thanks to
   Mark Berry)
 * the problem with large levels and distorted cubes. I'm very happy
   I was able to fix this problem. A big thanks to Michael J. Guth for
   the very useful bug report. I hope this problem doesn't occur anymore at
   all but at least you now should be able to kill the strange cubes and
   save the level and load it again.
 * leaving Devil with a saved macro is now possible without crashing
   when you start the next time.
 * some more minor bugs (like the hitpoints for the blow door, the
   problem with the Descent-like draw mode and multiple levels and so on)
-Current level is now marked in a special way
-The drawing is now a bit faster
-The disabled buttons are marked in a more professional way
-The tag counter has returned
-You can now select textures by number or by name and the textures
 are sorted in textures for Texture 1 and textures for Texture 2 and
 wall textures.
-When you delete something you are now asked if you wish so (have a look
 at the Internal menu)
-When you change the tagged objects by pressing the right mouse button
 it is now reported how much objects are changed.
-A list of levels is now available.
-Change of thing texture is now possible.
-The message window is now handled different: If you move your mouse pointer
 20 pixels it vanishes or when you press your mouse button. If you press
 the mouse button out of the window the event is handled like a normal
 mouse click if you press the mouse button in the window this mouse click
 is not handled at all (except that the window vanishes). I think this
 is the 'normal' way such a window should act.
-One goodie: Press on the animation texture for a wall :-).
-Ah, and one more thing: I removed the 'make room' feature. It was quite
 useless. Just make 'use cube tag' in side-mode and then press with the
 right mouse button on the delete button in the side-window.
-And one more thing: I removed the 'Delete' button in the Corner-Window.
 It makes no sense.
 
A BIG thanks to all guys at the mailing list and all others for bug reporting
and making suggestions.

This is a prerelease. It has all functions from V1.02 and some minor
extensions. The next version will contain some useful extensions (i.e.
automatic mine illuminating).

There is no new documentation material except for this file and I will only 
explain the new things but I think every experienced Devil V1.02 user 
shouldn't have great problems. If you have any questions, please mail them NOT
to me directly but to the new Devil Mailing List (DevilML@aol.com) - thanks to
Steven P. Clouse. I am subscribed in this mailing list, too, so I will receive
everything you send to it (and a lot of other guys will receive it also and 
can answer your questions).

The basics of V2.0:

1. This thing is window-driven. Each window has two buttons in its headline:
a small one left (closebutton) and a large one right (dragbutton) with the
following functions which don't work all on every window but you'll see:
closebutton, left mouse button: close this window
closebutton, right mouse button: enlarge/shrink this window
dragbutton, left mouse button: move window
dragbutton, right mouse button: resize window
You can get a window to front with clicking on it.

2. The option windows replace the text on the right upper side in Devil V1.02.
If you press the left mousebutton you change the current object, if you
press the right mousebutton you change the tagged objects (without
the current object). In the textbuttons you can delete the contents of
this button with Shift+Del, the other keys work as you would expect (I hope).
The bitmap in the Side window is also a button. It activates the Fit Bitmap
function.

3. The Fit Bitmap functions: Try the movekeys with movemode 'texture', you 
will see what happens. Try also left and right mouseclick in the 
Fit Bitmap window.

4. The current level is shown in the upper right corner (also the window
has an other color). You always move yourself or an object in the current 
level. You can change the current level with clicking on it or by pressing L 
or l. You select the current object with click on the left button and you can
tag several things with the right button and dragging the tag box.

5. You change the current button (marked with a red edge) with the cursor
up and cursor down keys. Pressing return=left mouse button, pressing
shift+return=right mouse button. You can change the window with
'ctrl+the first letter of the title of the window'. You can use the
alt-key to gain access to the menu via the keyboard.

6. The macros: The new macros are used the same way as the macros in
the previous Devil releases. The new thing is that you can modify&view
the macros like levels and that you can change the side which will be
connected in the macro. To do so, press 'M' or select in the menu 'edit'
'set connect side/exit'. The side will be marked with three red lines in
the middle and a fourth line at the point which will be layed on the
current point when you insert the macro (just try it). This connect side
is identical with the former 'exit side', so if you use a level as
a macro the exit side is the connect side and if you use a macro as a level
the connect side is the exit side.

7. The hotkeys:
 shift+esc: fast quit
 esc: quit
 tab: change movemode
 ctrl+c: cubemode
 ctrl+s: sidemode
 ctrl+p: pointmode
 ctrl+t: thingmode
 ctrl+w: wallmode
 F2: fast save
 M: set connected side/exit
 m: make macro
 g: grid on/off
 shift+del: delete tagged
 del: delete current
 backspace: delete special
 shift+ins: insert fast
 ins: insert
 F3: make room
 5: beam to current object
 7: goto wall
 9: goto side cube
 L: previous level
 l: next level
 C: previous cube
 c: next cube
 S: previous side
 s: next side
 P: previous point
 p: next point
 T: previous thing
 t: next thing
 W: previous wall
 w: next wall
 ctrl+space: tag special
 shift+space: tag all
 space: tag
 shift+*: increase rotation angle
 shift+/: decrease rotation angle
 *: increase movefactor
 /: decrease movefactor
 A: increase visibility
 Y: decrease visibility
 Z: decrease visibility
 +: enlarge object
 -: shrink object
 y: move backward
 z: move backward
 N3: move backward
 N2: move down
 a: move forward
 N1: move forward
 N4: move left
 N8: move up
 N6: move right
 1: bank left
 8: turn down
 3: bank right 
 4: turn left
 2: turn up
 6: turn right

Have fun,
Achim

PS: Next release: Automatic mine illuminating. I originally planned
 to do this in this release but there were too much bugs to be fixed,
 sorry :-(.
