It is illegal to distribute the registered version of the DOOM.WAD
DOOM2.WAD or HERETIC.WAD file in any form, and Sensor Based Systems Inc. does
not encourage you in any way to make illegal copies of DOOM, DOOM II or
HERETIC.

SBS reserves the right to add or remove any functionality of the DeeP and HeeP
software.

                     And now...

Please also review README.DOC and DeeP.INI/HeeP.INI for more information

DeeP is a complete rewrite of DEU (which will be obvious when you start it).
DeeP has gobs of new features (and stability) which should make it easier
to use. We're looking forward to even more changes (all it takes is time and
money).

HeeP is DeeP with specific features for HERETIC only, including color
mapping. All references to DeeP also refer to HeeP.
  
What's new for DeeP 6.13
~~~~~~~~~~~~~~~~~~~~~~~~
*  Release for HERETIC, called HeeP. The largest HERETIC level is E1M5.

   Either DOOM's WAD files can be read by HeeP and converted to HERETIC!!

   1. Convert the Floor, Ceiling and wall textures to HERETIC (default or
      individually-using Replace)
      Use the Check/F10 menu to do the changes to textures.
   2. Modify the linedefs that behave differently (100 ?) and redo the ones
      that don't exist.
      Use the Check/F10 menu to find invalid LineDef types.
   3. Modify the sectors that behave differently and redo the ones
      that don't exist.
      Use the Check/F10 menu to find invalid Sector  types.
   4. Find and replace all Things with HERETIC stuff.
      Use the Check/F10 menu to find invalid Thing   types.

*  Totally NEW DOOR, POOL, PEDESTAL and LIGHT creation. Should make it a lot
   easier for beginner and expert alike!

*  Ins key controls LineDef creation in Vertex mode for DOORS!

*  Sector, Thing and LineDef menus automatically show the current menu
   selection.

*  Help can be PRINTED, all or by context sensitive topic.

*  Search function in Help, enter the string to search for.

*  Mouse right and bottom edge moved over 6 pixels, since some Video cards
   report an incorrect edge limit. If the edge "sticks" (the map doesn't
   move and scroll lock is not on), please let us know. We have tested this
   on a few problem cards and there could be others with a different limit.

*  Set default Door, Pool, Pedestal and Light textures.

*  Reinstalled Math-Emulator support. Accidently removed the math-emulator
   some time ago, so the SX machines and processors without a math-coprocessor
   wouldn't work. Sorry about that.

*  Sector not closed explained better and the error messages were expanded.

*  DeeP had some testing code left in it, V6.13b removed it. In addition,
   V6.13b made the Joining of Sectors back in favor of making areas, Doors
   have to press the Ins key to prevent 2-sided LineDef creation (see Help).


DeePbsp 3.0
~~~~~~~~~~~
*  DeePbsp is now DPMI and can handle any size level (see README.DOC).

DeePbsp 2.7
~~~~~~~~~~~
*  The old DeePbsp is now BSP16 with a revision for large geometric areas
   (blockmap > 5000) and is there for anyone with DPMI issues they
   don't know how to resolve.

   It's a lot slower if your map has a large blockmap, otherwise, it's pretty
   quick. It also is limited to memory below the 640kb, so the total size of
   the WAD can't exceed MAP14 + 50 percent (estimated).

   This is normally a very large level, but some WADS were made for the faster
   machines out there and they can't be done by this program (or DeeP).


  Start by reading the DeeP files README.DOC and DeeP.INI or HeeP.INI.


Credits
~~~~~~~
*  Jim Quinlan for helping discover the DPMI problems ahead of time!

*  Jim F. Flynn for making me work harder and trying different things out.

*  All the users for many good ideas, just hope I don't forget them.
   (I'm sure you'll remind me.)

*  Those who wrote in a confused state made me change the intro screens
   and help system. Without those complaints, we'd never have known how to
   address the issues.


The following people contributed to the original DEU program and thus should
be recognized for their part in helping to make DeeP since they made our job
a LOT easier:

* Brendon Wyber
     The first version of DEU was written by Brendon Wyber.

* Raphal Quinet                  (quinet@montefiore.ulg.ac.be)
     Much of DEU was written by Raphal Quinet.

* Matt Fell                       (matt.burnett@acebbs.com)
     Author of the great Unofficial Doom Specs.  Making this program
     would have been impossible if the Specs didn't exist.

     You should take this file as a technical reference and companion
     manual for DEU.  Get the file "dmspec13.txt" by anonymous FTP on
     "wuarchive.wustl.edu" (/incoming/MSDOS_UPLOADS/games/doomstuff).

* Steve Bareman                   (bareman@hope.cit.hope.edu)
     Rewrote the DEU documentation and wrote the DEU tutorial.
* Jean-Serge Gagnon               (jsg8a@acadvm1.uottawa.ca)
     Helped Steve with the docs and improved the DEU tutorial.

* Trevor Phillips                 (rphillip@cc.curtin.edu.au)
     Original Textures viewer in 256 colors

* Colin Reed                      (colin@argonaut.co.uk)
     Author of BSP node builder. 

* Dewi Morgan                     (D.Morgan@bradford.ac.uk)
     Original Drop-down menus and menu bar.

* Will Ellett                     (wellett@cs.uah.edu)
     Configuration file and better command line parsing.

* Sean Malloy                     (malloy@crash.cts.com)
     Updated the docs for the stairs, improved display of the LineDef flags, 
     etc.

* Tobias Ringstrm                (d2rinto@dtek.chalmers.se)
     Added the code to distribute floors and ceiling heights.

* Robert Hodkinson                (R.J.Hodkinson@bradford.ac.uk)
     Texture alignment (X offset).

* Per Kofod                       (per@ollie.dnk.hp.com)
     Added the code to display the pointer coords. 

* Hank Leukart                    (ap641@cleveland.freenet.edu)
     Author of the DOOM FAQ.  Publisher of Matt's Unofficial DOOM Specs.
     He was (and still is) one of the best promoters of DOOM on the net.
