ftp://ftp.cs.orst.edu:/software/NeXT/submissions/DoomView_2.0.MIHS.b.README ftp://ftp.cs.orst.edu:/software/NeXT/submissions/DoomView_2.0.MIHS.b.tar.gz (these should be moved to /software/NeXT/binaries/games/ and replace the files DoomView.app.MIH.b.tar.gz and DoomView_1.0.MIH.b.tar.gz previously stored there) DoomView.app is a NEXTSTEP application for browsing the contents of the various "WAD" files that work with the Doom.app and DoomII.app games. Developed under Release 3.3 of NEXTSTEP, DoomView 2.0 will only run on systems with Release 3.1 or later due to use of the DBKit's TableView. It runs on Motorola(NeXT), Intel, HPPA, and SPARC hardware. Version 2.0 of DoomView adds support for Doom 2 format WAD Files (from id Software and 3rd parties) in addition to the original Doom 1 format. There are many new features throughout the program, most useful is the TEXTURE inspector which combines the various patches listed in a selected TEXTURE and show the composite image in a separate window. Version 1.0 of DoomView improved over Version 0.8h by adding many new features, increasing performance of existing features, and by supporting crude editing of the WAD File. The editing is crude because the size of resources cannot be changed, nor can new sections be added (yet). Support of external "PWAD" files is now working, and you can specify an "IWAD" which will provide the color palette for "PWAD" files which do not include their own. [KEEP THIS FILE: It's your only Help :-) ] DoomView.app lets you listen to sounds, view textures, pictures, walls, and floors, and look through lists of objects on each level. Sound and Bitmap resources can be saved to NEXTSTEP-compatible format files. The handiest feature is that you can view the map for any level, scroll through it, and print an automatically scaled map to your PostScript printer. Items are shown as they are in cheat mode, with the option to select only those objects which appear on specific skill levels. Clicking on an object will reveal its name and a list of all the difficulty levels in which you'll find that object. An additional check button enables display of hidden walls. If you're having trouble getting your score up on those "secret" rooms, command-clicking on a trigger (usually shown in purple on the maps, but not always) will automatically scroll the map view to the section that is triggered by crossing, and will highlight the area affected. Display of images within the Doom file is enhanced by a set of popuplists which are labelled. The "Size" popuplist should have an obvious function - scaling the image is very fast. The color palettes in Doom are 24-bit, taken from a single 8-bit palette at a time. There are 32 levels of brightness (darkness) which can be selected by the "Light" popuplist. The second to the last one is a black and white color map which indicates invincibility status. The "Palette" popuplist selects from the palettes used to indicate player damage (8 levels of red shading), animated feedback for picking up objects (4 levels of green shading), and a palette used when the radiation suit is worn (another green hue). You can play with these, but the default selections show the images best. The "Gamma" popuplist allows selection of the same Gamma Correction translations that are used within Doom. On my display, gamma level 3 usually looks best. Check out "SKY1" under "Walls" for the mountains in the background. Clicking within an image will display the X and Y position of the mouse in that image's coordinate system. If there is anything in the user interface that you do not understand, just try it out. No harm will be done unless you save the WAD and overwrite your original. Depending upon time and interest, this may become an editor for custom Doom adventures. If you feel like letting me know how much you enjoy this little programming exercise, your comments are welcome. Response has been wonderful so far! LEGAL STUFF ----------- I am tired of legalese, so I will word the following in plain english. The language should be precise enough to avoid misunderstanding in the event that legal action is necessary. Please do not charge money for this utility or for any service you provide using this utility. Please do not remove my name from this README, the executable, or its associated user interface files. Please do not distribute modified versions of any of these files. I hold the copyrights for this utility and do not give permission for it to be distributed on CD-ROM without my prior written permission. For those of you who are compiling CD-ROM archives of software available freely via ftp, these restrictions are aimed directly at you - especially if you are planning to charge for the CD-ROM, but even if you are not. I would suggest keeping a copy of this README around to remind you not to forget about the restrictions I have placed on this free software. Future versions are not guaranteed to be free. There are no guarantees or warranties associated with this free software. You must accept it as is or else do without it. Brian Willoughby Software Design Engineer, BSEE from NCSU NeXTmail welcome Sound Consulting: Software Design and Development BrianW@SoundS.WA.com Bellevue, WA