Error en pastant un niveau E1M1 au dessus de E2M1:
 E2M1
   xxxxx = E1M1 nouveau
 E1M1
 et puis rien

Crash de WinTex: en lisant la liste des textures d'un niveau (SIDEDEF)
 Pourtant, y a plus de qsort()...


>1. When I use the "rename entry" I get the "Warning, this will rename the
entry..." message, but nothing else happens! (I thought I would get a form
to type the new name into or something)...why doesn't the rename work?

2. In WinTex "help" there is a comment on how to make the FSKY look better
(it does not repeat well downwords). It says that I should make the
skypatch 256*245 pixels big to make it look better.
I did like it says (made some of the patch drop below the texture) but the
sky looks the same when running the game! (Do I have to change the "offset"
of the patch or something?   I've tried to change the offset for the patch
and pre


chercher MHD (Magneto Hydro D?) propuslsion



 WinTex 4.2  HEXEN.  
Some sounds replace ok, most not
fgtddth can,   clxdth1 cannot
The program returns "replace entry in  IWAD" for fgtddth but returns "Entry
has a different type" for clxdth1.  I have tried several sounds and have
found no discernable pattern to the refusal to replace a sound.  I have
tried replacing the SNDINFO lump but it will not take.

test save level:
bug in SAVE TEXTURE: last texture is wrong
maybe a memory problem.



Crash en 4:121C

display leaf type, node child


see progs

tassin@eerie.eerie.fr

- Show/modify some critical parts of nodes, leaves, surf...
- Display planes (proj from O to plane, cross)
- Sort the Edges by distance
- Sort the faces by distance






alias filtre "reverse|od -D|sed s/^0000\[01\]../##/ |fgrep ## | cut -c9-16,31-36| paste -s -" 



apogee@metronet.com

test modifs to LOAD BITMAP IN WAD

line display

suppress first window

load multiselected + no warning box for name check
check names while selecting them

#level: show with system color
#rewrite previous/next
#save multi selected
#si entry 'dirty', alors, autoriser son remplacement
load multi selected
cleanwad (needs fast block crunching)
sprite window

load deutex files?

ask jos to move wintex out of graphic_edit/deutex/

http://www.calyx.net/~njj 	DOOM Legalise It

tester si texture valide (pas de void patches)

change patch numbering in WinTex.
put UNUSED (or non conflicting name) instead...
take IWAD PNAMES as a basis.


 detect that there is an empty column in texture
 load level entry over any level entry 

 Installation INSTALL.EXE

 

WinTex: trouver qqun pour ecrire

bug with PWAD made from scratch, from IWAD 
re-build the InitI sequence, so that it's different
for PWAD built for scratch and for normal ones.

#try sndPlaySound on MIDI data... WRONG
 

sprite panel: anim sprites...


! check start on a double click of a WAD file

clarify WinTex startup sequence.
have IWAD loaded after wintex appears.

palette editing: row by row (256 color at the time).
	single row displayed. in a special lump.

-------------organisation--------------------
- create a WADFILE object: no, too complicated
- Rewrite Error report
- translate functions from wintex to C:
 call to editors, tools, etc...
---------------features----------------------
- draw lines better
- merge entries
- display linedef info in levels.
- 3D level display   convert levels into polygons
- sort the list of Textures and Flats
- show/edit play palette
- show/edit color map

#- add all sprites (not flats)

#- cut/copy/paste in the same directory, to move stuff around.
#- when identifying IWAD as main WAD: only the minimum.
#- list wasted space
---------------addaptation--------------------

#- distinguish HEXEN and heretic
#- level headers of hexen= contain data!
- avoid 'cannot modify an iwad'

		
multiple save entry
 asks only a directory


Jaime Alegre Wyant :

When you say there is a tutorial, you mean the part of the help section  
where you talk about swapping sprites into tutor.wad?  Yeah, thats ok,  
but unfortunately it is a royal pain in the butt to swap in and out of  
help screens while we do the steps.  And unfortunately not everyone can  
print them out.  And even worse, most of us are too lazy to write it  
down!  (me write, gross:) 
        So, what do we do to make wintex even better?  In the help files  
(i recommend a text file also) we have a faq type file.  Alot of people  
are gonna basically ask the same thing so why not have a faq section  
under help, and have it broken down even further. 
        For the tutorial part, we make easy to understand step by step  
instructions for various things.  Such as importing graphics, importing  
music, editing graphics, etc. 


  Gholston J James   


#deusf identify entries as DATA by default. treat as lump.
#deusf bugw with S_START/P_START...

Dans l'editeur de patches :

> - un UNDO serait pas mal
 bonne ide, mais pas prvu initialement, donc desormais complexe 
 et dangereux (en clair: je sais pas trop comment faire).
> - quand on selectionne un patch dans une texture, ce serait cool
>   qu'un cadre apparaisse autour du patch selectionne
 Bonne idee. mais ncessite beaucoup de modifs...

> - quand on veut lire une entree a partir d'un fichier :
>   o on devrait pouvoir entrer un masque de selection : *.seb, ...
  corriger (damned)
>   o jouer le .wav dans la fenetre File selection quand on
 pas bte. + une preview des images. je laisse ca pour plus tard...
>    o la barre de selection a disparu quand on revient
 quelle barre? J'ai rien remarqu.
> - les musiques jouent toujours pas chez moi
 MIDI player marche pas encore. Enfer.

> - la palette de couleur est incorrecte (cf les FACE* par ex)
 duh.
> - dans l'editeur de patches : quand on ne selectionne que Tex2,
>   seul BLANK est affiche alors que TEXTURE2 contient BULLSHIT
 BULLSHIT est dupliqu dans TEXTURE1 et TEXTURE2.
 WinTex supprime automatiquement les textures dupliques.



The following method is taken from my CWadImager class which handles all 
image manipulation for a wadfile (IWAD or PWAD).  I have stripped some
debugging junk and added additional comments for your sake.

void CWadImager::InitPaletteMap()
{
        // The palette map is a 256 byte array which supplies a translation
        // index between the wad palette and the windows palette.  That's
        // what allows fast translation from a wad image to a windows bitmap.

        // Free any existing palette map and allocate new space.
	delete [] m_pPalMap;
	m_pPalMap = new byte[256 * 3];
	
        // Declare a memory DC and a wad bitmap for our work.  The wad bitmap
        // is just a class that wraps up a 256 color bitmap, supplying some
        // additional functions.

	CDC dcMem;
	CWadBitmap bmp;
		
        // Create a DC based on the current video display, and create a bitmap
        // 256 pixels long by 1 pixel high.

	if ( dcMem.CreateCompatibleDC( NULL ) && bmp.Create( 256, 1 ) )
	{
                // Select the wad bitmap and palette (loaded earlier from
                // the wadfile PLAYPAL lump) into the memory DC and
                // realize the palette.  We *must* realize the palette to
                // force Windows to map the colors.

        	CBitmap* pOldBmp = dcMem.SelectObject( &bmp );
                CPalette* pOldPal = dcMem.SelectPalette( m_pPalette, false );
                dcMem.RealizePalette();
		
                // Set each pixel in the bitmap based on the palette index.
		for ( int x = 0; x < 256; x++ )
        		dcMem.SetPixel( x, 0, PALETTEINDEX( x ) );
                
                // Ok, at this point, the 256 x 1 bitmap should contain what is
                // essentially a lookup table for converting a wadgame palette
                // index into a Windows palette index.  It functions as an
identity
                // palette.  The remainder of the code simply fetches the data
                // from the bitmap and cleans up.

		byte* pBmpBits = new byte[256];
		DWORD dwBytesExpected = 256;                                   
		BITMAP bmpInfo;
		bmp.GetObject( sizeof( bmpInfo ), &bmpInfo );
		DWORD dwBytes = (DWORD)bmpInfo.bmWidthBytes * (DWORD)bmpInfo.bmHeight;
		bmp.GetBitmapBits( dwBytesExpected, pBmpBits );
			
		if ( dwBytes == dwBytesExpected )
		{                   
			for ( int i = 0; i < 256; i++ )
				m_pPalMap[i] = pBmpBits[i];
		}
			
		delete [] pBmpBits;
                dcMem.SelectObject( pOldBmp );
		dcMem.SelectPalette( pOldPal, false );
		dcMem.RealizePalette();
	}
}

When it's time to convert wadfile image data into a Windows bitmap,
I allocate a block of memory big enough for the bitmap and fill the
data with lookup values obtained from the identity palette.  I then 
use the Windows SetBitmapBits API to directly set the bitmap data.  This
is almost two orders of magnitude faster than allowing Windows to do the
palette conversion.  If any of this is unclear, please let me know.

bool AcsDecompile( const char* pcszData, long lSize, 
                   const char* pcszOutputFile )
{
	bool bReturn = false;
	FILE* pOutputFile = fopen( pcszOutputFile, "w" );

	if ( pOutputFile != NULL )
	{
		SetOutputFile( pOutputFile );
		ScriptInfo* scr = (ScriptInfo*)LoadBehavior( pcszData, lSize );

		if ( scr )
		{
			gScr = scr;
			bReturn = !PrintBehavior( gScr );
			scr = gScr;
			gScr = NULL;
			UnloadBehavior( scr );
			free( scr );
		}

		fclose( pOutputFile );
	}

	return bReturn;
}




 But how do I change the palette
IN the lmp?  Why can't the playpal be broken down into several
different .pal files (I think there's 14?), each one of them a
256 color palette?  Then they'd be easily editable with any paint
program.  Alternately, you could save all the 256 color palettes
as one big palette (24 bit) and that might work too. 

I don't get you here.  All I'd want is to be able to save it as
a palette, edit it in my paint program, then be able to import
the new palette back in.  seperate 256-color palettes would be 
preferable, however.

I don't really think PLAYPAL editing has really much use, since most 
people who import new graphics use their picture editor to do the job.  
However, it would be very useful to have a program which would take the 
standard palette, and from it create the others (pain, radiation suit, 
etc.)  I started working on a program like that, but put it on hold 
since I couldn't find much use for it.  If you think that you or others 
could find a use, then I might as well finish it off.  I was also 
working on a program that would automatically calculate the colormap -
fog, smoke, different colored lights, etc.

 Three Rings for the Elven-kings under the sky 
 Seven for the Dwarf-lords in their halls of stone 
 Nine for Mortal Men doomed to die, 
 One for the Dark Lord on his dark throne 
 In the Land of Mordor where the Shadows lie. 
 One Ring to rule them all, One Ring to find them, 
 One Ring to bring them all and in the darkness bind them 
 In the Land of Mordor where the Shadows lie.

