For ZDoom related info with DMapEdit.

DMapEdit treats ZDoom as an Hexen type format. Most of the info found
in the Hexspc09.txt applies to ZDoom too. If you go to the ZDoom site
on the internet from the link I have on my site (http://babtech.com/doom.html)
you can get the lastest data info for ZDoom. At the time of this writing
ZDoom was still having new versions released.

Since, ZDoom uses the Doom2.wad (version 1.9 only) you will have to find
the patch to update your Doom2.wad version if it is less than version 1.9.
This Doom2.wad must go into the directory (folder) that you have the
zdoomdos.exe and it's needed files from the ZDoom site for it to run. You
need to create a converted IWAD from the Doom2.wad you have placed in
your ZDoom directory. To do this, go into the ZDoom directory and type:

zwadconv.exe doom2.wad zdoomdme.wad

This will create the zdoomdme.wad that is needed for DMapEdit to be able
to edit any wads for ZDoom. Zdoomdme.wad is treated as the IWAD for ZDoom
in DMapEdit. Again, you must convert a 1.9 version of the Doom2.wad or it
will not work.

I have added the Hexspc09.txt file for detailed info on Hexen data. There
are a few new files added to the DMapEdit files. They are acc.exe, acc.bat
and descript.exe which are all used for Hexen and ZDoom support. There are
also several z*.acs files that work with the .acc files so, please leave them
in the main DMapEdit directory. The acc.* files are used directly by
DMapEdit.

You need to keep your .acs files in your DMapEdit directory if you want
DMapEdit to compile them to the default HXSCRIPT.O file. The HXSCRIPT.O
file is the compiled ZDoom script that DMapEdit will insert into the .wad
map. Once you have compiled your .acs script into the HXSCRIPT.O file you
will need to Save the .wad for it to be actually inserted into the .wad
map. The compiling of .acs files and insertion of the HXSCRIPT.O scripts
are done from the Advanced Menu.

If you look at the ReadMe.txt file in your DMapEdit directory, you will
see the files that are needed for DMapEdit to run correctly.

When you choose the compile script option under the Advanced Menu, a
window will appear. Enter the .acs filename to be compiled (no 
.acs extension) in the first row. The second row want to know if you want
a Basic or Detailed compiled.log written. As suggested, the Basic option
writes the basic data about the compiled file, the Detailed writes
detailed data about the compiled file to a compile.log file. The next two
options in the window are for saving your .wad and making the map. If the
Make map option is checked the Save map option will automatically be
checked. If one or more of these two options are check it is best to leave
them alone and just click the Ok button. DMapEdit exits to compile the
.acs file and then returns back to DMapEdit again. So, if you do not Save
and/or Make the map when it was needed don't come crying to me. To be safe, 
you should always Save the map before clicking the Ok button in this
window. Unlike the Play Game option under the File Menu where the map is
auto saved, I wanted to give you the option to save the map here. Just
save the map when in doubt!

Another useful tool for editing your maps such as adding sounds and such,
is WinTex 4.3. You can find a link to WinTex on my doom site at:

http://babtech.com/doom.html

Enjoy!

    -Bruce
