---------------------
New stuff since v3.01
---------------------

Beta 14:
--------

* Got the demo code updated to work with the new system of doing things (i.e.
   dmapedit.ini)  Basically, this means you can record demos again, and they
   should work for a long time to come (hopefully).

* New error checks have been added to the error checker.  Thanx to Bruce
   Benko for that.

* DMapEdit now uses XPD for startup and spawning.  The big reason for this is
   to get around a little problem that DJGPP has.  You shouldn't notice any
   difference really, on the user end.

* Added some INI variables, including 'forced doom 2 CCT', which will let you
   use the old 'palette.dme' file again, if you are one who liked that
   better.

* Added a little variety to the buttons.  There are now check-boxes as well
   as radio buttons.  Radio buttons are used for dependent cases (only one
   item in the set can be selected at once), while check-boxes operate
   independently of everything else.  The last case would be buttons that
   you can click on to perform some operation or change a field value.  Right
   now it's a radio button still, but if anyone has a good idea for something
   else we could use, I'd like to hear from you.  Also, feedback on what you
   think of these check-boxes would be appreciated.  I'm not even sure if I
   really like them yet or not myself actually.

* Spawn doom options window is now available, allowing you to specify the
   conditions to use to test out your map with in Doom.

* Probably a lot more stuff, but I can't remember any of it, so too bad.. :)

Beta 13:
--------

* Added scale, rotate and scretch options in the edit menu.  For all those
   who have been waiting for that, it's finally in.  It has a slight problem
   with leaving garbage on the screen when the mouse crosses one of the
   'non-fixed' lines.  I can't figure out how to eliminate it.  Everything I
   try seems to get me nowhere.  If anyone can figure out how to fix it, let
   me know, and I'll throw your name in the 'thanx to' section of the docs.
   Let me know if you'd like me to explain the problem and theory behind the
   code, and where the problem is.  Oh hell, I'll just throw it at the end
   of this file instead. :)

* Fixed the bug that caused DMapEdit to crash if you passed a PWAD to it via
   the command line.

* Fixed the line edit window bug that didn't realize it was supposed to be
   changing the default line, instead of linedef #-1. :)

* Fixed the bug that didn't allow you to have negative values for offsets in
   the second sidedef in the line edit window.

* Fixed a bug in the map data group saving function.  It indents the entry
   now and doesn't duplicate it, like it was before.

* Fixed a bug that causes the wall texture names to be screwed up when a map
   is autoloaded at startup (any time you didn't tell DMapEdit specifically
   that you want to load a map).

* Updated (not completely finished yet though) the description comments in
   the 'dmapedit.ini' file.  Also removed existing slots and data groups,
   instead of leaving you with configurations I last used.

Beta 12:
--------

* Revamped the INI reader.  It will now handle all the information that
   state.dme stored, and in plain text, making it easily changable by you
   the user if you wish to, and also makes it more flexible.  It also stores
   the information for all the map slots instead of just the current slot,
   so the full map slot state can be restored as well.

* Default thing type #'s 1-3 now increment to the next type # when a thing
   is placed on the map.  This makes it simple to add all 4 player start
   points at once.  Simply pick type #1, and click in four different places
   to set start points there.  After the first start point is placed, the
   default thing type will be 2, etc.

* Ability to spawn Doom now.  If you want to try your map out in Doom real
   quick and see if it looks and plays ok or whatever, just select this
   option from the file menu.  It'll generate nodes and stuff if you need
   them, and then run doom directly for you.  Once you quit Doom, it'll
   come back to DMapEdit again.  This is the first time I've messed with
   spawning programs and such, so I dunno how great a job I did with it all,
   so let me know if you run into problems.  Right now it defaults to level
   3 difficulty.  I'll put in a selection window so you can pick different
   options soon, but for now, you have to live without that. :)

* There's a new flicker-free mode to the 3D renderer.  The 'F' key toggles
   it.  What this does is draw the screen to a buffer and then transfers it
   all to the screen at once.  Kinda nice.  I'm using the GRX library
   directly for my new game, so I'm more used to the GRX type calls, so this
   is just a little benefit from what I learned there. :)

* Put something in to get around DJGPP's little problem of not bothering to
   pass the 0th argument to DMapEdit (making DMapEdit unable to tell where
   it is located on your system).  Just use the '-d' switch, so like
   'dmapedit -d c:\dme'.  Best to just throw this in a batch file that is
   in your path somewhere, and you'll be able to run DMapEdit from anywhere,
   and not just in it's home directory.

* On-the-fly Doom to DMapEdit color converting.  Big deal, right?  It
   already displayed Doom textures fine.  The reason this is significant is
   not for Doom, but for adding in support of other games, like Heretic and
   Hexen.  Displaying Heretic textures with the Doom palette doesn't look
   very pretty.  Now that this change is in, the way is clear for adding
   Heretic support, and Hexen, if anyone has the specs for it yet.

* Mark line/vertex moving doesn't do the abnoxious map-redraw every time the
   mouse moves anymore.

* Fixed a bug with the 'doom 2 path =' line in dmapedit.ini.  DMapEdit won't
   crash now if you don't have Doom II. :)

* Finally got around to adding default sectordef editing.

* Also finally got around to adding the sector blend mode bluebox.

* Automatic Linedef flipping to solve errors has been disabled.  Everyone is
   complaining about it, so we'll try it this way.  We'll see if Doom refuses
   to run maps more often from now on or not.

* Arrow keys supported in the picklists now, and letter keys work in the
   floor/ceiling texture picklist now.

* Bug in save window fixed.

* What else..  Other little things I can't remember right now.  One day I'll
   probably get better organized and keep track of the stuff I do as I do it,
   but I'm not that organized yet. :)

Beta 11:
--------

* Actually, I don't remember all that much what I've changed, but I'll list
   what I can remember.

* The DJGPP version now defaults to keeping the old textures in memory.
   This should speed up the wall texture view again.  A lot of people were
   complaining about it being slow, so maybe this solve that.  Let me know.

* Unavailable options in the menus are dimed now.

* Generate sectors now has a warning message to inform you that it will
   destroy existing sectors.

* Deleting a line doesn't automatically combine the 2 sectors into one
   anymore.  Easy enough just to rebuild the polygon if you want it to be
   one sector.

* Multi-map switching between maps with different wall textures has been
   fixed.  Copy and pasting between Doom 1 and Doom II maps in different
   slots should work fine now.  Did for me. :)

Beta 10:
--------

* Fixed more bugs!  All these bugs are getting pretty ridiculous.  Someone
   wanted me to make finer steps in the zoom routines.  Big mistake!  I'm
   still trying to fix everything to work with it now.  The only bug I
   still know about with this is the staircase builder.  Nothing big, but
   if it acts funny on you, change the zoom level by one.  My main goal for
   beta 10 was simply to get it stable again.  Here's a list of bugs fixed:

   + Scale mismatch errors have been fixed, wherever I could find them.
   + Found problems with Reject occuring.  (see below)
   + Fix sectors & generate sectors gets an error when there are no lines.
      Pointless to use it in such a case, but it still shouldn't give you a
      fatal error, so I fixed that.
   + Whenever you try to load a map without any nodes, it would erase all
      your vertexes, so the map looked like a huge jumble of lines.  Such a
      map is ok on disk, it's just that DMapEdit screwed it up after it
      loaded it.  Fixed now, though.  It should load a map like that fine
      now, if you encountered this bug.

* Roundoff (snap-to-grid) can be toggled on and off now with the ' key.
   This will allow you to keep your current roundoff level intact when you
   want to use it again.

* I found out that Reject was only calculated in one place in DMapEdit, and
   that was after a 'generate sectors'.  This could cause problems for wads
   that already have a reject bitmap when you add more sectors.  The reject
   bitmap no longer will be the correct size, and between the actual and the
   'should be size' is undefined, and could be set.  This can cause a number
   of problems:

   + Shooting rockets at walls point blank doesn't hurt you at all.
   + monsters round around you but never attack.
   + monsters looking straigh at you don't see you and thus don't 'wake up'.

   If you have a PWAD that you created that suffers from these problems,
   you can fix them now.  Reject is rebuild with a 'make', but can also be
   recalculated with Alt-J.

Beta 9:
-------

* Fixed new bug that showed up in beta 8 with floor/ceiling textures not
   being found correctly from the IWADs.

Beta 8:
-------

* Beta 7 was actually quite buggy.  Here's what the bugs were:

   + When saving the editor state, it only recorded the filename itself,
      and not the full path to the current PWAD.  So when it tries to
      restore the state later, it tries to find the PWAD in the current
      directory.  If it wasn't there, it crashed.  However, even if it
      can't find it, it should just load up the IWAD instead.  This has
      been fixed now.

   + When working with multiple maps at once, not all the information was
      being swapped in and out, mainly the wall textures.  This could
      easily corrupt everything.  Unfortunately, I haven't managed to
      track down all the bugs here yet, so watch out if you use more than
      one map slot.

Beta 7:
-------

* 3D preview now allows you to use coloring in solid rendering mode that
   most closely matchs the texture on that wall.  Use 'C' to toggle this.

* Preference menu items and the editor state can not be saved and restored
   on exit/startup.  This is used by the demo functions, to keep a demo
   played back in a fixed state.  As a result, previous demos, if you have
   recorded any, won't work.  If you really want to convert them over,
   let me know and I'll explain how to do it.

* Multi-map is in and working.  I have done quite a bit of testing on it,
   and it's working pretty good now, but I really can't say how stable it
   is.  However, as beta testers, I would appreiciate it if you used it a
   lot, as long as you aren't working on anything important.  If you are,
   you could make a backup of it and then heavily test it. :)

* Grid style (solid or dotted lines) is now selectable in the dmapedit.ini
   file.  Variable is 'grid lines', and can be 'solid' or 'dotted'.  So, lets
   have a vote.  Try them both out and tell me which one you like better.  I
   will make the one that the most number of people like best the default
   grid style.  Also, if you zoom out too far, and the distance between
   grid lines gets below 8 pixils, DMapEdit will draw every other/every
   fourth/etc grid line until they are 8 or more apart.  That's not new.
   What's new is that the grid will be drawn in red now if all the grid
   lines aren't being drawn, so you know that the grid you see doesn't
   represent the true grid size indicated.

* Hold down the Alt key in rectangle creation mode while dragging out a
   rectangle will now force that rectangle to be a square instead.

* Fixed a bug with the 'grid' setting used in the dmapedit.ini file.

Before beta 7:
--------------

* 3D preview.  See above for more information of this.

* Auto staircase-builder.  Type 'b' to get it going.  Should work without
   and problems.  The ceiling problem has been fixed.

* Polygon generator.  Selectable from the misc menu.

* Convert sector to door function.  Type 'd' to activate it.

* Demo record/playback.

* Rectangle mode is in.  Only way to get to it right now is with F5.
   So, press F5 and drag yourself some boxes.  I think you'll enjoy it.  
   Currently only overlapping horizontal and vertical lines are checked 
   for and merged, but the other checks are on the way.

* Sidedef edit mode is in.  Use F6 to get to it.  It displays textures on
   the currently highlighted sidedef, and it is also handy for editing
   groups of sidedefs.  Ever wanted to edit all the sidedefs of a sector
   at once?  Just mark a sector in sector edit mode, switch to sidedef
   edit mode, and press spacebar.  Well, kinda.  I'm still working on it
   so it probably won't work correctly, but it will soon.

* Pretty minor, but when box-marking, or making a rectangle in rectangle 
   mode, you can press the delete button/key to cancel.  You will be 
   holding down one of the buttons already (for stretching the box), so 
   the remaining buttons (excluding the delete button) will switch you 
   to the opposite corner of the box.  Handy if you started the box but
   found you slipped slightly from where you wanted to start.

* New lines are created smarter now.  If the line is single sided, it 
   won't have a '-' for the middle texture.  If it's double sided, but 
   has a multi-patch texture for the middle, it'll change it to '-' 
   automatically for you.  So, creating lines shouldn't introduce
   sidedef errors of any type anymore.

* The merging problems with rectangle mode I decided to handle in the 
   add new line function.  So, new lines you create from line edit mode 
   will also merge.  Like I said, though, only the horizontal and 
   vertical overlap cases are currectly detected.

* add/remake sector function has been fixed up and improved.  Void
   detection worked much better now, and should be flawless.  It also
   won't alter anything if it fails during the process.  It's also much
   faster, since void checking is done 'as it goes' instead of before it
   even attempts to do anything.

* Whole new interface!  Menus, toolbar, info boxes!  Better than windows 
   itself! (only my opinion, of course)  And a lot more colorful too.  
   If you are going to spend hours building maps, shouldn't it be 
   plesant to look at?

* Better docs!  It describes in detail not only how to use DMapEdit, but
   how to go about making maps, what rules need to be followed, how doors,
   lift, etc work, you name it.  And because it is split up into several
   files, the info you are looking for is generally easier to find.
   There's even a DMapEdit FAQ.

* Copy and paste!  Duplicate whole groups of Things, Lines, etc. and put 
   copies elsewhere on your map.

* Fix sectors option available now.  Much like 'generate sectors', only it
   doesn't trash your old sector definitions first.  Instead, it tries to
   use your old sector definitions.

* Template support!  Mark a group of objects, copy them, and save to a 
   template file to use later in other pwads.  Grab template files from 
   friends and build a prefabricated structures library.  Distribute whole 
   libraries for others to use.  You can use templates to snag an area 
   from another pwad and put it into one of yours too.  Templates are 
   the future of doom map editing, and will make map creating a snap.

* Map scrollable with the mouse.  Bring the cursor near the edge of the 
   screen, and it changes to an arrow.  Press the left mouse button to 
   scroll a single step, or the right mouse button to scroll continuously.
   Also, holding ctrl, pressing a mouse button and dragging will drag 
   the map viewing area.  Nice for positioning it exactly where you want 
   it.

* Many preferences selectable from the preferences menu.  Things like 
   zoom on cursor position, grid size follows roundoff value, etc.

* File picklist system, much like most DOS programs use.  See all the 
   PWADs you have in your directory and click on the one you want to 
   load.  You can even use the 'del' key to delete PWADs off your drive.

* Extensive map error checking.  If your map has an error, chances are
   DMapEdit will find it!  The only thing I know of that it won't find
   is some causes of HOM.  This is something that is almost impossible
   to detect.  If anyone has an idea for doing it though, let me know and
   I'll put it in if it's feasable.

* Node generator has been improved.  Faster and better than before.  Code
   was written by be from scratch, so won't hit problems that other node
   builders hit.  There is checking for roundoff errors as well (complex
   splits), but this new code doesn't appear to get any such errors.
   Thanx to the Renegade Node builder, which I stole the line-splitting
   method from.  Still don't fully understand the math, though.. :)

* Map rating system for all difficulty settings.  Nice for telling how 
   hard a map is likely to be, and to see if difficulty settings are even 
   implimented in a map.

* Bug fixes:
   + Line color wasn't updated after editing a line.
   + Cancel button wasn't reachable in 1024x768 graphics mode.
   + Saved maps were corrupt when sidedefs memory block was >64k.
   + Vertical lines weren't skipped when remaking sectors.
   + Void detection has been improved when remaking/adding sectors.  Also,
      no changes are made if the operation fails, so you don't have added
      sidedefs around the map.
   + Node generator bug fixed while I was optimizing it.  So, not sure what
      was causing it, but it's gone now.  Hasn't failed on any valid map
      yet.  I dare you to find an exception! :)
   + Math optimizations everywhere, thanx to Robert Forsman, 'Math God'

--------------------
New stuff since v3.0
--------------------

* Combined the shareware module (unreg.c) and registered module (reg.c)
   into a single module, which is now used.  It's basically just the
   registered version now, except for messages and such.

* Fixed a minor bug in the texture picklist.  No, it's not the major bug
   that some people are talking about.  I haven't found that one yet, and
   may not anytime in the near future.  This one's hiding really well in
   there.  I don't know if it's every really in the texture picklist
   routines, or is somewhere else, and the picklist just shows the symptoms
   of it.  If anyone out there can debug, and has this problem on their
   system (it doesn't show up on my system normally) and are interested in
   trying to find it, THANX!  Your name will go to the front of the 'thanks
   you' list at the end of this file.

* Fixed the group line edit bugs.  Now, when you change something, it will
   actually be changed!

* Fixed a bug in saving maps.  Some people said that texture names were
   getting screwed up after a blockmap generation.  Well, close.  Actually
   it happened when you saved a map with the size of the sidedef memory
   block >64k.  Fixed now, though.

* Included is a very helpful file called 'concepts.doc', which I wrote to
   help anyone out there who doesn't have god-like knowledge of the internal
   workings of Doom by reading and fully understanding the unofficial Doom
   specs.  It's an excellent file for programmers and hackers, but it's not
   really written for map designers.  So, 'concepts.doc' will give you all
   the basic concepts and such you need to know instead.  Let me know if
   you have any ideas/complains/feedback on this file.  I'm more of a
   programmer than a docs writter..

--------------------
New stuff since v2.1
--------------------

* Memory usage has been drastically altered.  You should be able to use 
   it with less memory now, and with larger files, as long as you have 
   memory for it all.  The old limits I had for everything are now 
   gone.  It still uses base memory, and not EMS or XMS.  Until I know 
   how to use these memories, it will stay this way.  If your map gets 
   too big to for DMapEdit, it's probably too to play with Doom without 
   it being slow on the average pc.  Split into a few missions instead!

* Texture picklists!  No need to try and remember/figure out all the 
   wall texture names.  If you become familiar with the names, though, 
   and know just what texture you want, you can still just type it in,  
   (for power users like myself), by clicking with the right mouse
   button instead.

* Zooming, roundoff, and the grid has been changed around.  Zooming has 
   "half-steps" now.  The grid now displays to the scale of the roundoff 
   level, unless the space would fall below 7 pixils between lines.  In 
   this case, every other line/fourth line, eighth/etc is drawn instead.

* Made a new hilight method, which is now the default.  If you liked the 
   old way better, though, it is still possible to use that.  Just put 
   "flash mode=old" in the INI file.  Which brings us to:

* INI file support.  You change all sorts of default settings in the 
   "dmapedit.ini" file.  Take a look at it.  A list of all INI file 
   variables and values is discussed in "dme_ini.doc".

* There is now a crosshare that shows where adding things, etc will be 
   put.  With roundoff values greater than 1, this position can be 
   different from the mouse hotspot.  ("roundoff" is know and "snap-to 
   grid" in some other editors)  If it gets on your nerves or something, 
   you can turn it off with the 'x' key.

* Node generator has been improved to eliminate the "sliver" effect it 
   used to produce.  The "sliver" effect is a very narrow vertical line 
   that you can see through while playing doom.  The speed hasn't been 
   changed from v2.1.  This will be worked on for the next version, 
   hopefully.

* Loading/saving to a working datafile is no longer supported.  Such 
   files are obsolete, and PWADs should be used instead.  The new 
   load/save routines have been greatly improved as well. "L" and "S" 
   are now used to load/save to/from a PWAD, which is first prompts 
   your for.  "Alt-L" and "Alt-S" will also load/save to/from a PWAD, 
   but it doesn't prompt you for the name first, unless this is the 
   first time it has asked you.

* Ability to re-configure the mouse buttons.  Key to do this is <tab>.
   Then just click the function button with the whatever mouse button 
   you wish that button to be used for.

* Ability to mark objects (an object is a Thing, Vertex, Line, Sidedef, 
   or Sector).  Except for Things, all marked objects affect the marking 
   of the remaining object.  Thus, if you mark a sector, it also marks 
   all the lines touching the sector, all sidedefs facing the sector, 
   and all vertexes involved.  Once you have marked object(s), you can 
   do several things with them as a group.  See the appropriate section 
   below for more information.

* Ok and Cancel buttons have been added to the relevent windows.  The 
   <enter> key simulates the Ok button, and <esc> for Cancel also.

* Most of the edit modes have been changed around a little to be more 
   intuative and useful.

* More error checking routines have been implemented.

* Many bugs have been corrected from v2.1, including: change level bug, 
   which reported inability to open "", display filter buttons wouldn't 
   light up, "sliver" bug in node generator, creating 'donut sectors.'
   That's all I can remember offhand.

--------------------
New stuff since v2.0
--------------------

* Shareware version will allow you to save maps of limited size now.  A 
   map such as E1M1 is too big.  In fact, all the original maps are too 
   big.  This has been done so that people can test it out and verify 
   that it does actually work (with the distrust of current node 
   generations lately, I needed to provide this save ability)

* Bug fixes.  Ok, so I guess I didn't get all the bugs.  I planned to, 
   but forgot to do so with everything else on my mind.  Sorry.  Got 
   them now, though.  I'm sure this time, because unlike last time, I
   fixed them before I am writting this. :)

* Ability to flip lines now, (and flip line & sidedefs).  Because of 
   dooms pickyness with a sidedef on the right side, you can do this.  I 
   really don't think it will be needed anymore, though.  DMapEdit will 
   automatically handle these problems for you, but in case I'm wrong (I 
   didn't write Doom, so I can't be sure what will and will not cause 
   problems), this options is here.

Note: Be sure to line error-check any map from other editors or previous 
      versions of DMapEdit.  Can't hurt anything, and it will fix any
      minor problems a map may have.  (such as a map causing doom to 
      hang or reboot when it loads the map, which happened to me, and 
      thus I was able to fix DMapEdit to repair them)
               
--------------------
New stuff since v1.1
--------------------

* Fix of all know bugs!  If there's still any around, then let me know, 
   since I can only fix bugs I know about, and if there still are any
   in there, I don't know about them.

* Sector edit mode has been improved.  You can add/delete sectors with
   the proper add/delete mouse buttons (or ins/del keys).  There is also 
   a sector blend/copy function now (requested by Rod McCabe, in the 
   first postal letter I have received of 2 total to date :)  For
   information about this function, see below under 'sector editing'.

* A new misc/advanced functions menu (F9 key), with several options:

  * Error checking options:  Use these to check over a new map to 
     identify any errors that might exist (and fix some of them).  If 
     you get a new PWAD from somewhere, you should error check it before
     you start messing around with it in DMapEdit.  Strange thing might
     happen if you start editing a map with errors.

  * Line Fixer:  This option will correct any errors or inconsistancies
     it detects with the lines/sidedefs.  It may change things that 
     are meant to be the way they are (the less common special effect 
     type things), so it should probably be used mainly for a major 
     overhaul, or to setup sidedefs for a new map that you have laid out 
     the lines for (easier than doing it by hand!)

  * Sector generator:  This options will reconstruct, from scratch, all 
     the sectors.  This should really only be used for a major overhaul, 
     or on a new map without any sectors yet, since any existing sector 
     information will be lost, replaced with a standard sector definition.

  * Fix sectors:  Not yet available, this will attempt to correct any 
     problems with existing sectors, and create new sectors in any 
     empty polygons.  The result will be pretty much the same as with 
     the sector generator, except the current sector info will not be 
     trashed, but incorperated.

  * Node generator:  Before a new or line changed map can be played, a 
     node structure must be generated.  That is what this option will 
     do.  I have fixed all the bugs in it, and tested it out on several 
     maps, and it has worked fine on them all.

  * Blockmap generator: When you complete a new map, or finish changing
     an existing map around, the last two steps are to create a Node BSP 
     tree, and a blockmap, before you can play it.  The blockmap 
     generator works flawlessly, but the node generator..you know..

* Working PWAD/datafile name and editing mode is now displayed at the 
   bottom of the screen.

* Picklist now is scrollable in 2 directions.  The old selection is also 
   in the middle of the displayed list now, instead of the top. (for 
   example, the current thing is an ammo clip, and you select picklist, 
   then the ammo clip will be in the center of the displayed list).
