Translators Note:
When the grid is on, the Points will be set to a point on the grid. If your enlarge factor is too similar to the grid-size, then you may find that `nothing happens' when you select enlarge or shrink. Turn the grid off in this case.
* Polynom: This is a curved or twisted corridor.
* Straight: Simply a straight corridor.
* Ellipse: A corridor in the form of an ellipse
The `Cubesize' field allows you to specify how long each cube segment should be.
All types of corridors also work with multiple sides as the starting side, i.e., if you tag multiple, neighboring (flat) sides and start the Corridor-wizard with one of these sides as the current side, the initial cross-sectional surface of the corridor consists of the current and the tagged sides.
Translators Note:
Despite the above, the Corridor-wizard does not consider cube sides in the cross-section that are on the other side of a solid wall to the current cube. In order to produce a corridor using this shape as a base, you must join all the cubes before invoking the corridor wizard ... you can always insert the sides again afterwards. The corridor wizard also honors the settings for convex/weird, so if you find that a corridor seem to stop before it should, it could be that cubes in the next segment would have been non-convex.
Moving the markers closer together reduces the number of cubes. (min. 3)
In the control window there are also three additional controls:
* Insert/Delete: With these controls, additional Markers can be inserted in (or deleted from) the corridor in order to be able to change the shape of the corridor more easily.
* `Connect End': With this control, the end of the corridor is joined to the current side (which may not always be possible) and then it can only be manipulated using the remaining markers in the rest of the corridor.
Control: Just a straight line between the base and end marker.
Moving the marker closer to the base reduces the number of cubes. (Min 3)
Control: An ellipse using one marker to indicate the large radius
and a second for the small radius.
Moving the markers closer together reduces the number of cubes.
Translators Note:
* You do not need to declare this exit in Descent 2 as transition to the next level will still work correctly without it, but you should still ensure that it cannot be seen (hide it around a bend etc.) because this side will exhibit the well-known "Hall Of Mirrors" effect.
* Although you cannot provide your own exit sequences in Descent 2 (1.2), you can have the cut-scenes from the CD played by replacing the reactor with one of the Big-Boss robots which appeared in the last level for each planet.
A sudden transition from light to dark can be avoided during calculation if you select the `Lights and Textures' option `Set smooth edge light' instead of `Set edge light'.
The calculation of the Edge-lighting is influenced by the following parameters:
* In the Internal window: `Quarterway'. This is the distance that light still travels once the intensity is reduced by a quarter. An increase in this values results in light-sources which have a longer range (i.e. it doesn't fade a lot close up, but only further away).
* In the Internal window: `Brightness'. This is simply the factor which all of the strengths of the texture light-sources are multiplied by. An increase in this value results in light-sources which are brighter (i.e., all of the light-source illuminated Edges are brighter by the same factor, those which are relatively near and those that are far way).
* In the light-source file (Standard files are `default.ls1' for Descent 1 and `default.ls2' for Descent 2): Each texture which is a light-source has a brightness value specified here. The texture divided into 2*2=4 sections in which the light can be specified individually. The light-source file to be used can be changed with the menu option `Change lightsource file'.
Devil goes about level-illumination as follows: Each Side is checked against the table in the light-source file to see whether the texture is a light-source or not. If it is, then Devil places "light-sources" onto the side and calculates their effect. To do so, the texture is divided in four sections and placed like that on the Side as it would appear later in Descent.
The four sections of each bitmap in the side are "replaced" with light sources; the intensity of these light sources are modified only if a part of the section lies on the side. The effect of each light source is then calculated and the light on the edges is set in an appropriate way to simulate these light effects. The light dispersion is also "smoothed" afterwards in order to avoid having abrupt changes of light on (nearly) flat walls.
The `Adjust Light' button will only be active once the level has been illuminated with this version of Devil, and then only if the current side contains a recognized lightsource. This feature is only really useful when one of the rendering modes is on as it displays the results of your additional, manual adjustment of the lighting. If this button is pressed, all lightsources except the one on the current side are turned off and you can manually adjust the light from this specific lightsource alone by changing the light values of the edges. Once you have done this, click on the 'Adjust light' button with the left mouse-button to save your changes or with the right mouse-button to cancel your changes. In both cases the other lightsources will be turned on again. (If you press the 'Adjust light' button in a level which doesn't have full light information, 'the turning on' of the other lightsources will produce incorrect results.)
If the lightsource has a F.L. mask assigned to it, making it a blinking light, then this effect will be simulated if you click the right mouse-button in the level window. (The Move&Display option `Flickering lights' in the Internal menu must be selected). A message will be displayed if the frame-rate would drop below the fastest displayable flickering light; you can easily test this if you set the timer for a lightsource to 0.01. If your system is not powerful enough to display as many frames as are needed for the light (e.g. you need at least 10 frames per second to display a blinking light with mask 10 and timer 0.1), you can "stretch" the time-scale using the Internal menu option. (e.g. if you specify a value 2.0 in 'Stretch time', a light which will blink every 1/10 second in Descent, will blink every 1/5 second in Devil). I would expect a frame-rate at about 10 frames on a normal system (Pentium 133, a window with 480*480). You can speed up the whole thing a lot if you use smaller windows to display the level (this is due to the slow copying routines of the grx-library which are not that easy to avoid because I need the rest of the library).
This function also works with the textures in the texture list displays.
Sides currently tagged will not be untagged first, making this an `add' operation. Sides considered `flat' to any tagged side will be tagged as well, not only those considered `flat' to the current side.
In Side mode: All sides of tagged cubes will be tagged.
In Edge mode: All edges of tagged tagged cubes will be tagged.
In Point mode: All points of tagged cubes will be tagged.
The Mission Manager does not cater for the insertion of all the various newly-defined files in Descent; if you want to change the textures in Descent for example, you will have to a different program than Devil for this (check the link on the title-page and Section 7.5 )
You can mark multiple levels in both the right and the left list; either by selecting them individually or by using a wildcard (e.g. `*') in the text field above the list. Devil does not respect the dot, i.e. `*.*' is not required, `*' suffices to mark all the levels.
With the Button `Open hog file' you can open a Hog file. The list of levels in this Hog file then appears in the left hand display.
Using the Buttons `->' and `<-` you can add/remove levels into/out of the displayed sequence. When adding, a level must first be marked on the right hand side before it can be inserted on the left hand side or if no level is marked, before the first secret level can be added to the end. To insert a level in a particular position in the sequence, tag the level above which you want the new level to be added.
Removing a level from the list with the `->' button does not delete the saved level from disk. If you delete a level which has been marked as having a secret exit then the corresponding secret level will be converted back to a normal level.. In this case you will have to remove the secret level as well before re-adding because a secret level can only be declared when it is inserted.
With the Button `<-Secret:' you can insert a secret level into the mission. The level number (simply counted from the top of the list on the left) which contains a Wall of the `Secret exit' type, must be specified in the `Secret' field (complete the entry by pressing Enter). The level receives a special indicator in the left hand list (namely the number of the level with the secret exit behind the level name) and is automatically placed at the bottom of the list.
With the button `Extract levels' you can copy single or multiple levels out of a Hog file and [place them into the directory specified on the right hand side panel. You can then load them into Devil, which is particularly useful in order to get to the original Descent levels, for which you simply open the Hog file `descent.hog' in the Descent directory. Data pertaining to secret levels is not available in this file, however, but you can identify certain of the Descent 2 secret levels by their `-S.RL2' suffix.
Under `Mission name:' you specify the name of the mission. This you must provide because otherwise Descent will not display the mission. With `Anarchy Level' you can set the type of mission to `Anarchy', i.e., it only appears in Descent when a multi-player game is started.
With `Save hog file' you can save the mission. When playing the mission in Descent, the levels are played in sequence as they are displayed on the left hand side (An exception is with Secret levels - if the player enters in this level and then leaves it again, in Descent 1 the level following the one with the secret exit is played, in Descent 2 the player returns to the level in which the `secret exit' was placed).
The Mission Manager does not need to support shared secret levels directly. If you add the same secret level (by name) for different levels, it will be loaded into the HOG-file multiple times, which is not necessary unless you want the level to be reloaded so that you have to restart the secret level each time or if you want to have that level available after an intervening secret level is played, in which case it must be reloaded again.
Descent 2 allows a single copy of a secret level to be accessed by multiple normal levels, meaning that the status of the secret level is retained across multiple accesses. This is achieved by fact that if a level has a secret exit specified, and does not have it's own specific level listed, then the previous secret level is presented again.
In the following example, a number of levels were created, each with a "secret exit". The .MN2 file was built with the Mission Manager and only one copy of each secret level was added to the HOG-file. The secret level accessed from FIRST is SOLO. The next four levels all access the same copy of SHARED. Finally LASTONE accesses LONER.
Shared secret-levels: .MN2 file example:
name = Shared Secrets
type
= normal
I
haven't a clue how this works in multi-player mode !!
num_levels
= 6
Each
level has a "secret exit" defined.
FIRST.RL2
Level
goes to SOLO.RL2
BLUE.RL2
Level
goes to SHARED.RL2: First entry into level
RED.RL2
Level
goes to SHARED.RL2: Prior status is retained
YELLOW.RL2
Level
goes to SHARED.RL2: Prior status is retained
GREEN.RL2
Level
goes to SHARED.RL2: Prior status is retained
LASTONE.RL2
Level
goes to LONER.RL2: First entry.
num_secrets
= 3
The
number of following lines that Descent should read.
SOLO.RL2,01
SHARED.RL2,02
Level
2 and any others until level 6.
LONER.RL2,06
SHARED.RL2,04
Further
entries are unused, even though they are present.
This skeleton mission example is available on request and from the Devil homepage.
Use the "Change pogfile" button in the Buttons display to specify which POG-file to use.
You can have only one POG-file active at any time in Devil (I don't think you need more, do you?). If no POG-file is selected and a level is loaded, Devil checks the directory where you loaded the previous .POG-file from for a file with the same name as the level, but which has a .POG suffix.. If found, it is automatically loaded if no POG-file is currently loaded.
If you want to "unload" a POG-file, select the "Change pogfile" button and then select `cancel' in the file dialog.
* Moving you: "Step-size" to use when changing the current position.
* Turning you: Angle of turn in degrees when changing the current view direction.
* Flip y-axis: Reverse the up/down keys.
* Mouse: Flip axis: Select which mouse axis to flip (x, y or z)
* Dclick: Amount of time for a double-click.
* Perspective: Single/Double - Perspective of a level. In Double-perspective only the first two rendering modes work.
* Rendering: Specifying the texture mode:
- Off: No textures are displayed at all.
- Only current cube: Only textures in the current cube will be displayed.
- On: If you are inside a cube, you will see the normal Descent view. If you find yourself outside the mine, textures of the current cube and all cubes visible from it are displayed.
- On with collision: The same as `On', only Devil attempts to prevent the player from flying out of the mine. `Attempts', as the routine still does not work completely faultlessly.
It can happen in both of the latter modes, that you are suddenly faced with a black screen after passing through a cube boundary because Devil did not detect the crossing of the boundary properly. To re-initialize the graphics, you simply press Ctrl+Shift+Space.
* Flickering Lights: Displays blinking lights when adjusting a side. See Section 7.2.3.1
* Stretch Time: Adjust blinking light for slower machines. See Section 7.2.3.1
* Gamma corr.: With this value you can change the screen brightness (for
texture mapping).
This is useful to match the Devil displays to your Descent
brightness setting.
* Co-ord. axis: Display the co-ordinate axis in the various perspectives. In double perspective, the co-ordinate axis is exactly in the intersection of the two view directions.
The co-ordinate axis displayed is always the same size and is merely intended as a reference. The blue line indicates the direction you will face if you align yourself to the positive z-axis, the green line indicates the same for positive x-axis and the brown line for the positive y-axis.
* Display what: Here you can specify which things should be displayed by Devil:
- Wireframe: Determines whether all cubes (making up the mine) are drawn or not. The on/off settings apply when texture rendering is on and can be toggled using Shift+Tab.
- All Lines: If you turn this option on, you get a map which is similar to the Automap shown in Descent. This display method only works temporarily (until the structure of the mine is changed) and is automatically turned off if it is not working properly anymore. You can toggle this mode with F5.
- Things: Draw/don't draw Things.
- Walls: Draw/don't draw Walls.
- Extra Markers: Additional lines (cube side-tags) when a cube is tagged. Useful when you have a large room and cannot see whether an inner cube is tagged or not.
- Group Preview: This option is provided to reduce the amount of confusion with adding groups. If the option is turned on and there is a group with a defined Connection side in the "Group:" field in the cube window, then the first cube of this group is displayed in brown in the position where it would be inserted if you press 'Insert'. Connected sides of the first cube of the group are marked with the usual side markers (if the first cube is symmetric but the attached macro is not). Use Edge-mode cycling ("e") to change the orientation.
* Stretch bitmap: The factor by which textures are stretched.
* Quarterway: After this distance, the light intensity (from a light-emitting texture) is reduced by a quarter during automatic level-illumination.
* Brightness: The factor by which all light-sources are multiplied during automatic level-illumination.
* Min. light: The minimum value which an Edge may be set to during automatic level-illumination.
* Little bulbs: If turned on, this option displays a yellow light-bulb symbol in the lower left-hand corner of lightsource textures in the texture lists. Textures which can be shot out also have a white broken-bulb symbol in the lower right corner.
* Turning obj. : Angle of turn when changing an object.
* Gridsize : When points are moved, they will be forced to a point on (an imaginary) grid of this size if it is switched on. This value applies to all three spacial directions.
* Grid : Toggle grid on/off..
* Conn. dist. : Maximum distance allowed between points for them to be joined during the normal cube-joining process.
* Uconn. dist. : Maximum distance allowed between points when joining two cubes when one side is tagged and the other is the current side.
* Enlarge * : Factor by which an object is enlarged/reduced.
* Draw orig. lines : If this option is on, then the original positions of the lines are drawn in yellow when you move a point, side or cube. This option only affect wire-frame mode.
* Ask del tagged: Warn when deleting tagged objects.
* Convex/Weird: Warn when cubes are convex/twisted.
* Grid & Rotate: When turning cubes, warn if the grid is on (in order that the cube does not become unintentionally twisted).
* Double keys: Warn during a save if a key appears twice.
* 2 reactors/flags: Warn during save if a reactor or (with Descent 2) a Flag is duplicated.
* Thing o.o.B.: Warn during save if a Thing is not inside the level.
* Illum. save warning: Warn if level lighting must be re-calculated.
* Too fast fl. lights:. Warn if blinking light timer is too fast for Devil to display properly.
* Devil Info: How to obtain the latest release of the editor, copyright blah-blah etc.
* Keys: Displays a list of the `hotkeys'.