DEBUG.gifOptions (F5) - Map, Node, Project, Color, Sound, Texture, Check, Zoom

DeePsea Options accessed via F5

DeePsea Options Dialog (press F5)

There are seven different tabbed options available. Each option is discussed in detail following the overview:

  1. Project

Select your main editing files projects and settings.

  1. Map

Sets the speed of the map scroll, sensitivity range for selecting objects and gap to allow before vertices are close enough to merge.

  1. Zoom

Changes the default values for zoom commands.

  1. Node

Changes the default values for DeePBSP, the nodes builder.

  1. Texture

Changes the default values for wall, floor, ceiling textures for the different type of objects and floor and ceiling heights.

  1. Check

Changes the default error checking performed (you can also set this in F10 – the error checker).

  1. Color

This sets the colors for the map, information boxes and some menu displays.

  1. Sound

Sets the basic overall sound control – that is whether to play wave sounds and the option to play a sound when vertexes are selected in all modes other than Vertex mode.

In addition you can set the various sounds when editing. Change the sounds listed by just typing in a new value from 0 to 9. Entering 0 disables that particular sound.

A detailed breakdown of each option follows below.

Project Options (press F5)

Auto Load Levels

Automatically reloads the last PWADs you were editing.

Auto Start Program

Automatically restart DeeP in Edit mode. Select this to turn off the starting introduction logo (registered only)!

MaxSize Warning

Applies to the shareware version only. Automatically warns you a level is too large to save and monitors the size continously. Turning this off leaves it up to you.

Select Object 0

Select the closest object the first time or when objects are deleted. Defaults to object 0 if none found.

Additive Select

Add currently selected objects to all object already selected in the current select list. If you have trouble holding the mouse still and making fast left mouse clicks, this might work better for you. We prefer Additive Select, since it makes it easier to grab stuff from all over the map to combine.

Grid Dashed

Set grid lines to be dashed or solid lines.

Select Dashed

Set select box lines to be solid or dashed.

HighLight Line Thickness

Sets the highlight line thickness for object selection from 1 to 3. Lines 1 thick show up a different color. Experiment to see which size suits you.

Vertex Arrows

Places direction arrows in Vertex Mode.

Expert Mode

Turn this ON to not have confirmations for deleting anything and fewer error messages. Be careful to catch loose fingersdeep00090000.gif. Sector creation and merge error messages also do not appear! So be sure you check your work.

Thing Picture

A reminder of how to display a picture, circle, or cross of all Things in any edit mode except Thing mode. When editing, pressing Q toggles through 3 display modes.

Show Drawlength

Display the length of the line you are drawing

Show Map Border

Displays a line on either side of the screen. A nice visual reference check on most monitors.

Show Drag Length

Displays the length of up to 100 LineDefs when dragging in LineDef or Vertex mode. This provides instant feedback on the length of the line(s) dragged, making is very easy to set the length precisely.

Use the F5 MAP option to change the maximum number of lines displayed. The default is 15.

Turn this OFF if you do not want to see lengths displayed.

Show Drag Sector

Just like Show Drag Length above for Sector mode. Turn this on if you want to show the drag length just like in LineDef and Vertex mode.

Turn it OFF if you do not want to see lengths displayed.

Use the F5 MAP option to change the maximum number of lines displayed. The default is 15.

Sector Join

This is for LineDef drawing mode only.

If this option is ON, when you draw over an existing LineDef the Sector used by that LineDef is extended to the new area drawn. Press shift+Right Mouse button to override the setting.

When this option is OFF, the opposite is true. Even if you draw over an existing LineDef, new Sectors are always created. To override this setting, press shift+Right Mouse button to join to the existing Sector (Draw over only 1 LineDef).

LineDef Merge

Perform a check to see if any LineDefs are on top of other LineDefs every time LineDefs/Vertices are dragged or one of the object creation tools are used. If a LineDef is on top of another LineDef, the LineDefs are merged. Disabling this speeds up editing large levels at the risk of missing mistakes you might make.

Vertex Split

Perform a check to see if any vertices are on top of a LineDef every time LineDefs/Vertices are dragged or one of the object creation tools are used. If a vertex is dragged on top of a LineDef, the LineDef is automatically split. Disabling this speeds up editing large levels at the risk of missing mistakes you might make.

Vertex Merge

Perform a check to see if any Vertices occupy the same coordinates when vertices are dragged or one of the object creation tools are used. If they do, the vertexes are merged.

Vertex DEL Join LineDefs

This is for Vertex mode only. If this option is ON, the Del key deletes a vertex and joins the two LineDefs (on each side of the vertex) into one. If no LineDef is connected to the vertex, the vertex is always deleted.

If this option is OFF, the Del key deletes all LineDefs connected to the vertex. Press shift+Del to perform the opposite of this setting. For example, if Join is set, press shift+Del to delete the Vertex and the LineDefs, rather than joining them

Cache Textures

The first time DeeP is run, the default is ON for systems with more than 16mb of physical memory. If you have 16mb or less and less than 500kb of contiguous physical memory free it is turned off.

This speeds up the display of textures. Turn this OFF if you run out of memory. The first time the textures are displayed there is some delay, subsequent displays use the resident copy. Use the About DeePsea under Help to quickly check your system.

Decimal Types

Unselect this box to display the value of Thing Ids, Sector Specials or LineDef types as hexadecimal instead of decimal. This may be easier if experimenting with new DOOM derivatives. You can enter data as hexadecimal at any time by putting an X in front of the value, for example: X001A instead of 26.

OPT Support

Select this box to process overriding LineDef OPT files. This option is required for the extended ZDOOM/BOOM features below.

GLnodes (EDGE, JDOOM)

Select this box to add support for any port that uses GLBSP to extend the level nodes.

ZDOOM & BOOM Support

Select this box to add addiitonal popup BOOM menu options. This option is required for the extended ZDOOM/BOOM features.

ZDOOM – HEXEN Support

Select this box to process WAD files as ZDOOM in HEXEN mode. This option is required for the extended ZDOOM HEXEN mode features.

Video Fix?

Some video drivers do not redraw angled areas of the screen correctly. We have S3 drivers that work ok, but STB Lightspeed and Maxtrox may not. Anyway, turn this on to automatically refresh the map at the end of popup editing functions. If you leave it off, it runs faster and you can selectively clear the map using C or Shift+R.

Left Mouse Click = OK

This option make clicking the left mouse on an "open" part of a dialog the same as pressing OK. Turn this off if you accidently "miss" the dialog boxes and end up exiting the dialogs. Most dialogs respond to this option, but some do not on purpose (too easy to skip by some).

Change SCRIPTS to SCRIPT##

For HEXEN and ZDOOM-HEXEN levels where SCRIPTS have been added, changes them to SCRIPT## when you save the level. ## is the same number as the MAP## it belongs to. Having them as different names makes it easier and less confusing to keep track of them.

Play Midi

Plays various midi selections in the About DeePsea and Screen Saver dialog. Disable to not play. The shareware start screen is the About DeePsea dialog. Uncheck the box to not play any midi.

MouseClick moves Map

With the default ON, press a mouse button to move the MAP when the cursor is at the edge of the screen.

Turn to OFF if you want the screen to move when you reach the map edges.

You can also switch between either mode by pressing Shift+F10. This toggles from one mode to the other.

Cursor Keys Move Map

The cursor keys move the map around.

Enable Map Move Info Boxes

Turn this on to enable map scrolling by pressing the mouse button even when inside the bottom information boxes. The default is off to make it easier to click on inside the box for quick editing. You can also enable scrolling in this area by quickly turning the display of the boxes on/off by pressing I.

Maximize Map Window

Maximizes the map window and does not show the bottom Windows task bar. This is the same as when you click the maximize button only it starts up this way by default.

Enable Undo

Normally you would not change this. This sets support for the Ctrl+Z Undo command. If you have a HUGE level, only 8MB of RAM and who knows what else, you may have to turn the Undo OFF so you have enough memory for other stuff.

Move Things

Turn this ON if you want Sector copies and deletes to also copy and delete the Things in the Sector(s). This takes a bit longer, depending on the machine and level size.

Drag Things

Turn this ON if you want Sector Dragging or rotating to also move the Things in the Sector(s). This takes a bit longer, depending on the machine and level size. Only Things in the same sector(s) you are dragging or rotating are selected. If you have sectors within sectors, select them ALL to drag all Things! Sectors that are indirectly connected do not have the Things moved. Those are the LineDefs that slant with the Sector when you move.

Things are also moved if you rotate Sectors (using the < > keys).

Note: If LineDefs are incorrectly drawn with incorrect SideDef references (also called sector not closed – see Sector not Closed), Things may not be selected. There are also some cases that may miss a thing due to integer rounding errors.

Smart Draw

Turn this OFF for special occasions. Smartdraw checks for correct SideDef Sector references and attempts to automatically correct them. If you are trying for special effects, you may wish to turn this off, although it's probably easier to just manually force tricks when desired.

Paste As Is

Turn this ON to not have SideDefs deleted if no valid Sectors are detected in the paste region. When pasting, DeeP attempts to correct all Sector references in Sidedefs to ones detected in the paste region. If no valid sectors are found, the LineDef is flipped (if pointing out) and the 2nd SideDef (if any) is deleted. If this option is ON, all potentially invalid references are not changed and all LineDefs remain 2-sided. You may have to correct these manually.

ClearReject

Turn this OFF if you want to always answer the Clear Reject prompt. You may want to do reply No to the prompt if you have a level that has a good REJECT (which took some time) and the changes you made will not change anything.

You can always temporarily override by using the Build Nodes option when you save. The prompt always appears when forcing a node build.

Tool Continue

Turn this OFF to end Tool mode after one object (Rectangle/Polygon/etc.) is created. ON keeps the Tool active so you can make more objects of the same type.

Automatic Draw Intersections

Turn this ON to automatically split lines when you draw over them. This may take a while for large levels on slower machines. Most of the references should be correct, but you may have to fix a few since the references are built in pieces and may not fully resolve.

New Intersection Sectors

If Automatic Draw Intersections is enabled, this option assigns a new sector to every new enclosed area created. If not enabled, all the new areas have the same sector number assigned.

Group Save

Turn this ON to always save grouped PWADs. If Group Save is disabled, the dialog selection always appears when you save a PWAD with extra levels or data. At that time you can temporarily disable the group save. The save dialog box with the Group Save and Build Nodes check options only appears when Group Save is not active and you have a level with extra data or the level has the nodes rebuilt.

The automatic backup option also checks for Group Save The amount of information saved in the .BKP varies according to this setting. If a file has multiple levels and Group Save is active, all the levels are saved. If Group Save is not active, only the current level is saved in the .BKP file to conserve disk space.

Note: All files save with Group Save are saved as PWAD files. If you read in a IWAD (which only selects the levels), wrting the file back out using Group Save creates a PWAD, with only level data!

Show Startup Tips

Turn this OFF to end startup tips, although you can also click the startup dialog. ON restarts it, if you turned it off by accident.

Project Buttons

Set Project Name

This selects the type of game you want to edit. Be sure to use the correct Project for the type of game you are editing. See Project - Change Game, read and create

Set MainIWAD File

Enter the location and name of the IWAD file. The maximum length is 127 characters! Note: Although the WAD for the HEXEN addon Deathkings of the Dark Citadel is an IWAD, treat it like a PWAD, DeePsea ignores the name HEXDD.WAD (the WAD name for the addon) as an IWAD!

For example: bC:\DOOM2\DOOM2.WAD for DOOM2.

Additional Lump Entries

The number of additional spaces to reserve for reading in new PWADS with new lump names. The default reserves enough space equal to the size of the IWAD. If you want more space, just put a value here.

Set Texture Group

This step creates a Texture Group file for all the current texture defaults and sets Sector and Lighting default values.

Set Save Path

The default Drive and Directory path chosen when you save files or read file. You can type the name in directly. For the duration of the current edit session, any file read in overrides the default path. The save path always remains the same.

Set Paste Path

The default Drive and Directory path chosen when you read into the paste buffer using the Open Clipboard PWAD command. You can manually type over the drive:\directory when you read or save, this is the default if no entry is made. For the duration of the current edit session, any file read in overrides the default path.

Set Backup Options

Options to automatically save your level in progress for the amount of time indicated. Once the screen saver starts, no automatic saves are performed. Only external PWADs are automatically saved. The file is saved with the .BKP extension. Set the Group Save option (F5) to save all or part of a file with more than one level.

Each time a .BKP file is created, the bottom status information displays (bkp1) next to the file name with the 1 incrementing for each .BKP file created for the current file.

To use this file for error recovery, copy (or rename this file) using the regular .WAD extension. Backups are performed only at the time intervals shown, not for every change, so they may or may not exist, depending on how long you are editing.

Script Editor Name

This sets the path and name of the text editor to use for scripts, MAPINFO, SNDINFO or any other file containing text (default is NOTEPAD).

Graphic Editor Name

This sets the path and name of the external graphics editor for manipulating Window’s graphics (default is MSPAINT).

Popup Menu Adjustment

If your desktop does not use the default font size, the popup menus may not track the default cursor locations. Enter values in here to adjust the positioning of each popup entry (Entry Size) and each popup separator (separator).

Map Options (press F5)

Screen Saver

Determines the number of minutes of no activity before the DeePsea screen save activates. 0 is no screensaver.

Map Scroll Delay

Determines the minimum delay between map moves when the cursor touches the edges (or if MouseClick Moves Map is enabled, when the button is pushed at the edge).

Map Scroll Unit (Speed)

Determines the unit size of movement (hence speed) of the map moves when the cursor touches the edges (or if MouseClick Moves Map is enabled, when the button is pushed at the edge). Use the [ ] keys to change on the fly.

Object Select Range

Determines the sensitivity to selecting objects near the cursor. A lower value keeps the current object focused, even with slight mouse movements.

Drawing Select Range

A floating point value from 0.0 to 10.0 (default = 3.0). Determines the sensitivity to selecting vertex objects near the cursor. A higher value keeps the current object focused, even with slight mouse movements. For example, value of 1.5 (or less) is required to draw lines 2 units long and a value of 0.5 (or less) is required to draw lines 1 unit long.

The range value controls the selection of a possible target vertex. If the select range is too high, the vertex already drawn is selected and DeePsea ignores a click for the same vertex. Once you move outside of the range, you can place another vertex.

This value also controls how close to a line you have to be before it selects that line as the target for a new vertex. When a line is selected (as being within range), the vertex created splits that line.

Enter a value of 0.0 to disable.

Vertex Select Range

DeePsea can select Vertexes to drag in any mode. This value helps you establish the range of the effect.

A floating point value from 0.0 to 10.0 (default = 1.0). Determines the sensitivity to selecting Vertex objects near the cursor for the automatic drag Vertex feature, regardless of editing mode. A higher value selects a vertex to drag easier, but then the regular normal objects may be difficult to select for dragging (for example short LineDefs).

Enter a value of 0.0 to disable (see note below)

Thing Select Range

DeePsea can select Things to drag in any mode. This value helps you establish the range of the effect.

A floating point value from 0.0 to 10.0 (default = 1.0). Determines the sensitivity to selecting Thing objects near the cursor for the automatic Drag Thing feature, regardless of editing mode. A higher value selects a Thing to drag easier, but then the regular normal objects may be difficult to select for dragging (for example short LineDefs).

Enter a value of 0.0 to disable (see note below)

Note: Automatic Thing and Vertex Selecting

If any objects are selected (by left clicking on them or drawing a select box around them), only those objects are dragged and NO automatic object drag switching occurs. So left click on the type of object matching the mode you are in and you will "lock" on that object.

If a Vertex is on top of a Thing, a Vertex takes precedence in Vertex mode and a Thing takes precedence in Thing mode. In all other modes a Vertex takes precedence over a Thing.

Vertex Merge Tolerance

A floating point value from 0.0 to 4.0 (default = 0.5). Determines the Doom unit variance allowed before two points are considered to have the same coordinates. Decrease if you are creating very tight areas. It is normally impractical to make it 0, since you have to be EXACTLY on top of a vertex to make it overlap. This allows some leeway to make it easier to merge vertices.

Note: For very tight work, make the tolerance 0.1 to prevent automatic merging when dragging!

Ruler Radius

Set the radius for the ruler. Three rectangles or circles are drawn. Starting with the value given, each inner rectangle is 1/2 the prior size. A size of 0 is no rectangle/circle.

ShowDragLength Limit

When ShowDragLines is enabled (F5 menu), sets the maximum number of lengths to display at one time. Select a number that suits your style and monitor.

Lower Grid

The minimum grid size.

Upper Grid

The maximum grid size.

Xalign Minimum

The minimum valid value for Xalignment. Normally this is -255 since the maximum texture width is 256, thus alignment past this is not required. If you are using textures wider than 256, increase this number.

Xalign Maximum

The maximum valid value for Xalignment. Normally this is 255 since the maximum texture width is 256, thus alignment past this is not required. If you are using textures wider than 256, increase this number.

Yalign Minimum

The maximum valid value for Yalignment. Normally this is -127 or more since the maximum texture height is normally 128. Alignment past the texture height usually makes no sense. The default value is -255 for compatibility with existing levels. We suggest making it -127. There are some special effects that require an exception.

Yalign Maximum

The maximum valid value for Yalignment. Normally this is 127 or less since the maximum texture height is normally 128. Alignment past the texture height usually makes no sense. The default value is 255 for compatibility with existing levels. We suggest making it 127. There are some special effects that do, for example, the bar door, a door made from bars that rises, normally not possible. It also requires a special construction technique! This is demonstrated in the tutorial PWADs included.

Scroll Map Border

The distance from the edge of the active screen sensitive to the Left mouse click for moving the map. The cursor changes shape as you enter/exit the hot border.

Double Speed

Sets the double click speed in Milliseconds (ms).This also determines how long a button has to be held to enter drag or select mode. Increasing this makes selection slower. Experiment to fit your click style. Please adjust your Windows double click speed to be longer than this if you have clicking problems.

GridDash - Dot Every

Sets the graphical line dot interval for drawing the lines of a dashed grid

Grid64 Marksize

Size of the grid 64 marks if a bitmap is used. This is the maximum size.

Grid64 Bitmap

Use a bitmap to show the 64 unit sized grid (used for aligning floor/ceiling textures) You can set the color of the Grid64 marker in F5/Color.

Grid64 +

Use a "+" character for the 64 unit sized positions

Autofix Sector

Sets the incremental value to use for breaking linedefs up into segments to check for sector values. A larger value is less accurate and a bit faster. Usually 8 should work ok for most levels and systems.

ZOOM Options (press F5)

Lower Zoom

The lower zoom limit when Z is pressed.

Upper Zoom

The upper zoom limit when Z is pressed.

Lower - Key zoom

The lower zoom limit for - key zooming.

Upper + Key zoom

The upper zoom limit for + key zooming.

Zoom Increment when scale is < 1000

When the scale is less than 1000, amount to change the map size when the +/- zoom keys are pressed. A value of 0 uses automatic scaling.

Zoom Increment when scale is >= 1000

When the scale is greater than or equal to 1000, Amount to change the map size when the +/- zoom keys are pressed. A value of 0 uses automatic scaling.

Node Options (press F5)

Type 1 Nodes (default and suggested for most work)

Type 2 Nodes
(sometimes better)

Type 3 Nodes (Old is slowest, usually has fewer splits or size as a tradeoff for depth)

HEXEN levels may benefit from Type 3 nodes and most DOOM/ HERETIC levels are OK in any of the modes. Experiment to see what works best for you or for performance on large levels.

Old Nodes

A slight variation on Type1, Type2, or Type 3 nodes and uses a method similar to older versions of DeePBSP, but not identical (Normally slower than new). This again is an experiment option for special stuff.

Line Length (2-4)

Vary this value to control vertical artifacts (slime trails). A lower value may help some levels. Normally slime trails are caused by not carefully aligning LineDefs, especially in a detailed area. Try to make LineDefs vertical or horizontal. Short LineDefs (under 5) tend to look the same regardless of the angle, so try to make them perfectly vertical or horizontal.

Note: If working with short LineDefs, we suggest you set the Map Option : Overlap Tolerance to 1.

Split Factor (1-100)

Vary this value to control area splitting for HEXEN or to achieve special results.

A value of 16 is the normal default. 16 to 32 improves most levels. For Pentiums the time difference is small, so change the default to 16 or 32. The average depth increases, but the number of nodes decreases with higher split factors. A value of 8 can be used on most levels for the fastest response. Use mainly for slower processors.

If there is some problem, try the six ways of building nodes, Type1/2/3 and then old vs new methods, as well as controlling the location of the first node line (see below). Changing the angle of LineDefs also can fix problem areas. Try to make vertex points align with other vertices if possible. Close spacing (1 unit apart) is a problem for the DOOM engine (you get a vertical line), although setting the line length to 2 may fix it.

A different nodebuilder using a different formula, may also suit your design (for Hexen polyobjects). Be aware that other node builders are less stable than DeePBSP, so be SURE to have backups!

Splitting the MAP

The default value method evaluates the first node location according to the Node Depth algorithm. Usually you do not need to select any of the splitting options. Occasionally, the algorithm can be helped along by YOU by specifying in which direction the first node should be split.

The following values are valid:

Auto Split

Let DeePBSP automatically decide which way to split your level (suggested as the first choice when starting to playing around with this).

Horizontal Split

Force DeePBSP to split your level horizontally

Vertical Split

Force DeePBSP to split your level vertically

There are two advantages to customizing the value for your levels:

  1. As a human (or animal) you can see the level and know that some odd shape is misleading the first split. Hence, with your insight you can sometimes improve the node balance which can result in faster play for large levels.

  2. For HEXEN, this gives you an easy way to vary the nodebuilder. By varying the location of the first node, it is possible to avoid HEXEN polyobject subsector errors.

To get an idea of how your level stacks up, use the node viewer option under the File menu. This also gives you node statistics by pressing F1 twice.

Show NodeBuild

Turn this ON to display the nodebuilding screen.

Turn OFF and not show the progress display.

If you have it turned OFF, there is an additional option when building nodes which bypasses the prompt to see DeePBSP’s logged file output for quicker turnaround.

Special Nodebuilding Options

Ignore 2-sided LineDefs

All 2-sided linedefs with no textures sharing the same sector are ignored. Usually works ok, except for special effects.

Special Sector Tags

Turn this ON if you want Sector tags greater than or equal to 900 to be treated special for making doors with a transparent texture (as in BSP2.x), but this is really not very reliable for making transparent doors, despite what BSP docs state. Example door in DOOM1TUT, DOOM2TUT.WAD or HEXENTUT.WAD is reliable.

Special LineDef Tags

Turn this ON for Doom/Heretic/Strife type levels if you want any LineDef tagged with 900 to 999 to reduce any splitting of the sector the LineDef is connected to (sidedef1). This is similar to BSP 2.x, (Lee Killough’s implementation), although the results may differ. There are 6 different nodebuilding algorithms. Advanced users can experiment a lot to control special effects, e.g., deep water.

BlockMap Max 131,070

Turn this ON for BOOM compatible ports. This only prevents you getting the warning message when a BLOCKMAP is larger than 64kb. The standard DOOM engine cannot have a BLOCKMAP that exceeds this size. BOOM compatible blockmaps can be 131,070 in size.

STRIFE note:

Strife uses tags over 900 in their levels. So be careful not to use this without checking it out.

Note for HEXEN-ZDOOM PolyObjects

DeePBSP detects polyobjects and attempts to minimize sector splitting where they exist. However, it’s possible that a polyobject sector is miscalculated if it’s directly on a line. The DeePBSP LOG shows all polyobjects detected, so run it with "don’t show nodebuild" so you can see the log output.

Use the Thing display to determine the sector where a Thing is located and compare it with the output listing. DeePBSP uses the same algorithm, so if the number is wrong and the Thing is a polyobject, the nodebuilder won’t detect it either. So be careful when you make trick areas in Hexen that don’t have the correct sector on purpose.

Normally you can fix a "mistake" by just moving the polyobject over 1 unit so it’s off the line.

Please DO NOT use/share the same sector for multiple PolyObjects. This will defeat the DeePBSP polyobject algorithm.

Texture Options (press F5)

Set default wall and floor textures for building different objects and the default Thing. This also sets the default Dup textures to use for the O, shift+O and ctrl+O commands.

BOOM has COLORMAPS and ZDOOM can have custom hexadecimal texture names to define "fog" and other special sector color blending. To help you remember them easier, you can add user defined COLORMAPs to predefine up to 50 custom settings without having to remember them.

Click on "Create/Edit Colormap names" and enter a name on the left and the color you want it to represent on the right. ZDOOM uses a hexadecimal texture name as a color value. In that case, the names and the colors should be the same hexadecimal value.

C_START/C_END COLORMAP entries from PWADs are automatically loaded. The display for user defined COLORMAP entries is unique, so you can recognize them instantly.

Check Options (press F5)

Set default error checking options. As you learn more, you may wish to disable those that you understand better, such as multi-patch textures and x/y alignments.

Shortest Line to Check

Sets the shortest line to check in the error checker (F10). Any LineDef that is less than this length is displayed. Helps catch accidental line merging! Short lines are very difficult to see, but this snags them with little effort. To disable any short line checking, select Check and turn off Check Short Lines.

Color Options (press F5)

Lets you set most DeePsea items to a color of your choice.

Custom Colors

Within colors, lets you change the basic colors shown in Color Options to any color choice.

Gamma Correction

Adjust for your monitor. Use the Up/Down controls to set (-50 to +50 percent).

DialogFillColor

Background color of Dialogs that show previews, such as Open and the editing texture previews. Experiment and see if you like White better?

DialogFillTextColor

Color of the text printed on Dialogs subject to DialogFillColor. You may need to change this color also if you change the abve to get good text contrast.

Dragging

Color for dragged objects.

Select Box

Color of the select box.

HiLight

Color for automatic hilighting of active objects.

InsertVertex

Color of lines inserted.

Vertex Square

Color of Vertex dot.

Grid

Grid color.

Ruler

Ruler color.

2-Sided LineDef

Color of 2-sided LineDefs.

  1. Sided LineDef

Color of 1-sided LineDefs.

Secret

Color of secret areas.

Invisible

Color of invisible LineDefs.

Monster Block

Color of LineDefs that block monsters.

Sound Block

Color of LineDefs that block sound.

Tagged Line/Sector

Color of LineDefs/Sectors that are tagged.

Not Normal Line

Color of any LineDef with some type of attribute other than normal.

Bad Tag

Color of LineDefs/Sector with missing tags.

Not Normal Sector

Color of any Sector with some type of attribute other than normal.

Scripts

Color of any LineDef with a HEXEN script type.

Teleports

Color of Teleport LineDefs in LineDef mode.

Sector Heights

Color of Sector Lines that are a different height in Sector mode.

MainMap Browser

Color of browser map background for levels in main file (IWAD). Quick visual cue to indicate that the level is the default level.

MainMap Browser Lines

Color of browser map lines for levels in main file (IWAD).

PWADMap Browser

Color of browser map background for levels in add-on file (PWAD). Quick visual cue to indicate that the level is an added level.

PWADMap Browser Lines

Color of browser map lines for levels in add-on file (PWAD).

BackGround

The screen background color. If you change the background color, be sure to change the color of the LineDefs so they show up (and any others as appropriate). For example if you make the background white, then the 1-sided should be black and the 2-sided darkgray.

BackGround Things

The screen background color when displaying Thing pictures in Thing mode. Switch to any color you like. Normally a lighter color displays better, but each to their own taste.

BackGround ThingLines

Color of 1-sided lines when Things pictures are displayed. If you change the Thing display background, these lines may be invisible unless this color is adjusted.

Info Box

Color of background for information box on the bottom and some help

Info Box Edge Top

Color of edge left and top for Info Box

Info Box Edge Bottom

Color of edge right and bottom Info Box

Browser Background

Background of general full screen browsers

Browser GraphicFill

Graphic background for general full screen browsers

Browser Text Color

Color of lump text in general full screen browsers

Browser Text File Color

Color of lump text from external files in general full screen browsers

Browser Text Background

Background Color of text in general full screen browsers

Browser Select Box

Color of selection box in general full screen browsers

Default Color Settings

DialogFillColor GRAY dialog background

DialogFillTextColor YELLOW dialog text color

SelectColor CYAN selection box

DragColor RED dragging

InsVertexColor YELLOW insert vertexes line

VertexColor LIGHTBLUE vertex

HiLightColor YELLOW hilight active

GridColor LIGHTGRAY grid

  1. sided LineDef LIGHTGRAY default lines

    1. sided LineDef WHITE 2 sided lines

BackGround BLACK background

BackThingColor DARKGRAY background things

BackThingLines BLACK 1-sided lines

SecretColor DARKMAGENTA A secret area

InvisibleColor ORANGE invisible lines

MonsterBlockColor DARKGREEN monster can't pass

SoundBlockColor DARKRED sound can't pass

TypeTagColor LIGHTGREEN linedef has a type + tag#

LineTypeColor LIGHTMAGENT A linedef has a type/no tag

TagBadColor LIGHTRED linedef has no type/wtag

SectorSpecialColor LIGHTCYAN sector is special type

RulerColor LIGHTMAGENTA ruler

MainMap Browser WHITE Open browser map

MainMap BrowserLine DARKGRAY Open browser lines

PWADMap Browser LIGHTBLUE Edit browser map

PWADMap BrowserLine BLACK Edit browser lines

Browser Background BLACK Background of general full screen browsers

Browser GraphicFill GRAY Graphic background for general full screen browsers

Browser Text Color WHITE Color of lump text in general full screen browsers

Browser Text File Color YELLOW Color of lump text from external files in general full screen browsers

Browser Text Background BLACK Background Color of text in general full screen browsers

Browser Select Box YELLOW Selection box color

Note : The following colors are used when browsing the map and are fixed:

Matching LineDef/Sector tags = LIGHTRED

All object selections = GREEN

Palette Colors

There are -50 to +50 percent of Gamma Correction available. The correction is for ALL colors. Use this to brighten your display as required. Adjust the colors after Gamma Correction is applied to make the appearance of the menus suitable for your monitor. The RGB values shown are always the ORIGINAL RGB values for the applicable game – without the gamma applied. The colors shown are displayed as mapped by Windows and is not exactly the same as what you will see in the game.

It also changes those not directly set anywhere else. If you get lost, delete DeeP.CHK and start over. When you delete DeeP.CHK, DeePsea reinstalls and recreates all basic files again.

Press F1 when indicated in the square color panel (appears after you press enter/click to change a color) and all the colors are shown at once.

Palette Color Matching

This is used to control color matching when importing graphics with a different palette or when converting textures see palette

Transparent Color

This sets the transparent color for drawing and importing BMP and PCX files. You can also set this in other areas that require this flexibility.

Sound Options (press F5)

Enable Sound Select

Make a Sound when object is selected.

Enable Sound Errors

Make a Sound when an error occurs.

Enable Wave Sounds

Use .WAV sounds rather than the PC speaker. Use your volume for intensity, etc.

There are 12 different sounds you can play. Tune to your taste! Different sounds are used for different types of feedback. Each specific type can have a different (or no) sound attached.