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TED5 (the map editor used by ID)
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Chris
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PostPosted: Sun May 14, 2017 2:21 am
   Subject: TED5 (the map editor used by ID)
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I got this working with Wolf3d, using the vgafiles from the beta and the mapfiles from the Japanese:

https://my.pcloud.com/publink/show?code=XZFAmaZvsKX5DM5qNuhEyKMm3jEufPa9j4k

It says you need EMS but I got it running in Freedos without it, maybe because I apparently have 1GB of XMS Laughing

::: CODE :::
Memory Type         Total      Used       Free
----------------  --------   --------   --------
Conventional          636K        22K       614K
Upper                   0K         0K         0K
Reserved              388K       388K         0K
Extended (XMS)   1,039,174K       164K 1,039,010K
----------------  --------   --------   --------
Total memory     1,040,198K       574K 1,039,624K

I used lemm and ny00123's modid (and GIMP) to convert it to an egagraph, as TED5's egamode seems to have been more tested by ID. Aryan_Wolf has made some Episode 4-6 tiles for it too if anyone is interested in a 6-episode compatible version.





P.S. Alt-O can be used to change maps.
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PostPosted: Sun May 14, 2017 6:17 am
   Subject: Re: TED5 (the map editor used by ID)
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Chris wrote:
It says you need EMS but I got it running in Freedos without it, maybe because I apparently have 1GB of XMS Laughing
You might also try EMM386 or QEMM. I never got EMS running in my DOS days, so I can't tell you the pros and cons of these two programs. Sad
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PostPosted: Sun May 14, 2017 6:55 am
   Subject: Re: TED5 (the map editor used by ID)
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@Chris Yay, you got the Tile16s to show properly!!! Laughing Great job, man! I'm really happy we could get this to work!

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PostPosted: Tue May 16, 2017 8:40 am
   Subject: Re: TED5 (the map editor used by ID)
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Wow this is great! Now i wonder about what sprite editor they used, since it seems they used the same one for Doom.

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PostPosted: Fri Jun 09, 2017 9:23 pm
   Subject: Re: TED5 (the map editor used by ID)
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Here's an addon to the first zip that also shows the 36 floor colors (taken from the SAMPLMAP TILE16s):

https://my.pcloud.com/publink/show?code=XZslkGZzOXGsUpi7d8wKYfBoYgU0m0oMrMX

It is not known (yet? Laughing) whether the final egagraph.wl6 used for TED5 had floors closer to the images above or below.

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PostPosted: Sat Jun 10, 2017 5:58 am
   Subject: Re: TED5 (the map editor used by ID)
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Chris wrote:
It is not known (yet? Laughing) whether the final egagraph.wl6 used for TED5 had floors closer to the images above or below.
I doubt it seriously, as such graphics would've been in ESWAP.WL6 instead. Smile

Wolf3D was moved to VGA pretty early on. I'd honestly be surprised if 8-directional sprites of the guards ever existed for EGA. Odds are that Id got fed up with the 16-color limitations long before the Shareware sprites even had a complete set ... with or without enemy sprites.
Chris
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PostPosted: Sat Jun 10, 2017 9:19 am
   Subject: Re: TED5 (the map editor used by ID)
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Tricob wrote:
Chris wrote:
It is not known (yet? Laughing) whether the final egagraph.wl6 used for TED5 had floors closer to the images above or below.
I doubt it seriously, as such graphics would've been in ESWAP.WL6 instead. Smile

Wolf3D was moved to VGA pretty early on. I'd honestly be surprised if 8-directional sprites of the guards ever existed for EGA. Odds are that Id got fed up with the 16-color limitations long before the Shareware sprites even had a complete set ... with or without enemy sprites.

I think ID Software actually did have an egagraph, egahead, and egadict in the final version of wolf3d, used specifically for the TILE16s in TED5. Three reasons why I believe this is true:

- The GFXE_WL6.H file and it's date "Aug 09 1992" and amount of chunks point to this
- They also stuck with ega TILE16s in TED5 for Rise of the Triad / Wolfenstein II it looks like
- There is enough bugs in the "vgamode" in TED5 that I don't think it got used too much ( Laughing )

When searching for "egagraph.wl6" in quotes in google I found 0 results though... so I'm guessing the elusive egafiles with the final TILE16s used for wolf3d were never released publicly or slipped out yet. NY00123 theorized that maybe the TILE16s seen in the vgagraph (found in the beta) were only added specifically into the game for F10-O, which I think makes the most sense now.
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PostPosted: Sat Jun 10, 2017 12:49 pm
   Subject: Re: TED5 (the map editor used by ID)
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For the remainder of the EGAGRAPH files, certainly. It was probably easy to hack up the EGAGRAPH files from Commander Keen and begin work on an EGA version of Wolf3D. Creating an ESWAP file from scratch to run an EGA-compatible version ... I guarantee that takes a little more time and effort. Smile
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PostPosted: Sat Jun 10, 2017 1:27 pm
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For the record, WDC can work with the Tile16s as well.


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Chris
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PostPosted: Sun Jun 18, 2017 11:57 am
   Subject: Re: TED5 (the map editor used by ID)
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Here's some commands I found particularly useful when starting out:

::: CODE :::
EDITING MAPS
Pressing 1 or 2 will control which planes you draw on when you left click the mouse, or do some other operation.

Left Mouse Button    Draw current selected tiles to currently selected planes.
Right Mouse Button   Pick up value of current selected planes

Clicking on the tiles in the lower left corner will bring up a selection box for that plane.

Arrows        Move around map
1                Toggle Background plane drawing on/off
2                Toggle Foreground plane drawing
4                Toggle Background plane display on/off
5                Toggle Foreground plane display
Spacebar    Go to tile selection window
C                Copy a block: left click in upper left corner, right click in
                  lower right. Enter to copy it into buffer. Esc to stop process.
P                Paste from copy buffer wherever mouse is
B                Draw a block of the current selected tiles into current
                  selected planes.
F                 Flood-fill one plane's tiles with currently selected tile.
U                Undo last action.  This is occasionally erratic.  Be careful!
Ctrl-Arrow   Move a screen at a time in any direction

Carmacized Maps will play in Wolf3d v1.1+, but you have to use MTEMP.TMP as the maphead file (the other one is for maptemp).
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