Hey. Just reading through the posts here, so I'd thought I'll add a few notes.
The "locking up" you mentioned, is usually down to a resetting switch, that hasn't been set up properly - or a switch that requires 2 or more tasks before it can be activated. I've also encountered the same problem - but it's usually through a fault of my own - it might be best to double check those switches.
Also if you've added monsters that are slightly too big, this can cause them to just roam around the dungeon and not attack - especially if they cast spells. The attack view is present, but no action is initiated.
Just a few pointers I'd thought I would mention.
Also, regarding monsters, if you wish them to carry or convert into something else when they are destroyed, it is best to use a teleporter.
Hide the monster from the partys' view, usually a one square radius far away from the playing field. Set up a pressure pad to activate the teleporter when the creature has been killed, and hey presto! Another creature takes it's place and/or the item is summoned to an alcove or something similar.
I did the same thing with Dran from EOB and the dragon he changes into when you think you've destroyed him, he comes back - you could also link this onto another switch so when you think it's over, you pick something up, then the fight starts all over again.
As for file formats, the default settings are in GIF while the code will allow for PNG monsters and custom doors.
Like Ian mentioned earlier, all the .class files have now been updated to PNG, which will allow for a better "feel" to the gameplay, especially for shadowing and transparency effects.
As for DMJ itself, personally, I've never encountered any problems with it. The installation is straight-forward and as for the shortcuts, after install they are made for you.
It's much more versatile than what you see at first glance, and with a little creative flair and imagination, you'll be surprised at just what we can re-create!
But each to their own.
