diff --git a/Help/Contents.hhc b/Help/Contents.hhc
index d3ec2397be08c000209ab30f16862773ecc11d3d..c84017fceeefc372a758cfe1aa80e9839b4db3bf 100644
--- a/Help/Contents.hhc
+++ b/Help/Contents.hhc
@@ -260,20 +260,6 @@
 					<param name="Local" value="gzdb\features\general\multi_engines.html">
 					</OBJECT>
 			</UL>
-			<LI> <OBJECT type="text/sitemap">
-				<param name="Name" value="Scripting">
-				<param name="Local" value="gzdb\features\features.html#scripting">
-				</OBJECT>
-			<UL>
-				<LI> <OBJECT type="text/sitemap">
-					<param name="Name" value="Enhanced scripting workflow">
-					<param name="Local" value="gzdb\features\scripting\acs.html">
-					</OBJECT>
-				<LI> <OBJECT type="text/sitemap">
-					<param name="Name" value="Code Snippets">
-					<param name="Local" value="gzdb\features\scripting\snippets.html">
-					</OBJECT>
-			</UL>
 			<LI> <OBJECT type="text/sitemap">
 				<param name="Name" value="New features in Classic and Visual modes">
 				<param name="Local" value="gzdb\features\features.html#allmodes">
@@ -404,7 +390,7 @@
 				</OBJECT>
 			<LI> <OBJECT type="text/sitemap">
 				<param name="Name" value="New features in Things mode">
-				<param name="Local" value="gzdb\features\features.html#things">
+				<param name="Local" value="gzdb\features\features.html">
 				</OBJECT>
 			<UL>
 				<LI> <OBJECT type="text/sitemap">
@@ -422,7 +408,7 @@
 				</OBJECT>
 			<LI> <OBJECT type="text/sitemap">
 				<param name="Name" value="GZDB Visual mode">
-				<param name="Local" value="gzdb\features\features.html#visual">
+				<param name="Local" value="gzdb\features\features.html">
 				</OBJECT>
 			<UL>
 				<LI> <OBJECT type="text/sitemap">
diff --git a/Help/gzdb/features/all_modes/colorpicker.html b/Help/gzdb/features/all_modes/colorpicker.html
index 232c8410c789f5615e3742701705bccd189147e0..3f7596107db1a22e26c9a97eaa3960744fe97534 100644
--- a/Help/gzdb/features/all_modes/colorpicker.html
+++ b/Help/gzdb/features/all_modes/colorpicker.html
@@ -27,7 +27,6 @@ If nothing is selected in Visual Mode, you   can highlight a Light Thing and the
 Select any sectors in Classic mode, or any surfaces in  Visual Mode, then open the Color Picker window.
 Sector color (&quot;lightcolor&quot; property) and Fade color (&quot;fadecolor&quot; property) can be set in this mode.
 If nothing is selected in Visual Mode, you can highlight a surface and then open the Color Picker window to edit the color of the corresponding sector to which the highlighted surface belongs.</td>
-<td><img src="colorpicker.jpg"/></td>
 </tr>
 </table>
 </div>
diff --git a/Help/gzdb/features/all_modes/colorpicker.jpg b/Help/gzdb/features/all_modes/colorpicker.jpg
deleted file mode 100644
index d5c8782d590338478381922aaf94205d878d4c40..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/all_modes/event_lines.html b/Help/gzdb/features/all_modes/event_lines.html
index 1a1811eb31b4ecc797582826c68c125c28a7234e..a1a2a42064d2667dfdbfbe835334d3017d718ae5 100644
--- a/Help/gzdb/features/all_modes/event_lines.html
+++ b/Help/gzdb/features/all_modes/event_lines.html
@@ -20,13 +20,9 @@
     <p>Event lines can be toggled using the icon on the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or using the "<strong>Toggle Event lines</strong>" action.<br />
 		The Color of the event lines can be changed in <strong>Preferences -> Appearance</strong>.</p>
     <p>Several things will happen when event lines are enabled:</p>
-    1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:
-    <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
-          <div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="event_lines1.jpg" alt="" /></div>
+    1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes.
 
-   <br /> 2. Order, in which patrol points and interpolation points are connected  will be shown in Classic and Visual modes:
-    <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
-          <div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="event_lines2.jpg" alt="" /></div>
+   <br /> 2. Order, in which patrol points and interpolation points are connected  will be shown in Classic and Visual modes.
           <br />3. Corresponding Polyobject Start Spots and Polyobject Anchors will be connected in 2D modes.
 </div>
 </body>
diff --git a/Help/gzdb/features/all_modes/event_lines1.jpg b/Help/gzdb/features/all_modes/event_lines1.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/all_modes/event_lines2.jpg b/Help/gzdb/features/all_modes/event_lines2.jpg
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diff --git a/Help/gzdb/features/all_modes/incremental_tags1.jpg b/Help/gzdb/features/all_modes/incremental_tags1.jpg
deleted file mode 100644
index e51a46020379e2bd478be8670c482674329dad07..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/all_modes/incremental_tags2.jpg b/Help/gzdb/features/all_modes/incremental_tags2.jpg
deleted file mode 100644
index c55816e7342cea5c25d70e4ec5eec8cd250418c1..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/all_modes/jitter.html b/Help/gzdb/features/all_modes/jitter.html
index 054f6e3a5a68af9e0dbb179e0aa2d0c8c07632b4..4310790365d492d126431ebd8d5d25291dcb50cb 100644
--- a/Help/gzdb/features/all_modes/jitter.html
+++ b/Help/gzdb/features/all_modes/jitter.html
@@ -22,25 +22,6 @@
       <p><b>Menu path:</b> Mode -&gt; Randomize.<br />
         <b>Action category:</b> Transform.<br />
         <b>Default key:</b> Ctrl-J.<br />
-      <table border="0" cellspacing="3" cellpadding="3">
-        <tr>
-          <td><strong>Before:</strong></td>
-          <td><strong>After:</strong></td>
-        </tr>
-        <tr>
-          <td><img src="jitter2.jpg" alt="" width="295" height="211" /></td>
-          <td><img src="jitter3.jpg" alt="" width="257" height="211" /></td>
-        </tr>
-      </table>
-      <p>This function can be applied to any kind of selection from both Classic and Visual modes. 
-        Depending on selection type, different sets of settings can be used:<br />
-        <br />
-      When vertices or linedefs are selected in <strong>Vertices</strong> or <strong>Linedefs mode</strong>, or only walls are selected in <strong>Visual mode</strong>, you'll get this:</p>
-      <p><img src="jitter_verts.jpg" alt="" /></p>
-      <p>When sectors are selected in <strong>Sectors mode</strong>, or floors/ceilings are selected in <strong>Visual mode</strong>, you'll get this:</p>
-      <p><img src="jitter_sectors.jpg" alt="" /></p>
-      <p>When things are selected in <strong>Things</strong> or <strong>Visual mode</strong>, you'll get this:</p>
-      <p><img src="jitter_things.jpg" alt="" /></p>
-      <p>You can use <img src="jitter_update.jpg" alt="" width="22" height="24" /> button to update random values for a given property.</p>
+      <p>This function can be applied to any kind of selection from both Classic and Visual modes.</p>
 </div>
 </body>
diff --git a/Help/gzdb/features/all_modes/jitter2.jpg b/Help/gzdb/features/all_modes/jitter2.jpg
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diff --git a/Help/gzdb/features/all_modes/jitter_sectors.jpg b/Help/gzdb/features/all_modes/jitter_sectors.jpg
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diff --git a/Help/gzdb/features/all_modes/jitter_things.jpg b/Help/gzdb/features/all_modes/jitter_things.jpg
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diff --git a/Help/gzdb/features/all_modes/jitter_verts.jpg b/Help/gzdb/features/all_modes/jitter_verts.jpg
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diff --git a/Help/gzdb/features/all_modes/synch_cam1.jpg b/Help/gzdb/features/all_modes/synch_cam1.jpg
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diff --git a/Help/gzdb/features/all_modes/synch_cam2.jpg b/Help/gzdb/features/all_modes/synch_cam2.jpg
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diff --git a/Help/gzdb/features/all_modes/synch_cam3.jpg b/Help/gzdb/features/all_modes/synch_cam3.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/all_modes/synch_cam4.jpg b/Help/gzdb/features/all_modes/synch_cam4.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/all_modes/synch_camera.html b/Help/gzdb/features/all_modes/synch_camera.html
index 36def4be6c2b3946447bfcfc315403158c1fda9b..555299f1d036705fd8013833f1f68c76460f8573 100644
--- a/Help/gzdb/features/all_modes/synch_camera.html
+++ b/Help/gzdb/features/all_modes/synch_camera.html
@@ -18,18 +18,6 @@
 </div>
 	
 <div id="contents">
-  <p>GZDB can synchronize the camera position between Classic and Visual modes. Unlike DB2, this doesn't require a Visual Mode Camera thing and it works both ways. Here's how it works: </p>
-  <p>Let's say you want to inspect that secret area  in Visual mode:<br />
-  <img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
-  <p>Move the mouse cursor to the position where you want to appear in Visual mode, then go to Visual mode (default key is <strong>Q</strong>). You will appear there:</p>
-  <p><img src="synch_cam2.jpg" alt="" width="740" height="515" /></p>
-  <p>Then, let's say you've moved to an entirely different place without leaving Visual mode:</p>
-  <p><img src="synch_cam3.jpg" alt="" width="740" height="515" /></p>
-  <p>If you leave Visual mode now, the map will be centered at Visual camera's location:</p>
-  <p><img src="synch_cam4.jpg" alt="" width="736" height="512" /></p>
-  <p>If you don't like this behaviour, disable "<b>Synchronize camera position between 2D and 3D modes</b>" <a href="../../../w_preferences.html">Preferences</a> option.</p>
-	<h2>Additional keys:</h2>
-	<p>Holding <b>Shift</b> while switching to/from Visual mode will also synchronize selected map elements.<br />
-	Holding <b>Ctrl</b> while switching to/from Visual mode will temporarily disable camera synchronization (works only when "<b>Synchronize camera position between 2D and 3D modes</b>" <a href="../../../w_preferences.html">Preferences</a> option is enabled).</p>
+  <p>GZDB can synchronize the camera position between Classic and Visual modes. Unlike DB2, this doesn't require a Visual Mode Camera thing and it works both ways.</p>
 </div>
 </body>
diff --git a/Help/gzdb/features/all_modes/tag_support.html b/Help/gzdb/features/all_modes/tag_support.html
index ad3b0cad321d1fb253a9191a6b9de6588912bc71..50065a6c7c26d355faab024d3149c4ad1c48d1eb 100644
--- a/Help/gzdb/features/all_modes/tag_support.html
+++ b/Help/gzdb/features/all_modes/tag_support.html
@@ -23,48 +23,37 @@
 </div>
 <div id="contents">
   <h2><strong>New Tag vs. Unused Tag:</strong></h2>
-  <p><img src="tags_newlabel.jpg" /><br />
-    Two methods can be used to assign a new tag to a map element.<br />
+  <p>Two methods can be used to assign a new tag to a map element.<br />
     Pressing &quot;<strong>New</strong>&quot; button will find a tag number, which is not used by any map element or any action argument, which expects a tag (classic Doom Builder 2 behaviour).<br />
     Pressing "<strong>Unused</strong>" button will  find a tag number, which is not used by any map element of current type (e.g. not used by any linedef in the map, if the button is pressed in Edit Linedefs form).</p>
   <h2><strong>Setting Tags relatively:</strong></h2>
   <p>You can enter &quot;<strong>++N</strong>&quot; or &quot;<strong>--N</strong>&quot; as a tag to increase or decrease tags by <strong>N</strong>.</p>
   <h2><strong>Setting Tag Ranges:</strong></h2>
   <p>When several map elements are selected, you can set a tag range by entering "<strong>&gt;=N</strong>" or "<strong>&lt;=N</strong>" as a tag.<br />
-    <strong>Example:</strong> to tag selected sectors starting from 10 and going up, enter "<strong>&gt;=10</strong>" as the tag and press <strong>OK</strong> button:<br />
-    <img src="incremental_tags1.jpg" /><br />
-    <br />
-    The result:<br />
-    <img src="incremental_tags2.jpg" /><br />
-    <br />
     <span class="style1">Warning:</span> setting tag ranges this way doesn't check if tags being set are already used in the map. If you need that functionality, set tag ranges using the <strong>Tag Range</strong> plugin.</p>
   <h2><strong>Enhanced Tag Support:</strong></h2>
   <table width="100%" border="0" cellspacing="3" cellpadding="3">
     <tr>
-      <td valign="top">If a tag is already used in a map, you can  pick it from the list:
+      <td valign="top">If a tag is already used in a map, you can  pick it from the list.
         </p></td>
-      <td><img src="tags_dropdown.jpg" alt="" width="398" height="400" /></td>
+      <td></td>
     </tr>
     <tr>
       <td valign="top"><p>This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is a sector tag, only sector tags will be shown in the drop down).<br />
           <strong>If you want, you can type the tag number manually.</strong></p></td>
-      <td><img src="tags_action_arg.jpg" alt="" width="400" height="329" /></td>
+      <td></td>
     </tr>
   </table>
   <h2><strong>Tag Labels</strong>:</h2>
   <p>You can add labels to tags. This can be done in several ways:<br />
     1. If you type any text in the tag selector, then an unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments).
-  <p><img src="tags_newlabel.jpg" />
-  <p>2. You can use the <strong>Tag statistics form</strong> to view all tags used in a map, and view and edit labels, if any are assigned to them:
-  <p><img src="tags_view1.jpg" alt="" width="264" height="399" /><br />
-    <br />
-    <img src="tags_table.jpg" alt="" />
+  <p>
+  <p>2. You can use the <strong>Tag statistics form</strong> to view all tags used in a map, and view and edit labels, if any are assigned to them.
+  <p>
   <p>Double-click on a value in the &quot;<strong>Label</strong>&quot; column to edit the tag label.<br />
     Double-click on Sectors, Linedefs or Things cells to select map elements,  right click to open their properties.<br />
     All columns are sortable.
-  <p>Tag labels support autocompletion. Start typing a tag label to show the autocompletion list:
-  <p><img src="tags_autocomplete.jpg" alt="" width="356" height="400" />
-  <p>When sort mode is set to &quot;By Tag&quot;, tag labels will be shown in the <strong>Tag Explorer</strong>:
-  <p><img src="tags_tagexplorer.jpg" alt="" width="285" height="311" /> 
+  <p>Tag labels support autocompletion. Start typing a tag label to show the autocompletion list.
+  <p>When sort mode is set to &quot;By Tag&quot;, tag labels will be shown in the <strong>Tag Explorer</strong>.
 </div>
 </body>
diff --git a/Help/gzdb/features/all_modes/tagexplorer.jpg b/Help/gzdb/features/all_modes/tagexplorer.jpg
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diff --git a/Help/gzdb/features/all_modes/tags_tagexplorer.jpg b/Help/gzdb/features/all_modes/tags_tagexplorer.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/all_modes/tags_view1.jpg b/Help/gzdb/features/all_modes/tags_view1.jpg
deleted file mode 100644
index 76164cf9033ffaff4a9879165e3962e8d61ecd96..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/all_modes/test_from_view.html b/Help/gzdb/features/all_modes/test_from_view.html
index a961f53e202625a6ecf639f6477fd182bd09f874..50fba6d43c9f1e3a7e7fc0507bc89d2c79a89402 100644
--- a/Help/gzdb/features/all_modes/test_from_view.html
+++ b/Help/gzdb/features/all_modes/test_from_view.html
@@ -18,13 +18,6 @@
 </div>
 	
 <div id="contents">
-  <p>GZDB allows you to test a map from any valid place in a map. Here's how it works: </p>
-  <p>Let's say you want to inspect that secret area  in (G)ZDoom:<br />
-  <img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
-  <p>Move  mouse cursor to the position you want to appear in the game, then use &quot;<strong>Test map from  current position</strong>&quot; action (default key is <strong>Ctrl-F9</strong>). You will appear there:</p>
-  <p><img src="test_from_view2.jpg" alt="" width="740"/></p>
-  <p>This works from Visual mode as well. You will appear at Visual camera position:</p>
-  <p><img src="test_from_view3.jpg" alt="" width="740" height="515" /></p>
-  <p><img src="test_from_view4.jpg" alt="" width="740"/></p>
+  <p>GZDB allows you to test a map from any valid place in a map.</p>
 </div>
 </body>
diff --git a/Help/gzdb/features/all_modes/test_from_view2.jpg b/Help/gzdb/features/all_modes/test_from_view2.jpg
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diff --git a/Help/gzdb/features/all_modes/test_from_view3.jpg b/Help/gzdb/features/all_modes/test_from_view3.jpg
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diff --git a/Help/gzdb/features/all_modes/test_from_view4.jpg b/Help/gzdb/features/all_modes/test_from_view4.jpg
deleted file mode 100644
index 6ed9ee222981b4871fa3258b068ea2fe68032230..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/all_modes/texture_browser.html b/Help/gzdb/features/all_modes/texture_browser.html
index a40395fa98a3db1100cd96b214c3b05578b9bb23..4fbeb6ec429fcc9148eec527d99c2f387c256881 100644
--- a/Help/gzdb/features/all_modes/texture_browser.html
+++ b/Help/gzdb/features/all_modes/texture_browser.html
@@ -16,12 +16,11 @@
   <table width="100%" border="0" cellspacing="3" cellpadding="3">
     <tr>
       <td valign="top">The Image browser displays the directory structure of a Folder, PK3 and PK7 resource, allowing you to group and find textures easier.<br />
-        You can filter textures by texture size. If the current game configuration supports mixed textures and flats, you can filter textures by image type using this drop down:<br />
-        <img src="texture_types.jpg" alt=""/><br />
+        You can filter textures by texture size. If the current game configuration supports mixed textures and flats, you can filter textures by image type.<br />
         <br />
         <strong>Technical notice:</strong><br />
         For textures defined in TEXTURES lump, the location of the first patch is used as texture path.</td>
-      <td><img src="texture_browser.jpg"/></td>
+      <td></td>
     </tr>
   </table>
 </div>
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diff --git a/Help/gzdb/features/classic_modes/draw_settings.jpg b/Help/gzdb/features/classic_modes/draw_settings.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/classic_modes/drawsettingspanel.html b/Help/gzdb/features/classic_modes/drawsettingspanel.html
index 160a0c7c34fb6c78aa02f90265c2788e0763c9d3..77e51e7fb3fd280318f61ea6deda46e27eb11e63 100644
--- a/Help/gzdb/features/classic_modes/drawsettingspanel.html
+++ b/Help/gzdb/features/classic_modes/drawsettingspanel.html
@@ -18,7 +18,6 @@
 	</div>
 	
 	<div id="contents">
-<div style="float:right"><img src="drawsettingspanel.jpg" alt="" width="285" height="578" /></div>
 <p> By default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one. You can use Draw Settings Panel to override that behaviour.</p>
 <p>Also, you can use this panel to remove textures from currently selected map objects, or replace the texures with currently selected overrides.</p>
 </div>
diff --git a/Help/gzdb/features/classic_modes/drawsettingspanel.jpg b/Help/gzdb/features/classic_modes/drawsettingspanel.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/classic_modes/import_terrain_settings.jpg b/Help/gzdb/features/classic_modes/import_terrain_settings.jpg
deleted file mode 100644
index 02f82bc509e925b634b842f73b7029a891c09180..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/classic_modes/linedef_color_presets.html b/Help/gzdb/features/classic_modes/linedef_color_presets.html
index f7421165cdadc50156aca2748c7a8e095371fa02..0382d855ff6f37d107b9d1b1b642e9903fa97694 100644
--- a/Help/gzdb/features/classic_modes/linedef_color_presets.html
+++ b/Help/gzdb/features/classic_modes/linedef_color_presets.html
@@ -23,7 +23,6 @@
 	<div id="contents">
     <p>You can create <strong>custom linedef color presets</strong> to show linedefs with any combination of <strong>action</strong>, <strong>flags</strong> and <strong>activation</strong> using a specified color in 2D modes.</p>
     <p>You can choose which presets to apply using the drop down menu on the main toolbar.<br />While the drop down is opened, hold <strong>Shift</strong> to toggle several items at once.<br />
-    <img src="linedef_color_presets_dropdown.jpg" />
     </p>
     <p><strong>Technical notice: </strong>color presets are evaluated from top to bottom, so if you have a setup like this:<br />
       <span class="style1">"Any action" [no flags]<strong> [any action]</strong> [no activation]<br />
@@ -31,6 +30,5 @@
     then the "Slopes" preset will never be used.
     
     </p>
-    <img src="linedef_color_presets.jpg" />
 </div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/linedef_color_presets.jpg b/Help/gzdb/features/classic_modes/linedef_color_presets.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/classic_modes/linedef_color_presets_dropdown.jpg b/Help/gzdb/features/classic_modes/linedef_color_presets_dropdown.jpg
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diff --git a/Help/gzdb/features/classic_modes/mode_drawbridge.html b/Help/gzdb/features/classic_modes/mode_drawbridge.html
index 9f3b31c98f7d62215fa31378e310fb8821d5ea4d..bdff036a721e64b89e8cf2707f23b67ef7ff58e4 100644
--- a/Help/gzdb/features/classic_modes/mode_drawbridge.html
+++ b/Help/gzdb/features/classic_modes/mode_drawbridge.html
@@ -22,87 +22,5 @@ This mode lets you connect parts of existing geometry using Bezier curves.<br>
 <b>Action category:</b> Drawing.<br>
 <b>Default key:</b> Ctrl-B.<br>
 <b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level. You  can hold <strong>Shift</strong> while dragging a handle to turn grid snapping off.<br>
-<table width="100%" border="0" cellspacing="3" cellpadding="3">
-  <tr>
-    <td width="33%"><b>Usage:</b> Select two linedefs or two groups of linedefs: </td>
-    <td width="33%">Then activate the Bridge mode by using the keyboard shortcut or tool button (<img align="texttop" src="bridgemode_icon.png" />):</td>
-    <td>Make some changes, then press the OK button or Enter to accept, or Cancel/Esc to cancel:</td>
-  </tr>
-  <tr>
-    <td align="center"><img src="bridge1.jpg" /></td>
-    <td align="center"><img src="bridge2.jpg" /></td>
-    <td align="center"><img src="bridge3.jpg" /></td>
-  </tr>
-</table>
 
-<h2>Options window</h2>
-<table width="100%" border="0" cellspacing="3" cellpadding="3">
-  <tr>
-    <td valign="top"><img src="bridge_settings.jpg" /></td>
-    <td><b>Align floor and Align ceiling drop downs</b> let you choose how the heights of created sectors are <a href="#interp_modes">interpolated</a>.<br>
-<b>Brightness drop down</b> lets you choose how the brightness of created sectors is interpolated.<br>
-<b>Subdivisions</b> controls how many subdivisions a bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this by using keyboard shortcuts.<br>
-<br>
-Activate <b>Mirror mode</b> to mirror paired handle movement:<br>
-<img style="display:block" src="bridge_mirror.jpg" /><br>
-Activate <b>Copy mode</b> to copy paired handle movement:<br>
-<img style="display:block" src="bridge_copy.jpg" /><br>
-If a shape crosses itself, you can press the <b>"Flip Lines"</b> button to fix this:
-<img style="display:block" src="bridge_flip.jpg" /><br>
-<br></td>
-  </tr>
-</table>
-<h2>Interpolation modes:<a id="interp_modes"></a></h2>
-<table width="100%" border="0" cellspacing="3" cellpadding="3">
-  <tr>
-    <td width="200px">&nbsp;</td>
-    <td><strong>Highest ceiling</strong></td>
-  </tr>
-  <tr>
-    <td>&nbsp;</td>
-    <td><strong>Lowest floor</strong></td>
-  </tr>
-  <tr>
-    <td>&nbsp;</td>
-    <td><strong>Linear interpolation</strong></td>
-  </tr>
-  <tr>
-    <td><img align="middle" src="bridge_easeInSine.jpg" /></td>
-    <td><b>EaseInSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing in.</td>
-  </tr>
-  <tr>
-    <td><img align="middle" src="bridge_easeOutSine.jpg" /></td>
-    <td><b>EaseOutSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing out.</td>
-  </tr>
-  <tr>
-    <td><img align="middle" src="bridge_easeInOutSine.jpg" /></td>
-    <td><b>EaseInOutSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing in/out.</td>
-  </tr>
-</table>
-<h2>Setting lower/upper textures:</h2>
-If you are going to connect sectors with different ceiling and/or floor heights, you'll generally want to set upper and/or lower textures. To do this, set upper or lower textures to linedefs, which will be used to define the shape of the bridge. <br>Let's say we want to make a stairway out of these lines:
-<table border="0" cellspacing="3" cellpadding="3">
-  <tr>
-    <td><b>2D-view:</b></td>
-    <td><b>3D-view:</b></td>
-  </tr>
-  <tr>
-    <td valign="top"><img src="bridge_tex1.jpg" /></td>
-    <td><img src="bridge_tex1_3d.jpg" /></td>
-  </tr>
-</table>
-<br>
-If you bridge these linedefs right now, you'll have lots of unset textures:
-<br>
-<img src="bridge_tex2_3d.jpg" /> 
-<br><br>
-Instead of setting them all by hand, set the upper and lower textures of those linedefs, which will be used to create this shape (you need to set only one linedef of the pair):
-<br>
-<img src="bridge_tex3.jpg" /> 
-<br><br>
-If you bridge linedefs now, all upper/lower textures will be set:
-<br>
-<img src="bridge_tex4_3d.jpg" /> 
-</p>
-</div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/mode_drawcurve.html b/Help/gzdb/features/classic_modes/mode_drawcurve.html
index 5a2bdd767ea0aface3e9547289d2d0c4d46a406e..b43a870228670c7224863b8be17d7df106c295ce 100644
--- a/Help/gzdb/features/classic_modes/mode_drawcurve.html
+++ b/Help/gzdb/features/classic_modes/mode_drawcurve.html
@@ -29,5 +29,4 @@ Press "<strong>Continuous drawing</strong>" button on the mode panel to disable
 Press "<strong>Auto-finish drawing</strong>" button on the mode panel to automatically finish drawing when currently drawn lines and already existing level geometry form a closed shape.<br>
 You can use the mode panel or &quot;<strong>Increase Subdivision Level</strong>&quot; and &quot;<strong>Decrease Subdivision Level</strong>&quot; actions to control how detailed the curve is:
 <br>
-<img src="draw_curve.jpg" /></div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/mode_drawellipse.html b/Help/gzdb/features/classic_modes/mode_drawellipse.html
index 2fb75b987dc202c774cd06b98f295613ca9ad608..75db03d61c1f13dbbfc64498ca91f0bf8865d52f 100644
--- a/Help/gzdb/features/classic_modes/mode_drawellipse.html
+++ b/Help/gzdb/features/classic_modes/mode_drawellipse.html
@@ -27,11 +27,7 @@ This mode lets you draw various ellipsoid shapes.<br>
 	  Press "<strong>Continuous drawing</strong>" button on the mode panel to disable automatic switching to previous editing mode after finishing drawing.<br>
 	  You can use the mode panel or &quot;<strong>Rotate Clockwise</strong>&quot; and &quot;<strong>Rotate Counterclockwise</strong>&quot; actions to rotate the shape.<br>
       You can use the mode panel or &quot;<strong>Increase Subdivision Level</strong>&quot; and &quot;<strong>Decrease Subdivision Level</strong>&quot; actions to  control the number of sides ellipse has.<br>
-      <img src="draw_ellipse1.jpg" />
-      <br>
-      You can use mode panel or &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel the ellipse: <br>
-      <img src="draw_ellipse2.jpg" />
-      <br>
+      You can use mode panel or &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel the ellipse. <br>
       When using &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions, the bevel  increment is based on the current grid size.</p>
 </div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/mode_drawgrid.html b/Help/gzdb/features/classic_modes/mode_drawgrid.html
index 19654ae148f2f799ac77a8b70a6fbabef12cf708..c3d741721b8376268cb6e085de4f9aa31f98a0e1 100644
--- a/Help/gzdb/features/classic_modes/mode_drawgrid.html
+++ b/Help/gzdb/features/classic_modes/mode_drawgrid.html
@@ -27,6 +27,5 @@
     Change "<strong>Lock slices to grid</strong>" setting  to match slices number to current grid size horizontally, vertically or in both directions.<br />
     Check &quot;<strong>Triangulate</strong>&quot; if you want to create triangles instead of quads.<br />
 	Check "<strong>Continuous drawing</strong>"	to disable automatic switching to previous editing mode after finishing drawing.</p>
-    <p><img src="draw_grid_tri.jpg" alt="" /></p>
 </div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/mode_drawrect.html b/Help/gzdb/features/classic_modes/mode_drawrect.html
index 1efd0aa91d4011bf5831eec5a922be96ac75d6e4..ec0da5e9a3e0c56957307acfe8424b9d40d6dfd1 100644
--- a/Help/gzdb/features/classic_modes/mode_drawrect.html
+++ b/Help/gzdb/features/classic_modes/mode_drawrect.html
@@ -25,13 +25,7 @@ This mode lets you draw various rectangle shapes.<br>
 <br>
 You can activate this mode by pressing <strong>Ctrl-Shift-D</strong> (default key).<br>
 Press "<strong>Continuous drawing</strong>" button on the mode panel to disable automatic switching to previous editing mode after finishing drawing.<br>
-You can use the mode panel or &quot;<strong>Increase/Decrease Subdivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to change corner bevel amount and detail level:
-<br>
-<img src="draw_rectangle1.jpg" />
-<br>
-Negative bevel values are also supported:
-<br>
-<img src="draw_rectangle2.jpg" />
+You can use the mode panel or &quot;<strong>Increase/Decrease Subdivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to change corner bevel amount and detail level. Negative bevel values are also supported.
 <br>
 When using &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions, the bevel increment is based on the current grid size.</p>
 </div>
diff --git a/Help/gzdb/features/classic_modes/mode_importterrain.html b/Help/gzdb/features/classic_modes/mode_importterrain.html
index 386daaa007dbec7059bb299e9b6e482aeeb7bda4..4a3454b3a24e60049bd2aadd1678a0400978e2cd 100644
--- a/Help/gzdb/features/classic_modes/mode_importterrain.html
+++ b/Help/gzdb/features/classic_modes/mode_importterrain.html
@@ -33,7 +33,5 @@
       <strong>Limitations:</strong><br />
       The model should be triangulated.<br />
       Polygons should not overlap each other when viewed from the top.<br />
-      <p><img src="terrain1.jpg" alt="" width="842" height="722" /></p>
-    <p><img src="terrain2.jpg" alt="" width="842" height="632" /></p>
 </div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/selection.html b/Help/gzdb/features/classic_modes/selection.html
index dfc7b6d2b4450b3531ec4724db56193079bdd6d1..ca0f279741865325098c50c033f49ac237425b59 100644
--- a/Help/gzdb/features/classic_modes/selection.html
+++ b/Help/gzdb/features/classic_modes/selection.html
@@ -18,8 +18,6 @@
   Hold <strong>Alt</strong> in <strong>Sectors </strong><strong> mode</strong> to (de)select things inside of (de)selected sectors when using regular, paint and rectangular selection. This behaviour is inverted when &quot;<strong>Syncronized Things Editing</strong>&quot; option is enabled.<br />
   Hold <strong>Alt</strong> in<strong> Linedefs mode</strong> to (de)select things inside of rectangular selection marquee. This behaviour is inverted when &quot;<strong>Syncronized Things Editing</strong>&quot; option is enabled.</p>
   <p>Current behaviour is indicated by the selection outline: additive selection uses the Highlight color, subtractive selection uses the inverted Highlight color.
-  <p>The Rectangular selection mode in <strong>Sectors</strong> and <strong>Linedefs</strong> modes can  be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will be also   affected) using this button in the toolbar:
-  <p><img src="selection_mode_btn.jpg" alt="" width="260" height="30" /><br />
-    <br>
+  <p>The Rectangular selection mode in <strong>Sectors</strong> and <strong>Linedefs</strong> modes can  be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will also be affected).
 </div>
 </body>
diff --git a/Help/gzdb/features/classic_modes/selection_mode_btn.jpg b/Help/gzdb/features/classic_modes/selection_mode_btn.jpg
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diff --git a/Help/gzdb/features/classic_modes/terrain1.jpg b/Help/gzdb/features/classic_modes/terrain1.jpg
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index 32dc0a0bda217cb57ab438fddca91fe545aa2347..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/classic_modes/terrain2.jpg b/Help/gzdb/features/classic_modes/terrain2.jpg
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index 223fbcb7d3c7d9f6c7d09dec8a776e475625bfd8..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/classic_modes/thing_statistics.jpg b/Help/gzdb/features/classic_modes/thing_statistics.jpg
deleted file mode 100644
index f6e6e6a90cdbd27e4433776d92c943ac1240df0e..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/custom_fields/newfieldtypes.html b/Help/gzdb/features/custom_fields/newfieldtypes.html
index 1a714746ffd1e8eb482db8a07ba9b9cb3528da03..84dedf20eee5b36ce53098611f41c794b7f08406 100644
--- a/Help/gzdb/features/custom_fields/newfieldtypes.html
+++ b/Help/gzdb/features/custom_fields/newfieldtypes.html
@@ -18,9 +18,6 @@
   <p><b class="fat">Integer (random)</b><br />
     Randomly picks an integer value between provided minimum and maximum value. To use it, change the UDMF field type to &quot;Integer (Random)&quot; and enter a value as 'min max'.<br />
     <strong>Technical notice:</strong> this field type is considered &quot;virtual&quot;, because it cannot be saved in a map, so it will be converted to &quot;Integer&quot; type after clicking OK in an Edit form.<br />
-    <strong>Example:</strong><br />
-    Here, the field 'user_test' will be added to all selected map elements, and in all of them this field will have a random value from 1 to 123:</p>
-  <p><img src="randomint.jpg" alt="" width="329" height="56" /></p><br />
   <p><b class="fat">Decimal (random)</b><br />
     Same as "Integer (Random)", but for decimal values.<br />
 </div>
diff --git a/Help/gzdb/features/custom_fields/randomint.jpg b/Help/gzdb/features/custom_fields/randomint.jpg
deleted file mode 100644
index abd512bfb189ac6d72907634ad55a09c02eb2074..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/features.html b/Help/gzdb/features/features.html
index 7b8fca27f55bc275d56bdabc43760fe13e36ceec..f58eb02db85510d1183ddc76cfa3e29648891888 100644
--- a/Help/gzdb/features/features.html
+++ b/Help/gzdb/features/features.html
@@ -76,8 +76,8 @@
     <li>
       <h3><a name="scripting" id="scripting"></a>Scripting:</h3>
       <ul>
-        <li><a href="scripting/acs.html">Enhanced scripting workflow</a>.</li>
-        <li><a href="scripting/snippets.html">Code snippets.</a></li>
+        <li>Enhanced scripting workflow</li>
+        <li>Code snippets.</li>
         <li>Added support for multiple ACC compilers.</li>
         <li>BCC script compiler (<a href="https://github.com/wormt/bcc/">https://github.com/wormt/bcc/</a>) is  bundled with GZDB.</li>
         <li>Script type can  be chosen when creating or opening a map, and can be changed in Map Options form.</li>
@@ -160,16 +160,10 @@
         <li>Things selection, dragging and deletion can be syncronized with sectors selection, dragging and deletion by enabling <strong>Sectors -&gt; Syncronized Things Editing</strong> menu item / <strong>Syncronized Things Editing</strong> toolbar button.</li>
         <li>Things can  be (de)selected by holding the <strong>Alt</strong> key when (de)selecting sectors. <strong>Alt</strong> key behaviour is inverted when <strong>Syncronized Things Editing</strong> option is enabled.</li>
         <li>Sector Tag and Effect can now be shown on top of sectors. You can use &quot;<strong>View Tags and Effects</strong>&quot; button to toggle this overlay.
-          <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
-          <div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/toggle_effect_overlay.jpg" alt="" /></div>
         </li>
-        <li><strong>[UDMF]</strong> Create Brightness Gradient option can work in 5 modes:
-          <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
-          <div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/gradientmodes.jpg" alt="" /></div>
+        <li><strong>[UDMF]</strong> Create Brightness Gradient option can work in 5 modes.
         </li>
-        <li>Sector Info panel  shows the number of sector's sidedefs as well as light and fade colors (UDMF only):
-          <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
-          <div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/sector_info.jpg" alt="" /></div>
+        <li>Sector Info panel  shows the number of sector's sidedefs as well as light and fade colors (UDMF only).
         </li>
         <li>&quot;<strong>Flip Linedefs</strong>&quot; action is now available from Sectors mode. It will try to align linedefs, so their front (or back) point towards the same sector.</li>
       </ul>
@@ -189,10 +183,7 @@
       <h3><a name="things" id="things"></a>Things mode:</h3>
       <ul>
         <li>Several thing types can now be selected at once in Thing Edit form. If   you do so,  a type randomly chosen from selected ones will be assigned   to each selected thing. <a href="things_mode/multiple_thing_types.html">More info</a>.</li>
-        <li>You can filter selected things by type using Filter Things form (<strong>Things -&gt; Filter Things...</strong>).
-          <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
-          <div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="things_mode/filter_selection.jpg" alt="" /></div>
-        </li>
+        <li>You can filter selected things by type using Filter Things form (<strong>Things -&gt; Filter Things...</strong>).</li>
         <li>You can clone selected/highlighted things by holding &quot;Shift&quot; before starting to drag them.</li>
         <li>New action: &quot;<strong>Point Thing to cursor</strong>&quot;. <a href="things_mode/pointthing.html">More info</a>.</li>
         <li>New action: &quot;<strong>Align Things To Linedef</strong>&quot;.</li>
diff --git a/Help/gzdb/features/general/multi_engines.html b/Help/gzdb/features/general/multi_engines.html
index 23c0cf0e996e493c192cc7ba6ee595675daf8b72..4502c0d1aec236f5dbaddfa9e8a8bbfb9a7ce47a 100644
--- a/Help/gzdb/features/general/multi_engines.html
+++ b/Help/gzdb/features/general/multi_engines.html
@@ -21,9 +21,6 @@
 	<div id="gz_title"><h1>Multiple engines per game configuration</h1></div>
 	
 	<div id="contents">
-    <p>Multiple engines can now be setup for each game configuration by clicking on the + icon:</p>
-    <img src="multi_engines1.jpg" />
-    <p>Choose which engine to use in the <b>Test Map</b> -> <b>Engine</b> drop down:</p>
-    <img src="multi_engines2.jpg" />
+    <p>Multiple engines can now be setup for each game configuration by clicking on the + icon.</p>
 </div>
 </body>
diff --git a/Help/gzdb/features/general/multi_engines1.jpg b/Help/gzdb/features/general/multi_engines1.jpg
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index 9a2ee4cc3d65c3f7c1836c3b7556c64664ee4446..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/general/multi_engines2.jpg b/Help/gzdb/features/general/multi_engines2.jpg
deleted file mode 100644
index fb27c6fc21fd3b270fcf94c980ee58a177477584..0000000000000000000000000000000000000000
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diff --git a/Help/gzdb/features/scripting/acs.html b/Help/gzdb/features/scripting/acs.html
deleted file mode 100644
index ffd7a5509930bb5957884fa3056d572e976c63fe..0000000000000000000000000000000000000000
--- a/Help/gzdb/features/scripting/acs.html
+++ /dev/null
@@ -1,54 +0,0 @@
- <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
-<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
-<head>
-	
-	<title>GZDoom Builder features</title>
-	
-	<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
-	<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
-    <style type="text/css">
-<!--
-.style1 {color: #0066FF}
-.style2 {color: #006600}
--->
-    </style>
-</head>
-<body>
-	
-	<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
-	<param name="keyword" value="Template">
-	</object>
-	
-	<div id="gz_title"><h1>Enhanced scripting workflow</h1></div>
-	
-	<div id="contents">
-    <table width="100%" border="0" cellspacing="3" cellpadding="3">
-      <tr>
-        <td valign="top"><p><b>GZDoom Builder</b> includes many features to help you to assign and edit scripts easier.</br>
-              </br>
-          The Script editor now has a &quot;Script names&quot; drop down, which allows you to view and select individual scripts faster.</br>
-        </p>
-          <h3>Pseudo-named scripts</h3>
-          If you add a comment after the script's opening brace like so:</br>
-          <p><span class="style1">script 1 (void) {</span> <span class="style2">//My Pseudo-named script</span></br>&emsp;&emsp;[code]</br>
-          <span class="style1">}</span></p>
-          it will be used as the script name in the &quot;Script names&quot; drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as &quot;<strong>[1] My Pseudo-named script</strong>&quot;).</br>
-          </br>
-        <p><b>Notice:</b> &quot;Script names&quot; drop down items are updated when the script is compiled successfully.</p></td>
-        <td><img src="acs_scripteditor.jpg"/></td>
-      </tr>
-      <tr>
-        <td valign="top"><p>Thing and Linedef scripts can now be set much easier.</br>
-              </br>
-        <b>Notice:</b> to remove a named or regular script, clear the script selector text box</p>
-        </td>
-        <td><img src="acs_thing2.jpg"/><br /><br><img src="acs_thing1.jpg"/></td>
-      </tr>
-      <tr>
-        <td valign="top">If a Thing or a Linedef has a named script attached to it, it will be shown in the info panel.</td>
-        <td><img src="acs_infoex.jpg"/></td>
-      </tr>
-    </table>
-</div>
-</body>
-
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diff --git a/Help/gzdb/features/scripting/acs_thing1.jpg b/Help/gzdb/features/scripting/acs_thing1.jpg
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diff --git a/Help/gzdb/features/scripting/snippets.html b/Help/gzdb/features/scripting/snippets.html
deleted file mode 100644
index bfc138db4a2838d9dd72eb3ae78df2992c680638..0000000000000000000000000000000000000000
--- a/Help/gzdb/features/scripting/snippets.html
+++ /dev/null
@@ -1,53 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
-<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
-<head>
-	
-	<title>GZDoom Builder features</title>
-	
-	<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
-	<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
-    <style type="text/css">
-<!--
-.style1 {
-	color: #990000;
-	font-weight: bold;
-}
--->
-    </style>
-</head>
-<body>
-	
-	<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
-	<param name="keyword" value="Template">
-	</object>
-	
-	<div id="gz_title">
-	  <h1>Code Snippets</h1>
-</div>
-	
-<div id="contents">
-<div style="float:right; padding-left:10px;"><br /><img src="snippets1.jpg"/></div>
-  <p>In the Script Editor you can use and create code snippets, which are small blocks of reusable code that you can insert where you need it in your code.</p>
-  <p><strong>Using code snippets:</strong><br />
-  To use a snippet,  pick it from the drop-down menu.<br />
-  Alternatively, type the name of a snippet (or place the cursor at the end of already existing one), then press the <strong>Tab</strong> key to expand it.<br /><br />
-  <strong>Example:</strong> to create the while loop, type &quot;<strong>while</strong>&quot;, then press the <strong>Tab</strong> key:<br />
-  <img style="padding-right:16px;" src="snippets_expand1.jpg"/><img src="snippets_expand2.jpg"/></p>
-  <p><strong>Creating new code snippets:</strong><br />
-  Code snippets are plain text files stored in [GZDB]\Snippets\[category], so just create a new text file there and add the code you want to it.<br />
-  There are several special tokens you can use: </p>
-  <ul>
-    <li><strong>[EP]</strong> (Entry Point) - that's the place where the cursor will be placed after inserting a snippet.</li>
-    <li><strong>[LB]</strong> (Line Break)
-  - these will be converted to line breaks when &quot;<strong>Allman-style bracing in snippets</strong>&quot; (located in Preferences -&gt; Appearance -&gt; Script Editor) setting is enabled, or a space character when it's not.
-  </ul>
-  <span class="style1">Warning:</span> snippet's file name must not contain spaces.
-  <p><strong>Creating new code snippets for custom scripting configurations:</strong><br />
-  To add snippets to a scripting configuration, which doesn't already have  existing snippets (&quot;Insert a Code Snippet&quot; drop-down is disabled in the Script Editor), you'll have to:</p>
-  <ol>
-    <li>Add a new folder inside of &quot;Snippets&quot; folder (for example, &quot;[GZDB]\Snippets\Decorate&quot;).</li>
-    <li>Add the &quot;<strong>snippetsdir</strong>&quot; parameter to a scripting configuration, in which you want to use snippets, and set it to the folder name you've just created  (for example, <strong>snippetsdir = &quot;Decorate&quot;;</strong>).</li>
-    <li>Add the snippets to the folder you've created.</li>
-  </ol>
-</div>
-</body>
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diff --git a/Help/gzdb/features/sectors_mode/toggle_effect_overlay.jpg b/Help/gzdb/features/sectors_mode/toggle_effect_overlay.jpg
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diff --git a/Help/gzdb/features/things_mode/filter_selection.jpg b/Help/gzdb/features/things_mode/filter_selection.jpg
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diff --git a/Help/gzdb/features/things_mode/multiple_thing_types.html b/Help/gzdb/features/things_mode/multiple_thing_types.html
index 061213c6621e866734a51dace4b30f719c250dc3..8d175d437a60d9fa679b5a7a95c9a906fed76b53 100644
--- a/Help/gzdb/features/things_mode/multiple_thing_types.html
+++ b/Help/gzdb/features/things_mode/multiple_thing_types.html
@@ -19,13 +19,6 @@
 	
 	<div id="contents">
 	<p>Several thing types can now be selected at once in the Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing.<br /><br />
-	  <strong>Example</strong>. Let's say you have a typical slaughterwad and want to add some monster vatiety:<br />
-	<img src="multithingtype1.jpg"/></p>
-	  
-	<p>Select all monsters, and pick several monster types:<br />
-	<img src="multithingtype2.jpg"/></p>   
-	  
-	<p>Click OK and there you have it: <br />   
-	<img src="multithingtype3.jpg"/></p>
+
     </div>
 </body>
diff --git a/Help/gzdb/features/things_mode/multithingtype1.jpg b/Help/gzdb/features/things_mode/multithingtype1.jpg
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diff --git a/Help/gzdb/features/things_mode/pointthing.html b/Help/gzdb/features/things_mode/pointthing.html
index c9f7bb6a109d0f1c755c05f4f49d6bc9a5379529..e162895655194c64a1a08276e9c345c99d528c60 100644
--- a/Help/gzdb/features/things_mode/pointthing.html
+++ b/Help/gzdb/features/things_mode/pointthing.html
@@ -22,8 +22,5 @@
       <b>Menu:</b> Things -&gt; Point to Cursor.<br />
       <b>Action category:</b> Things.<br />
       <b>Default key:</b> Shift+L.</p>
-	<p><strong>Example:</strong><br />
-	Select things and place mouse cursor where you want things to face:<br /><img src="thing_lookat1.jpg" alt="" width="273" height="243" /></p>
-	<p>Press the action shortcut:<br /><img src="thing_lookat2.jpg" alt="" width="278" height="245" /></p>
 </div>
 </body>
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diff --git a/Help/gzdb/features/visual_mode/autoalign_to_selection.html b/Help/gzdb/features/visual_mode/autoalign_to_selection.html
index b54670b1a79cf322c51bd785c7ec232a3f21a806..b8ebfa32a49b28725719578a9a55daa478c87925 100644
--- a/Help/gzdb/features/visual_mode/autoalign_to_selection.html
+++ b/Help/gzdb/features/visual_mode/autoalign_to_selection.html
@@ -16,12 +16,5 @@
   <p><strong>Action names:</strong> Auto-align Textures to Selection (X), Auto-align Textures to Selection (Y), Auto-align Textures to Selection (X and Y)<br />
     <b>Action category:</b> Visual Modes<br />
     <b>Default keys:</b> none</p>
-  <p>These actions will align unselected textures to selected ones.<br />
-  Let's say you have a room full of columns, and you want to align textures on all of them:<br />
-  <img src="align_to_selection1.jpg"/></p>
-  <p>Select one sidedef of each column:<br />
-  <img src="align_to_selection2.jpg"/></p>
-  <p>And use &quot;<strong>Auto-align Textures to Selection (X)&quot;</strong> action:<br />
-  <img src="align_to_selection3.jpg"/></p>
-</div>
+  <p>These actions will align unselected textures to selected ones.<br /></div>
 </body>
diff --git a/Help/gzdb/features/visual_mode/autoalignfloors.html b/Help/gzdb/features/visual_mode/autoalignfloors.html
index 26c2d534945b3dfe9b8d1fa2a7301e129b111871..98d30099054524f35550beaa0a20cc5281749366 100644
--- a/Help/gzdb/features/visual_mode/autoalignfloors.html
+++ b/Help/gzdb/features/visual_mode/autoalignfloors.html
@@ -19,37 +19,11 @@
     - the linedef's start or end vertex is chosen based on distance to the 3D cursor as a start point for texture offsets.<br />
     - all selected floors/ceilings are aligned to that linedef if their texture matches one of the highlighted floor/ceiling.<br />
   - the vertical and horizontal texture scale is copied from the highlighted floor/ceiling to the selected floors/ceilings.</p>
-  <table border="0" cellspacing="3" cellpadding="3">
-    <tr>
-      <td>Before:</td>
-      <td>After (1):</td>
-    </tr>
-    <tr>
-      <td><img src="floor_align_00.jpg"/></td>
-      <td><img src="floor_align_01.jpg"/></td>
-    </tr>
-    <tr>
-      <td>After (2):</td>
-      <td>After (3):</td>
-    </tr>
-    <tr>
-      <td><img src="floor_align_02.jpg" alt=""/></td>
-      <td><img src="floor_align_03.jpg" alt=""/></td>
-    </tr>
-  </table>
+
   <p>You can also align floors and ceilings to selected linedefs in the Linedefs mode by using &quot;<strong>Align Ceiling Texture to Back Side</strong>&quot;, &quot;<strong>Align Ceiling Texture to Front Side</strong>&quot;, &quot;<strong>Align Floor Texture to Back Side</strong>&quot; and &quot;<strong>Align Floor Texture to Front Side</strong>&quot; actions, available in the <strong>Linedefs -&gt; Align Textures</strong> menu.</p>
   <br />
   <h2>Slopes</h2>
   <p>&quot;<strong>Auto Align Textures</strong>&quot; actions  work on slopes. Textures are aligned to the line with &quot;Plane align (slope)&quot; action (181).<br />
-  <table border="0" cellspacing="3" cellpadding="3">
-    <tr>
-      <td>Before:</td>
-      <td>After:</td>
-    </tr>
-    <tr>
-      <td><img src="slopealign1.jpg" alt="" width="274" height="400" /></td>
-      <td><img src="slopealign2.jpg" alt="" width="284" height="400" /></td>
-    </tr>
-  </table></p>
+
 </div>
 </body>
diff --git a/Help/gzdb/features/visual_mode/floor_align_00.jpg b/Help/gzdb/features/visual_mode/floor_align_00.jpg
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diff --git a/Help/gzdb/features/visual_mode/floor_align_03.jpg b/Help/gzdb/features/visual_mode/floor_align_03.jpg
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diff --git a/Help/gzdb/features/visual_mode/slopealign1.jpg b/Help/gzdb/features/visual_mode/slopealign1.jpg
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diff --git a/Help/gzdb/features/visual_mode/slopealign2.jpg b/Help/gzdb/features/visual_mode/slopealign2.jpg
deleted file mode 100644
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diff --git a/Help/gzdb/features/visual_mode/texturefit.html b/Help/gzdb/features/visual_mode/texturefit.html
index 46696c4c9e92840e31a7974ab4338be9451cbc29..936deb22321a33293cc0b55717e77ce843914e87 100644
--- a/Help/gzdb/features/visual_mode/texturefit.html
+++ b/Help/gzdb/features/visual_mode/texturefit.html
@@ -17,16 +17,4 @@
     <b>Action category:</b> Visual Modes.<br />
     <b>Default key:</b> Ctrl-Alt-A.</p>
   <p>This action allows you to align textures to selected surfaces in Visual mode. &quot;<em>Fit across connected surfaces</em>&quot; setting controls whether adjacent surfaces sharing the same texture are threated as a continuous surface.</p>
-  <p><strong>Examples:</strong><br /><br />
-  Initial setup:<br />
-  <img src="texturefit1.jpg"/></p><br />
-  <p>Examples of various settings in action:<br />
-  <img src="texturefit2.jpg"/></p>
-<br /> 
-  <img src="texturefit3.jpg"/>
-<br />
-  <img src="texturefit4.jpg"/>
-<br />
-  <img src="texturefit5.jpg"/>
-</div>
 </body>
diff --git a/Help/gzdb/features/visual_mode/texturefit1.jpg b/Help/gzdb/features/visual_mode/texturefit1.jpg
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diff --git a/Help/gzdb/features/visual_mode/texturefit2.jpg b/Help/gzdb/features/visual_mode/texturefit2.jpg
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diff --git a/Help/gzdb/features/visual_mode/texturefit3.jpg b/Help/gzdb/features/visual_mode/texturefit3.jpg
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diff --git a/Help/gzdb/features/visual_mode/texturefit4.jpg b/Help/gzdb/features/visual_mode/texturefit4.jpg
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diff --git a/Help/gzdb/features/visual_mode/texturefit5.jpg b/Help/gzdb/features/visual_mode/texturefit5.jpg
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diff --git a/Help/gzdb/features/visual_mode/visual_verts.html b/Help/gzdb/features/visual_mode/visual_verts.html
index 69aa35dfea253e8f073d4889a82f5ef6a9673719..0d000bf2ca367f775dc56f6cb0e718e3025d86a0 100644
--- a/Help/gzdb/features/visual_mode/visual_verts.html
+++ b/Help/gzdb/features/visual_mode/visual_verts.html
@@ -20,9 +20,6 @@
     Visual vertices with height offset (e.g. with some values in &quot;zceiling&quot; or &quot;zfloor&quot; UDMF fields) are colored using the &quot;Info Line&quot; color. Visual vertices without offsets are colored using the &quot;Vertex&quot; color. You can change these colors in Preferences -&gt; Appearance.</p>
   <p> <strong>Technical note &#8470;1:</strong> Visual vertices work only if a map is in UDMF map format.<br/>
     <strong>Technical note &#8470;2:</strong> Visual vertices work only for triangular sectors.</p>
-  <p>It took approx. 30 seconds to create this wonderous terrain:<br />
-<img src="visual_verts.jpg" /><br />
-</p>
   <p>You can create much more elaborate terrains using <a href="../classic_modes/mode_importterrain.html"><strong>Terrain Importer</strong></a>.</p>
 </div>
 </body>
diff --git a/Help/gzdb/features/visual_mode/visual_verts.jpg b/Help/gzdb/features/visual_mode/visual_verts.jpg
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