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diff --git a/doc/overview.htm b/doc/overview.htm new file mode 100644 index 0000000..aeec434 --- /dev/null +++ b/doc/overview.htm @@ -0,0 +1,1164 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">viDOOM Overview</h1> + +<ul> + <li><a href="#INTRODUCTION">Introduction</a></li> + <li><a href="#WHY_BOTHER">Why bother?</a></li> + <li><a href="#SUPPORTED_SYSTEMS">Supported systems</a></li> + <li>Configuration<ul> + <li><a href="#ENVIRONMENT">Environment</a></li> + <li><a href="#VIDOOM_INI">VIDOOM.INI</a></li> + <li><a href="#CONFIG_FILE">Config file</a></li> + </ul> + </li> +</ul> + +<hr> + +<h2><a name="INTRODUCTION"></a>Introduction</h2> + +<p>viDOOM is a Free Software DOOM editor. It supports the +following <a href="http://www.idsoftware.com">id</a> produced +games: </p> + +<ul> + <li>Doom</li> + <li>The Ultimate Doom</li> + <li>Doom 2 - Hell On Earth</li> + <li>Final Doom</li> +</ul> + +<p>Note that in accordance with id software's wishes you are only +allowed to generate edited levels for the game if you have a +full, registered version of the game.</p> + +<p>viDOOM is fully configurable through config files, so it can +be expanded to accommodate the BOOM and ZDOOM extensions. Well, +once I've found out the slight difference in format of WAD file +that seems to accompany them too.</p> + +<hr> + +<h2><a name="WHY_BOTHER"></a>Why bother?</h2> + +<p>Good question. Anyone who has ever used them will know there +are a number of very good DOOM editors available (links to lots +of them can be found at <a href="http://www.doomworld.com">Doomworld</a> +and all good FTP servers). </p> + +<p>However, I always felt a bit clumsy using them, and in true +hacker fashion I decided writing one I could use would be easier +then reading the instructions for the others. Hence viDOOM.</p> + +<p>I reasonably like the way viDOOM works, so I release it on the +off chance other people may too. </p> + +<hr> + +<h2><a name="SUPPORTED_SYSTEMS"></a>Supported systems</h2> + +<p>As with most Free Software viDOOM is primarily distributed as +source code. The source is fairly ANSI C compliant, and therefore +the core of viDOOM should compile on all operating systems. The +current distribution includes the hardware dependent routines for +the following platforms: </p> + +<ul> + <li>Protected-mode 32-bit MSDOS (Windows 9x / MSDOS + DPMI)</li> +</ul> + +<hr> + +<h2><a name="ENVIRONMENT"></a>Environment</h2> + +<p>If defined in the environment, the value of <b><tt>VIDOOM_DIR</tt></b> +will be made the current directory as soon as viDOOM starts. This +is important as the following initialisation files are expected +to be in the current directory when viDOOM starts.</p> + +<p><b>Note:</b><br> +How this environment is set will differ from system. Basically +viDOOM just calls the C library <tt>getenv()</tt> function. So,. +for instance in a Unix type system this could be:</p> + +<blockquote> + <p><tt>% setenv VIDOOM_DIR $HOME/viDOOM</tt><br> + or<br> + <tt>% export VIDOOM_DIR=$HOME/viDOOM</tt></p> +</blockquote> + +<p>Whereas in DOS/DJGPP version this could be:</p> + +<blockquote> + <p><tt>C:\> set VIDOOM_DIR=C:\viDOOM</tt></p> +</blockquote> + +<hr> + +<h2><a name="VIDOOM_INI"></a>Initialisation File - VIDOOM.INI</h2> + +<p>On starting viDOOM will look for a file in the current +directory called <b>vidoom.ini</b>. This file tells viDOOM what +version of DOOM it is expected to be editing, the configuration +for that version of DOOM and the editor configuration. The +general format of the INI file is: </p> + +<p><tt>[Section]<br> +identifier=value<br> +</tt></p> + +<p>Blank lines and lines starting with a comment character (#) +are ignored. The following sections and identifiers are explained +below.</p> + +<ul> + <li><a href="#GAME"><tt>[Game]</tt></a></li> + <li><a href="#EDITOR"><tt>[Editor]</tt></a></li> + <li><a href="#viDOOM"><tt>[viDOOM]</tt></a></li> + <li><a href="#CHECK_LINEDEF"><tt>[Check Linedef]</tt></a></li> + <li><a href="#NODE_BUILDER"><tt>[Node Builder]</tt></a></li> + <li><a href="#ACC"><tt>[ACS]</tt></a></li> + <li><a href="#GUI"><tt>[GUI]</tt></a></li> + <li><a href="#GAME_NAME"><tt>[</tt><em><tt>Game Name</tt></em><tt>]</tt></a></li> +</ul> + +<p>After reading VIDOOM.INI, then a defined <a +href="#CONFIG_FILE">config file</a> is also read.</p> + +<hr size="1"> + +<h3><a name="GAME"></a>[Game]</h3> + +<p>Controls for the version of DOOM</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><a name="GAME_TYPE"></a><b><tt>game</tt></b></td> + <td valign="top">Use this to say which version of DOOM + you will be editing. The following values are allowed: <ul> + <li><b>Doom</b></li> + <li><b>Ultimate Doom</b></li> + <li><b>Doom 2</b></li> + <li><b>TNT: Evilution</b></li> + <li><b>Plutonia Experiment</b></li> + <li><b>ZDoom</b></li> + </ul> + </td> + </tr> + <tr> + <td><a name="GAME_ASK"></a><b>ask</b></td> + <td>If set to <b>yes</b> then on starting viDOOM will ask + for the game type to edit.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="EDITOR"></a>[Editor]</h3> + +<p>Global editor configuration</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><a name="ASK_MIDDLE_ON_2SIDED"></a><b><tt>ask_middle_on_2sided</tt></b></td> + <td valign="top">When creating a new sector and the + sector has a two-sided boundary asks whether a middle + texture should be asked for. Allowable values <b>yes</b> + and <b>no</b></td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>auto_block_linedefs</tt></b></td> + <td valign="top">When linedef flags are altered and this + is set to <b>yes</b>, linedefs that were 2-sided and are + now 1-sided have the impassible flags automatically set.<br> + Likewise linedefs that were 1-sided and are now 2-sided + have the impassible flag automatically cleared.<br> + If set to <i>no</i> no action is taken when these events + happen. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>bright</tt></b></td> + <td valign="top">Describes a gamma value applied to any + textures, flats and sprites read in from the DOOM WAD + files. Allowable values are any floating point number.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>clear_on_menu</tt></b></td> + <td valign="top">If set to <b>yes</b> then once the + pop-up menu has been used to modify the selected objects + they are automatically unselected. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>clear_on_move</tt></b></td> + <td valign="top">If set to <b>yes</b> then once the + selected objects have been moved they are automatically + unselected. </td> + </tr> + <tr> + <td valign="top" nowrap><a + name="DEFAULT_SECTOR_LIGHT_ETC"></a><b><tt>default_light_level</tt></b><tt><br> + </tt><b><tt>default_floor_height</tt></b><tt><br> + </tt><b><tt>default_ceiling_height</tt></b></td> + <td valign="top">Describes the default light, floor and + ceiling height for created sectors. Note that if a sector + is created within another sector, the values for that + sector, rather than these defaults, are used.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>default_edit_mode</tt></b></td> + <td valign="top">Defines the default edit mode when + loading a new map into the editor. Possible values are:<ul> + <li><a href="editing.htm#SECTOR_MODE"><b>sector</b></a></li> + <li><a href="editing.htm#LINEDEF_MODE"><b>linedef</b></a></li> + <li><a href="editing.htm#THING_MODE"><b>thing</b></a></li> + <li><a href="editing.htm#VERTEX_MODE"><b>vertex</b></a></li> + <li><a href="editing.htm#MULTI_MODE"><b>multi</b></a></li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>default_scale</tt></b></td> + <td valign="top">The starting scale used in the editor.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>grid</tt></b></td> + <td valign="top">Use this to say whether the grid will be + shown on screen while editing. Allowable values are <b>yes</b> + and <b>no</b>. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>grid_lock</tt></b></td> + <td valign="top">Use this to say whether inserted and + moved object in the editor will be snapped on a grid. + Allowable values are <b>yes</b> and <b>no</b>. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>grid_size</tt></b></td> + <td valign="top">Describes the size of the grid used by + the above items. Allowable values are integer values + greater than two.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="HOVER_SELECT"></a><b><tt>hover_select</tt></b></td> + <td valign="top">When editing object in a DOOM level this + alters the way that viDOOM works if the right mouse + button is used over an unselected object. The allowable + values, and their affects are: <ul> + <li><b>none</b> - nothing is done. The right mouse + button works as expected.</li> + <li><b>add</b> - the object the mouse is over is + added to the selected objects before displaying + the menu.</li> + <li><b>single</b> - the object the mouse is over is + made the sole selected object before displaying + the menu.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="INSERT_SELECT"></a><b><tt>insert_select</tt></b></td> + <td valign="top">When inserting new objects in a DOOM + level this alters the way that viDOOM selects the objects + after creation. The allowable values, and their affects + are: <ul> + <li><b>none</b> - nothing is done. The new object is + left unselected.</li> + <li><b>add</b> - the new object is added to the + selected objects.</li> + <li><b>single</b> - the new object is made the sole + selected object.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>linedef_select</tt></b></td> + <td valign="top">Defines who many pixels around a LINEDEF + the bounding box stretches when selecting a line.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>merge_linedef</tt></b></td> + <td valign="top">If you overlay vertexes on top of each + other you can merge vertexes. Once these vertexes are + merged checks are made to see whether linedefs share + these vertexes, and hence overlap. This option controls + what happens when these overlapping linedefs are found. + The possible values are: <ul> + <li><b>always</b> - always merge the overlapping + linedefs without any prompting.</li> + <li><b>ask</b> - confirms with the user before + merging linedefs or not as requested. </li> + <li><b>never</b> - never merge overlapping linedefs. </li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>new_2sided_select</tt></b></td> + <td valign="top">When linedefs have there flags set so + that a new left sidedef is added to it controls how the + altered linedefs are selected. Possible values are: <ul> + <li><b>select</b> - clears the currently selected + linedefs (if any) and selects the linedefs that + have new double sides.</li> + <li><b>ask</b> - confirms with the user. If the user + opts to select the linedefs, the current + selection is cleared and the altered linedefs + selected.</li> + <li><b>never</b> - never select the altered linedefs. + Note that a notice is still displayed so that you + know new left sidedefs have been created.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_MOVE"></a><b><tt>sector_move</tt></b></td> + <td valign="top">Defines which linedefs are actually + moved when moving a sector. Possible values are: <ul> + <li><b>all</b> - move all linedefs that border the + sector.</li> + <li><b>right</b> - move only linedefs that have this + sector to their right.</li> + <li><b>left</b> - move only linedefs that have this + sector to their left.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SHOW_FULL_LINEDEF_INFO"></a><b><tt>show_full_linedef_info</tt></b></td> + <td valign="top">If set to <b>yes</b> then in the <a + href="editing.htm#LINEDEF_DISPLAY">linedef edit display</a> + the linedef type will be shown as the full linedef name + as defined in the <a href="#LINEDEF_TYPES">config file</a>. + If set to <b>no</b> then linedef type will be displayed + as a hex value and it's class.<p>This has no effect when + editting HEXEN format maps.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>tag_highlight</tt></b></td> + <td valign="top">If set to <b>yes</b> then the tag + highlighting mode is enabled by default in sector and + linedef modes.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>vertex_radius</tt></b></td> + <td valign="top">Describes the size of the box around a + VERTEX which is used to select the VERTEX while editing. + Recommended values are any integer greater than four.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>width</tt></b><tt><br> + </tt><b><tt>height</tt></b></td> + <td valign="top">Describes the size of the display used + by viDOOM. viDOOM expects a resolution of at least + 640x480.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a href="#CONFIG_FILE" name="viDOOM"></a>[viDOOM]</h3> + +<p>Main menu configuration</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>auto_loadmap</tt></b></td> + <td valign="top">Set this to a list of levels to load on + startup. The format is to set it to a list of level names + seperated by commas. The first level that can be loaded + successfully is used. If this is set then <strong>initial_empty_map</strong> + is ignored.<p>If empty or not used then no map is auto + loaded, e.g.</p> + <p><tt># Load the first map, whether we're editing DOOM + or DOOM2<br> + auto_loadmap=MAP01,E1M1</tt></p> + <p><tt># Don't auto load any maps<br> + auto_loadmap=</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>initial_empty_map</tt></b></td> + <td valign="top">If set to <b>yes</b> then on startup + viDOOM will have an empty map, either MAP01 or E1M1, + ready for editing. This is ignored if <strong>auto_loadmap</strong> + is set.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>load_flats</tt></b></td> + <td valign="top">If set to <b>yes</b> then the graphics + for the flats will be loaded so they can be selected + graphically. If set to <b>no</b> then flats are selected + just using their name. <br> + This is provided as the graphics reading is not very + efficient and can be slow on certain machines. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>load_textures</tt></b></td> + <td valign="top">If set to <b>yes</b> then the graphics + for the textures will be loaded so they can be selected + graphically. If set to <b>no</b> then textures are + selected just using their name. <br> + This is provided as the graphics reading is not very + efficient and can be slow on certain machines. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>load_sprites</tt></b></td> + <td valign="top">If set to <b>yes</b> then the graphics + for the things will be loaded so they can be selected + graphically. If set to <b>no</b> then things are selected + just using their name. <br> + This is provided as the graphics reading is not very + efficient and can be slow on certain machines. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAP_CLEAR"></a><b><tt>map_clear_warning</tt></b></td> + <td valign="top">If set to <b>yes</b> then a warning is + displayed whenever an option is chosen that will replace + the currently edited map with another, if the editor has + been used since the level's loading/creation. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAP_EXIT"></a><b><tt>map_exit_warning</tt></b></td> + <td valign="top">If set to <b>yes</b> then a warning is + displayed if exit is chosen and the editor option has + been used. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="OVERWRITE_WARNING"></a><b><tt>overwrite_warning</tt></b></td> + <td valign="top">If set to <b>yes</b> then a warning is + displayed if you save a map over a file that already + exists. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>show_titlepic</tt></b></td> + <td valign="top">If set to <b>yes</b> then the title + picture for the version of DOOM you are editing will be + displayed on the main title screen. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>sort_flat_names</tt></b></td> + <td valign="top">If set to <b>yes</b> then when selecting + ceiling or floor flats they will be sorted into + alphabetical order. If set to <b>no</b> they are simply + in the order they appear in the IWAD file. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>sort_texture_names</tt></b></td> + <td valign="top">If set to <b>yes</b> then when selecting + wall textures they will be sorted into alphabetical + order. If set to <b>no</b> they are simply in the order + they appear in the IWAD file. </td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="CHECK_LINEDEF"></a><b>[Check LINEDEF]</b></h3> + +<p>This defines how the <b>Check LINEDEF</b> function in the +editor (see <a href="editing.htm#LINEDEF_KEYS">editing</a> for +details) operates. Note that part of the configuration for this +command also occurs in the <a href="#LINEDEF_CHECK_DEFAULT">config +file</a>. This is required as texture names can be different in +different versions of DOOM. The following options are definable +within the INI file:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>assume_yes</tt></b></td> + <td valign="top">If this is set to <b>yes</b> then any + time a question would be asked to see if it's OK to + remove a texture that viDOOM considers unnecessary then + it will be removed without asking. Likewise when asking + to add missing textures the texture picklist will appear + (with the linedef number and what is to be set in the + title) without any prompting.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_1SIDE_LOWER"></a><b><tt>check_1side_lower</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a one-sided linedef and there is a lower + texture defined viDOOM will ask if it's OK to remove it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_1SIDE_MIDDLE"></a><b><tt>check_1side_middle</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a one-sided linedef and there is no middle + texture defined viDOOM will ask if it's OK to define it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_1SIDE_UPPER"></a><b><tt>check_1side_upper</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a one-sided linedef and there is an upper + texture defined viDOOM will ask if it's OK to remove it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_2SIDE_LOWER"></a><b><tt>check_2side_lower</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is between two + sectors with different floor heights and there is no + lower texture defined viDOOM will ask if it's OK to + define it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_2SIDE_MIDDLE"></a><b><tt>check_2side_middle</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is between two + sectors and there is a middle texture defined viDOOM will + ask if it's OK to remove it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_2SIDE_UPPER"></a><b><tt>check_2side_upper</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is between two + sectors with different ceiling heights and there is no + upper texture defined viDOOM will ask if it's OK to + define it.</td> + </tr> + <tr> + <td valign="top" nowrap><a + name="CHECK_LINE_2SIDE_SAME_SECTOR"></a><b><tt>check_2side_same_sector</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is wholly within + one sector and there are any textures defined viDOOM will + ask if it's OK to remove them.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="NODE_BUILDER"></a>[Node Builder]</h3> + +<p>Node Builder configuration - used to build nodes for maps +automatically when saving.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>always_view_output</tt></b></td> + <td valign="top">Normally viDOOM will only show the + output from the build command if it fails for some + reason. Setting this to <b>yes</b> means any output from + the node builder will be displayed regardless.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>command</tt></b></td> + <td valign="top">Defines the command used to execute the + node builder. e.g.<p><tt>command=c:\bsp\bsp.exe</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>ignore</tt></b></td> + <td valign="top">If set, then any saved filename that + includes this string will not be passed through the node + builder. This is useful so that structures for merging + into other maps (see <a href="editing.htm#MERGE_MAP">editing</a> + for details) need not be put through the node building + process. e.g. if set to<p><tt>ignore=str</tt></p> + <p>Then saving a map named <b>MAP01.WAD</b> will be + passed through the node builder, whereas <b>WALL_STRUCT.WAD</b> + would not be.</p> + <p>Another important use for this is to leave a back door + where you can save a WAD without it being passed through + the node builder if anything goes wrong with trying to + build the map.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>infile</tt></b></td> + <td valign="top">Defines the format for the infile + parameter to the node builder. Any occurrence of the '%' + character will be replaced with the full path of the map + being saved. e.g.<p><tt>infile=%</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>outfile</tt></b></td> + <td valign="top">Defines the format for the outfile + parameter to the node builder. Any occurrence of the '%' + character will be replaced with the full path of the map + being saved. e.g.<p><tt>outfile=-o %</tt></p> + <p>Note that if your node builder does not allow the + input and output file to be the same then it is + permissible to put extra characters <b>after</b> the % + that will get tacked onto the end of the name, e.g.</p> + <p><tt>outfile=-o %_NEW</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>in_before_out</tt></b></td> + <td valign="top">Defines the order of the the arguments + to the node builder. If set to <b>yes</b> then the node + builder is invoked as:<p><tt>command infile outfile</tt></p> + <p>If set to <b>no</b> then the command is built as:</p> + <p><tt>command outfile infile</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>use</tt></b></td> + <td valign="top">If set to <b>yes</b> then the node + builder described above is used on any maps being saved. + If set to <b>no</b> then the map is saved and the nodes + must be built outside of viDOOM.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="ACC"></a>[ACS]</h3> + +<p>ACS compiler configuration - used to build BEHAVIOR lumps for +HEXEN format maps.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><a name="ACS_ALWAYS_VIEW"></a><b><tt>always_view_output</tt></b></td> + <td valign="top">Normally viDOOM will only show the + output from the compiler if it fails for some reason. + Setting this to <b>yes</b> means any output from the + compiler will be displayed regardless.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>command</tt></b></td> + <td valign="top">Defines the command used to execute the + acs compiler. e.g.<p><tt>command=c:\doom\acc\acc.exe</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>dir</tt></b></td> + <td valign="top">Defines a working directory that will be + used for the compilation. This will generally be the same + place that the acs header files are stored and viDOOM + will change directory to this directory before + compilation. e.g.<p><tt>dir=c:\doom\acc\</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>script</tt></b></td> + <td valign="top">viDOOM will write an acs script with + this name, into the directory defined by <strong>dir</strong> + before compilation. e.g.<p><tt>script=vidoom.acs</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>object</tt></b></td> + <td valign="top">viDOOM will assume that the acs object + created by the compiler will have this name. e.g.<p><tt>script=vidoom.o</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>args</tt></b></td> + <td valign="top">Defines the argument list to the ACC + compiler. The string <strong>%S</strong> will be replaced + by <strong>script</strong>, defined above. The string <strong>%O</strong> + will be replaced by <strong>object</strong> defined + above. e.g.<p><tt>args=%S %O</tt></p> + </td> + </tr> +</table> + +<p> </p> + +<hr size="1"> + +<h3><a name="GUI"></a>[GUI]</h3> + +<p>GUI configuration. All the values in this section are an RGB +triplet defined as an hex number, i.e. <tt>0xRRGGBB</tt>. The +following values can be set from the INI file.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>gui_hi</tt></b></td> + <td valign="top">The brightest colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_mid</tt></b></td> + <td valign="top">The medium colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_lo</tt></b></td> + <td valign="top">The darkest colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_text</tt></b></td> + <td valign="top">The colour of text.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_textshadow</tt></b></td> + <td valign="top">The colour of the shadow behind text. + This is only really used by viDOOM's own portable GUI + routines. If set to the same value as <b>text</b> then no + shadows are drawn.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_bold</tt></b></td> + <td valign="top">The colour of bold text (used for + titles)</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="GAME_NAME"></a>[<i>Game name</i>]</h3> + +<p>One of these sections appears for each possible setting of the +game variable in the [Game] section. These are:</p> + +<ul> + <li><tt>[Doom]</tt></li> + <li><tt>[Ultimate Doom]</tt></li> + <li><tt>[Doom 2]</tt></li> + <li><tt>[TNT:Evilution]</tt></li> + <li><tt>[Plutonia Experiment]</tt></li> + <li><tt>[ZDoom]</tt></li> +</ul> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>iwad</tt></b></td> + <td valign="top">Defines the path to the IWAD for this + game. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="PWAD_DIR"></a><b><tt>pwad_dir</tt></b></td> + <td valign="top">Defines the default load/save directory + for editing PWAD files. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LEVEL_STYLE"></a><b><tt>level_style</tt></b></td> + <td valign="top">Defines the level naming convention for + the game. Allowable values are: <ul> + <li><b>Doom</b> - allows level names E1M1 to E3M9</li> + <li><b>Ultimate Doom</b> - allows level names E1M1 to + E4M9</li> + <li><b>Doom 2</b> - allows level names MAP01 to MAP32</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>preload</tt></b></td> + <td valign="top">Lists a number of PWAD files to preload + on startup. PWAD files are separated by ; and the full + path is expected. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>vidoom_config</tt></b></td> + <td valign="top">Defines the <a href="#CONFIG_FILE">config + file</a> for this version of DOOM. This defines the + values used for defining things, linedefs, sectors and so + on. <br> + viDOOM is currently supplied with <b>doom.cfg</b>, <b>doom2.cfg</b> + and <b>zdoom.cfg</b>. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAPINFO_LUMP"></a><b><tt>mapinfo_lump</tt></b></td> + <td valign="top">This only applies to the section for <b>[ZDoom] + </b>.<p>If this is set to <i>yes</i> then on loading a + map from the loaded WAD files, the directory pointed to + by <a href="#PWAD_DIR">pwad_dir</a> is searched for <b>MAPINFO.WAD</b>. + If found then the MAPINFO lump from the MAPINFO.WAD is + read in and can be edited within the editor. If + WADINFO.WAD does not exist then an empty MAPINFO lump is + created.</p> + <p><b>NOTE:</b> On saving the level if there is anything + in the mapinfo entered in the editor the MAPINFO.WAD file + will be overwritten (or created if it does not exist). + This means that any infomation (apart from the edited + MAPINFO lump) that was in this WAD file will be lost. It + is suggested that nothing goes into MAPINFO.WAD except + for the MAPINFO lump.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAPINFO_LUMP"></a><b><tt>create_hexen</tt></b></td> + <td valign="top">This only applies to the section for <b>[ZDoom] + </b>.<p>If this is set to <i>yes</i> then on creating a + new map, it will be marked as being in the HEXEN format + (ie. having a BEHAVIOR lump and the HEXEN format of + THINGS and LINEDEFS). If set to <em>no</em> then the map + will be created as a DOOM map.</p> + <p>Setting to <em>ask</em> means that you will be asked + prior to creation which sort of map you want.</p> + </td> + </tr> +</table> + +<hr> + +<h2><a name="CONFIG_FILE"></a>Config file</h2> + +<p>There is two config files supplied with viDOOM, <b>doom.cfg</b> +and <b>doom2.cfg</b>. Each file is comprised of sections followed +by the data expected in each section. Each section is defined by +a line like:</p> + +<p><tt>%SECTION_NAME</tt></p> + +<p>While the data lines are on individual lines with the pipe (|) +character used to separate fields, e.g.</p> + +<p><tt>Field 1|Field 2</tt></p> + +<p>Blank lines and lines starting with a comment character (#) +are ignored. In addition to this blocks of lines can be forced to +be ignored by enclosing them with directives introduced with the +@ charcater. See the <a href="#CONFIG_DIRECTIVES">following +section</a> for more details.</p> + +<p>Note that some sections allow an edit mode to be defined, to +indicate whether this definition is for DOOM or HEXEN edit mode +(or both). The currently allowed edit modes are:</p> + +<ul> + <li>Doom</li> + <li>Hexen</li> +</ul> + +<p>If what is being defined applies to more than one mode, these +can be seperated with commas.</p> + +<p>The following sections are defined:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>%INCLUDE_FILES</tt></b></td> + <td valign="top">Defines any other config files to + include before processing this one. Simply type the + filenames to be included on individual lines.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="THING_CLASSES"></a><b><tt>%THING_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group THINGs into + in the editor picklists. Each line is in the form + "Class Name|Colour". Note that colour is + defined as an hexadecimal number with the most + significant byte for RED, the middle byte for BLUE and + the least significant byte for GREEN. e.g.<p><tt>Monster|0xff0000</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_CLASSES"></a><b><tt>%LINEDEF_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group LINEDEF + types into in the editor picklists. Each line is a class + name.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_CLASSES"></a><b><tt>%SECTOR_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group SECTOR + types into in the editor picklists. Each line is in the + form "Edit mode|Class Name". e.g.<p><tt>Doom,Hexen|Lighting</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="THING_TYPES"></a><b><tt>%THING_TYPES</tt></b></td> + <td valign="top">Defines the names and IDs of the THINGs + supported by DOOM. Each line is in the form + "Class|Name|ID|Radius|Sprite Name". e.g.<p><tt>Monster|Former + Human|3004|20|POSSA1</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="THING_FLAGS"></a><b><tt>%THING_FLAGS</tt></b></td> + <td valign="top">Defines the flags used when setting a + THINGs flags. Each line is in the form "Edit + Mode|Group|Mask1|Mask2|Name|Single flag character". + e.g.<p><tt>Doom,Hexen|0|0x01|0x01|Skill 1 and 2|E</tt></p> + <p>The group number indicates masks that should be + mutually exclusive. Group zero means that the flag can be + toggled independently of any other. Other group numbers + mean that only one of that group should be set at a time.</p> + <p>The ways the masks work is:</p> + <blockquote> + <p>To see if a flag is set the flags are ANDed with + mask1. If the result equals mask2 then the flag is + set.</p> + <p>When defining flags all the mask1 values are ORed + together and those bits cleared from the flags. Then + for any option that has been set mask2 is ORed onto + the flags.</p> + </blockquote> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_TYPES"></a><b><tt>%LINEDEF_TYPES</tt></b></td> + <td valign="top">Defines the names and IDs of the LINEDEF + types supported by DOOM. Each line is in the form + "Class|ID|Name", e.g.<p><tt>Special|48|Scrolling + wall </tt></p> + <p><b>Note:</b> Please note that the text for the LINEDEF + types in the supplied config files is taken directly from + the Unofficial Doom Specs (see the <a + href="thanks.htm#DOOMSPEC">thanks</a> page for details). + Please feel free to change them to something more useful + if you prefer.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_FLAGS"></a><b><tt>%LINEDEF_FLAGS</tt></b></td> + <td valign="top">Defines the flags used when setting a + LINEDEFs flags. The format for this section is identical + to <a href="#THING_FLAGS">THING_FLAGS</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>%LINEDEF_FLAGS_EXTRA</tt></b></td> + <td valign="top">Configuration so that viDOOM knows which + bits control certain functions. If more that one line + appears in this section then the last one is used. The + form of the line is "Bit number controlling + 2-sided|Bit controlling Impassible|Bit controlling lower + unpegged|Bit controlling upper unpegged". e.g.<p><tt>2|0|3|4</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_DEFAULTS"></a><b><tt>%LINEDEF_DEFAULTS</tt></b></td> + <td valign="top">This section must not appear before + %LINEDEF_FLAGS_EXTRA and defines the bit patterns for + various linedef styles. These are used in the editor so + that defining a type of LINEDEF can be quickly done when + creating them. The format of each line is + "Name|Flags value", e.g.<p><tt>2-sided + wall|0x47</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_TYPES"></a><b><tt>%SECTOR_TYPES</tt></b></td> + <td valign="top">Defines the names and IDs for the + different sector types. Each line is in the form + "Edit Mode|Class|ID|Long name|Short name". e.g.<p><tt>Doom|Lights|1|Light + random off|Random off</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_STYLES"></a><b><tt>%SECTOR_STYLES</tt></b></td> + <td valign="top">Defines styles for painting sectors + quickly. The form of each line is + "Mode|Name|Upper|Middle|Lower|Floor|Ceiling". + e.g.<p><tt>0x19|Quarry|SP_ROCK1|SP_ROCK1|SP_ROCK1|RROCK09|F_SKY1</tt></p> + <p>The mode is a bit significant number where the bits + have the following meaning:</p> + <ul> + <li>Bit 0 - Paint textures on the sidedefs facing + into this sector</li> + <li>Bit 1 - Paint textures on the sidedefs facing out + of this sector</li> + <li>Bit 2 - Leave current lower/upper settings</li> + <li>Bit 3 - Set upper unpegged if an upper texture is + painted</li> + <li>Bit 4 - Set lower unpegged if a lower texture is + painted</li> + </ul> + <p>If neither bits 2, 3 or 4 are set it is assumed that + lower/upper unpegged will be cleared on painting those + textures.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="EMPTY_TEXTURE_NAME"></a><b><tt>%EMPTY_TEXTURE_NAME</tt></b></td> + <td valign="top">Simply defines the empty texture name + used by DOOM. This will generally just be the - + character, e.g.<p><tt>%EMPTY_TEXTURE_NAME<br> + -</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="NORMAL_TYPES"></a><b><tt>%NORMAL_TYPES</tt></b></td> + <td valign="top">Defines the values that define the + normal linedefs and sectors. The form of the single line + of data is "Id for normal linedef|Id for normal + sector". In all current versions of Doom this is + zero, e.g.<p><tt>%NORMAL_TYPES<br> + 0|0</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_CHECK_DEFAULT"></a><b><tt>%LINEDEF_CHECK_DEFAULT</tt></b></td> + <td valign="top">Provides an optional default texture to + use when a texture is requested when checking linedefs. + If this value is defined to be the same as + EMPTY_TEXTURE_NAME then the user is prompted for a + texture to use, otherwise this texture is used instead, + e.g.<p><tt>%LINEDEF_CHECK_DEFAULT<br> + ASHWALL</tt></p> + <p>See <a href="editing.htm#LINEDEF_KEYS">editing</a> for + details on the check linedef operation.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_GEN_BITMASKS"></a><b><tt>%LINEDEF_GEN_BITMASKS</tt></b></td> + <td valign="top">This defines the bitmasks used to + represent generalised LINEDEF types (these were + introduced by <a href="thanks.htm#BOOM">BOOM</a>).<p>This + section is a bit more complex than most of the others as + the format of the data is not fixed from line to line. + Each set starts with the class name for the bitmask. + Format for this line is:</p> + <p><tt>class name|no of fields</tt></p> + <p>After this follows <em>no of fields</em> repetitions + of the following:</p> + <p><tt>field name|shorthand name|value</tt></p> + <p>e.g.</p> + <p><tt>%LINEDEF_GEN_BITMASKS<br> + Speed|4<br> + Slow|Slow|0<br> + Normal|Norm|1<br> + Fast|Fast|2<br> + Turbo|Turb|3</tt></p> + <p>Remember that value will be shifted left a specified + amount when used in the <a href="#LINEDEF_GEN_TYPES">LINEDEF_GEN_TYPES</a> + section and so they should be defined relative to bit 0. + Also note that inside the editor all the values + associated with a bitmask are ORed together to create a + mask that can extract that information from a generalised + linedef. Following all this can follow another class, and + so on. Also remember that blank lines and comments are + OK, so that sections can be readably split using white + space.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_GEN_TYPES"></a><b><tt>%LINEDEF_GEN_TYPES</tt></b></td> + <td valign="top">This defines the groupings of + LINEDEF_GEN_BITMASKS to make up different generalised + LINEDEF types.<p>This section is a bit more complex than + most of the others as the format of<br> + the data is not fixed from line to line. Each set starts + with the class name describing the name of this type of + generalised linedef, the number of different bit patterns + defined in the class, the low and high values that the + type occupies and a mask used when generating the value. + Format for this line is:</p> + <p><tt>class name|low value|high value|mask|no of + bit-field classes</tt></p> + <p>After this follows <em>no of bit-fields </em>repetitions + of the following:</p> + <p><tt>bit-field name|shift</tt></p> + <p>e.g.</p> + <p><tt>Locked Door|0x3800|0x3bff|0x3800|5<br> + Trigger|0<br> + Speed|3<br> + Locked door kind|5<br> + Opens with|6<br> + Number of keys|9</tt></p> + <p>The shift defines how much the bitmask is shifted to + the left to generate the actual values stored in the + linedef type field. Note that along with these bitmask + values the mask field is also ORed onto the result to + create the entire linedef type value. Following all this + can follow another class, and so on. Also remember that + blank lines and comments are OK, so that sections can be + readably split using white space.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_GEN_BITMASKS"></a><b><tt>%SECTOR_GEN_BITMASKS</tt></b></td> + <td valign="top">This works in exactly the same way as <a + href="#LINEDEF_GEN_BITMASKS">LINEDEF_GEN_BITMASKS</a>, + but is used to define the generalised bitmasks used by a + SECTOR.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_GEN_BITMASKS"></a><b><tt>%SECTOR_GEN_TYPES</tt></b></td> + <td valign="top">This works in exactly the same way as <a + href="#LINEDEF_GEN_TYPES">SECTOR_GEN_BITMASKS</a>, but is + used to define the generalised types used by a SECTOR.</td> + </tr> + <tr> + <td valign="top" nowrap><a + name="HEXEN_ACTION_SPECIAL_CLASSES"></a><b><tt>%HEXEN_ACTION_SPECIAL_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group action + special types into in the editor picklists. Each line is + a class name.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="HEXEN_ACTION_SPECIALS"></a><b><tt>%HEXEN_ACTION_SPECIALS</tt></b></td> + <td valign="top">Defines the HEXEN action specials. Each + line is of the form "Class + Name|Id|Name|arg0,arg1,arg2,arg3,arg4". Note that + not all the argument names need be filled in. e.g.<p><tt>Normal|0|No + action|<br> + Polyobject|1|Polyobj_StartLine|po,mirror,sound<br> + Lighting|116|Light_Strobe|tag,upper,lower,u-tics,l-tics</tt></p> + <p>Any arg name that is "tag" is used to work + out what sector the special is referring to. This is so + that tag highlighting (see <a href="editing.htm">editing</a> + for details) still works in HEXEN mode.</p> + <p>Note that unfortunately this does not apply to THINGs + yet.</p> + </td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="CONFIG_DIRECTIVES"></a>Config file directives</h3> + +<p>In the config files blocks of lines can be included or +excluded by surrounding them by enclosing them with directives +introduced with the @ charcater, e.g.:</p> + +<p><tt>@DOOM_LEVEL_STYLE<br> +%SECTOR_STYLES<br> +<data><br> +@END DOOM_LEVEL_STYLE</tt></p> + +<p>As you can see a directive is terminated by putting the same +directive, beginning with END.</p> + +<p>The main purporse of these is to stop SECTOR_STYLES and +LINEDEF_CHECK_DEFAULT being defined inappropriately (Doom and +Doom 2 have differing texture names, etc), and also to allow one +single ZDOOM configuration file to be defined, regardless of +whether you are using the Doom or Doom 2 IWAD files with it.</p> + +<p>The following directives are currently supported:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>@DOOM_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + DOOM_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as either <strong>Doom</strong> or <strong>Ultimate + Doom</strong>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>@DOOM_1_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + DOOM_1_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as <strong>Doom</strong>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>@ULT_DOOM_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + ULT_DOOM_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as <strong>Ultimate Doom</strong>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>@DOOM_2_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + DOOM_2_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as <strong>Doom 2</strong>.</td> + </tr> +</table> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> |