From ec32cf41f916fc34c03d2844684631bee39005ad Mon Sep 17 00:00:00 2001 From: Ian C Date: Thu, 9 Jun 2011 13:57:32 +0000 Subject: Added copies of old numbered releases. --- doc/glossary.htm | 127 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 127 insertions(+) create mode 100644 doc/glossary.htm (limited to 'doc/glossary.htm') diff --git a/doc/glossary.htm b/doc/glossary.htm new file mode 100644 index 0000000..ef5912a --- /dev/null +++ b/doc/glossary.htm @@ -0,0 +1,127 @@ + + + + + +viDOOM - Free Software DOOM editor + + + + +

Glossary

+ +

It is assumed that some knowledge of DOOM is known by the +reader, but in case here are some general terms that are used in +the documentation.

+ +

WAD

+ +

A WAD file is the name given to the files used to define the +graphics, sound, music and maps that make up a game of DOOM. WAD +files are split into two different types, IWAD +and PWAD files.

+ +

IWAD

+ +

An IWAD file is is the 'Internal WAD' file. The IWAD file is +the main WAD file as supplied by id Software. +Note that only id Software are meant to produce IWAD files.

+ +

PWAD

+ +

An PWAD file is is the 'Patch WAD' file. This WAD file is read +in by the game after the IWAD file, and an entries in it replace +entries defined in the IWAD file. So for instance a PWAD file +that has an entry for the first MAP will mean +that DOOM will read the first map from the PWAD file, rather than +it's own IWAD file.

+ +

Hmmmm.... Sure I could have explained that better.

+ +

MAP

+ +

A map is taken to mean a DOOM level. Note there is two naming +conventions for maps, ExMy +(where x is the episode number, and y the map +number in that episode) used in DOOM and Ultimate DOOM, and MAPnn +(where nn is a number between 01 and 32) used in DOOM 2 +and Final Doom.

+ +

A map is made up of a number of different elements, namely sectors, linedefs, sidedefs, things and vertexes. Following are some (very) basic +definitions for these things, but you would be better reading the +Unofficial DOOM specs for more +accurate definitions.

+ +

MAPs generated in viDOOM must be built with a Node +Builder before they can be used in DOOM.

+ +

VERTEX

+ +

A vertex is simply an X,Y co-ordinate in the DOOM world.

+ +

THING

+ +

Things are all the different objects on the DOOM map that are +not the actual walls and doors. All the monsters, weapons, ammo, +non-wall based scenery and even your starting point and teleport +locations are all counted as THINGS in DOOM.

+ +

LINEDEF

+ +

A LINEDEF is a line that connects two vertexes. +A LINEDEF at it's most basic is used to make up the walls that +make up the DOOM levels. A LINEDEF must always have a +right SIDEDEF associated with it. 2 sided +LINEDEFS will also have a left SIDEDEF associated with it.

+ +

In addition special types of LINEDEF can be used so that when +the player crosses or activates them actions happen in the DOOM +world - lighting changes, teleportation happens, doors open, +levels are exited and so on.

+ +

SIDEDEF

+ +

A SIDEDEF is basically used to describe the textures +that are painted upon a LINEDEF.

+ +

SECTOR

+ +

Though technically incorrect, it is simplest to picture a +SECTOR as an object enclosed by LINEDEFS. +A sector is used to define the floor and ceiling heights and flats used to draw the floor and ceiling, in +addition to the lighting for that area.

+ +

TEXTURE

+ +

A texture is the graphics used to paint the walls in DOOM.

+ +

FLAT

+ +

A flat is the graphics used to paint the floors and ceiling in +DOOM.

+ +

Node Builder

+ +

Does some of the nastier work of level building by creating +the extra information over and above the parts mentioned in MAPS so that DOOM can actually understand the +level data enough to play it.

+ +

BSP is perhaps the best known of +these, and the one that was used all through viDOOM's +development.

+ +

 

+ +
+ +

Back to index

+ +

$Id: glossary.htm,v 1.2 2000/07/18 16:49:48 dosuser Exp dosuser $

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