<html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta name="GENERATOR" content="Microsoft FrontPage Express 2.0"> <title>viDOOM - Free Software DOOM editor</title> </head> <body> <h1 align="center">viDOOM Overview</h1> <h2>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 accomadte 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>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 offchance other people may too. </p> <hr> <h2>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>Initialisation Files</h2> <h3>VIDOOM.INI</h3> <p>On starting viDOOM will look for a file in the current directory called <strong>vidoom.ini</strong>. 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="#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><strong>Doom</strong></li> <li><strong>Ultimate Doom</strong></li> <li><strong>Doom 2</strong></li> <li><strong>TNT: Evilution</strong></li> <li><strong>Plutonia Experiment</strong></li> <li><strong>ZDoom</strong></li> </ul> </td> </tr> <tr> <td><a name="GAME_ASK"></a><strong>ask</strong></td> <td>If set to <strong>yes</strong> 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 configuraiton</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 <strong>yes</strong> and <strong>no</strong></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 <strong>yes</strong>, 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 <strong>yes</strong> 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 <strong>yes</strong> 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><strong><tt>default_edit_mode</tt></strong></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"><strong>sector</strong></a></li> <li><a href="editing.htm#LINEDEF_MODE"><strong>linedef</strong></a></li> <li><a href="editing.htm#THING_MODE"><strong>thing</strong></a></li> <li><a href="editing.htm#VERTEX_MODE"><strong>vertex</strong></a></li> <li><a href="editing.htm#MULTI_MODE"><strong>multi</strong></a></li> </ul> </td> </tr> <tr> <td valign="top" nowrap><strong><tt>default_scale</tt></strong></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 <strong>yes</strong> and <strong>no</strong>. </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 <strong>yes</strong> and <strong>no</strong>. </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><strong>none</strong> - nothing is done. The right mouse button works as expected.</li> <li><strong>add</strong> - the object the mouse is over is added to the selected objects before displaying the menu.</li> <li><strong>single</strong> - 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><strong>none</strong> - nothing is done. The new object is left inselected.</li> <li><strong>add</strong> - the new object is added to the selected objects.</li> <li><strong>single</strong> - 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><strong>always</strong> - always merge the overlapping linedefs without any prompting.</li> <li><strong>ask</strong> - confirms with the user before mergeing linedefs or not as requested. </li> <li><strong>never</strong> - 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><strong>select</strong> - clears the currently selected linedefs (if any) and selects the linedefs that have new double sides.</li> <li><strong>ask</strong> - confirms with the user. If the user opts to select the linedefs, the current selection is cleared and the altered linedefs selected.</li> <li><strong>never</strong> - 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><strong>all</strong> - move all linedefs that border the sector.</li> <li><strong>right</strong> - move only linedefs that have this sector to their right.</li> <li><strong>left</strong> - 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><strong><tt>show_full_linedef_info</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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 <strong>no</strong> then linedef type will be displayed as a hex value and it's class.</td> </tr> <tr> <td valign="top" nowrap><strong><tt>tag_highlight</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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 name="viDOOM"></a>[viDOOM]</h3> <p>Main menu configuration</p> <table border="1" cellpadding="3"> <tr> <td valign="top" nowrap><b><tt>initial_empty_map</tt></b></td> <td valign="top">If set to <strong>yes</strong> then on startup viDOOM will have an empty map, either MAP01 or E1M1, ready for editing.</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 effecient 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 effecient 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 effecient 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><strong>[Check LINEDEF]</strong></h3> <p>This defines how the <strong>Check LINEDEF</strong> 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 defineable within the INI file:</p> <table border="1" cellpadding="3"> <tr> <td valign="top" nowrap><strong><tt>assume_yes</tt></strong></td> <td valign="top">If this is set to <strong>yes</strong> then any time a question would be asked to see if it's OK to remove a texture that viDOOM considers unneccessary then it will be removed without asking. Likewise when asking to add missing textures the texture picklist will appear (with the lindef 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><strong><tt>check_1side_lower</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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><strong><tt>check_1side_middle</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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><strong><tt>check_1side_upper</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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><strong><tt>check_2side_lower</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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><strong><tt>check_2side_middle</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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><strong><tt>check_2side_upper</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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><strong><tt>check_2side_same_sector</tt></strong></td> <td valign="top">If set to <strong>yes</strong> 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 <strong>yes</strong> 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><strong><tt>ignore</tt></strong></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 mergeing 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 <strong>MAP01.WAD</strong> will be passed through the node builder, whereas <strong>WALL_STRUCT.WAD</strong> 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 occurance 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 occurance 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 <strong>after</strong> 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 <strong>yes</strong> then the node builder is invoked as:<p><tt>command infile outfile</tt></p> <p>If set to <strong>no</strong> 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 <strong>yes</strong> then the node builder described above is used on any maps being saved. If set to <strong>no</strong> then the map is saved and the nodes must be built outside of viDOOM.</td> </tr> </table> <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><strong><tt>gui_hi</tt></strong></td> <td valign="top">The brightest colour used to draw the 3D looking interface.</td> </tr> <tr> <td valign="top" nowrap><strong><tt>gui_mid</tt></strong></td> <td valign="top">The medium colour used to draw the 3D looking interface.</td> </tr> <tr> <td valign="top" nowrap><strong><tt>gui_lo</tt></strong></td> <td valign="top">The darkest colour used to draw the 3D looking interface.</td> </tr> <tr> <td valign="top" nowrap><strong><tt>gui_text</tt></strong></td> <td valign="top">The colour of text.</td> </tr> <tr> <td valign="top" nowrap><strong><tt>gui_textshadow</tt></strong></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 <strong>text</strong> then no shadows are drawn.</td> </tr> <tr> <td valign="top" nowrap><strong><tt>gui_bold</tt></strong></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><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><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 seperated 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, lindefs, sectors and so on. <br> viDOOM is currently supplied with <b>doom.cfg</b> and <b>doom2.cfg</b>. <br> It is planned to soon include a <b>zdoom.cfg</b> so that ZDOOM/BOOM special features can be added to levels.</td> </tr> </table> <hr> <h3><a name="CONFIG_FILE"></a>Config file</h3> <p>There is two config files supplied with viDOOM, <strong>doom.cfg</strong> and <strong>doom2.cfg</strong>. 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 seperate fields, e.g.</p> <p><tt>Field 1|Field 2</tt></p> <p>Blank lines and lines starting with a comment character (#) are ignored. The following sections are defined:</p> <table border="1" cellpadding="3"> <tr> <td valign="top" nowrap><strong><tt>%INCLUDE_FILES</tt></strong></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><strong><tt>%THING_CLASSES</tt></strong></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><strong><tt>%LINEDEF_CLASSES</tt></strong></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><strong><tt>%SECTOR_CLASSES</tt></strong></td> <td valign="top">Defines the classes to group SECTOR types into in the editor picklists. Each line is a class name.</td> </tr> <tr> <td valign="top" nowrap><a name="THING_TYPES"></a><strong><tt>%THING_TYPES</tt></strong></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><strong><tt>%THING_FLAGS</tt></strong></td> <td valign="top">Defines the flags used when defining THINGs. Each line is in the form "Bit Number|Name|Shorthand Name". e.g.<p><tt>0|Skill 1 and 2|Sk 1/2</tt></p> </td> </tr> <tr> <td valign="top" nowrap><a name="LINEDEF_TYPES"></a><strong><tt>%LINEDEF_TYPES</tt></strong></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><strong>Note:</strong> 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).</p> </td> </tr> <tr> <td valign="top" nowrap><a name="LINEDEF_FLAGS"></a><strong><tt>%LINEDEF_FLAGS</tt></strong></td> <td valign="top">Defines the flags used when defining LINEDEFs. Each line is in the form "Bit Number|Name|Shorthand Character". e.g.<p><tt>0|Impassible|I</tt></p> </td> </tr> <tr> <td valign="top" nowrap><strong><tt>%LINEDEF_FLAGS_EXTRA</tt></strong></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><strong><tt>%LINEDEF_DEFAULTS</tt></strong></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><strong><tt>%SECTOR_TYPES</tt></strong></td> <td valign="top">Defines the names and IDs for the different sector types. Each line is in the form "Class|ID|Long name|Short name". e.g.<p><tt>Damage/Lights|4|Lose -10/20% health & blink lights 0.5 sec|-10/20% & 0.5 blink</tt></p> </td> </tr> <tr> <td valign="top" nowrap><a name="SECTOR_STYLES"></a><strong><tt>%SECTOR_STYLES</tt></strong></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><strong><tt>%EMPTY_TEXTURE_NAME</tt></strong></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><strong><tt>%NORMAL_TYPES</tt></strong></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><strong><tt>%LINEDEF_CHECK_DEFAULT</tt></strong></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> </table> <hr> <p><a href="index.htm">Back to index</a></p> <p><tt>$Id: overview.htm,v 1.7 2000/08/05 21:30:12 dosuser Exp dosuser $ </tt></p> </body> </html>