<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
        &quot;Class Name|Colour&quot;. 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
        &quot;Class|Name|ID|Radius|Sprite Name&quot;. 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 &quot;Bit
        Number|Name|Shorthand Name&quot;. 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
        &quot;Class|ID|Name&quot;, 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 &quot;Bit
        Number|Name|Shorthand Character&quot;. 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 &quot;Bit number controlling
        2-sided|Bit controlling Impassible|Bit controlling lower
        unpegged|Bit controlling upper unpegged&quot;. 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
        &quot;Name|Flags value&quot;, 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
        &quot;Class|ID|Long name|Short name&quot;. e.g.<p><tt>Damage/Lights|4|Lose
        -10/20% health &amp; blink lights 0.5 sec|-10/20% &amp;
        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
        &quot;Mode|Name|Upper|Middle|Lower|Floor|Ceiling&quot;.
        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 &quot;Id for normal linedef|Id for normal
        sector&quot;. 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>