summaryrefslogtreecommitdiff
path: root/doc/overview.htm
blob: aeec4349aa0424c2d93b84df672156b49ffcb4ee (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
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:\&gt; 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>&nbsp;</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
        &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><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 &quot;Edit mode|Class Name&quot;. 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
        &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><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 &quot;Edit
        Mode|Group|Mask1|Mask2|Name|Single flag character&quot;.
        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
        &quot;Class|ID|Name&quot;, 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 &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><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
        &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><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
        &quot;Edit Mode|Class|ID|Long name|Short name&quot;. 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
        &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><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 &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><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 &quot;Class
        Name|Id|Name|arg0,arg1,arg2,arg3,arg4&quot;. 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 &quot;tag&quot; 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>
&lt;data&gt;<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>