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<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>
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