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|
<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:\> 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> </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
"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><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 "Edit mode|Class Name". 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
"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><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 "Edit
Mode|Group|Mask1|Mask2|Name|Single flag character".
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
"Class|ID|Name", 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 "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><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
"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><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
"Edit Mode|Class|ID|Long name|Short name". 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
"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><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 "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><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 "Class
Name|Id|Name|arg0,arg1,arg2,arg3,arg4". 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 "tag" 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>
<data><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>
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<p><tt>$Id$</tt></p>
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