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add back the documentation
This adds back most relevant documentation from the WinMBF binary and source code releases, file names converted to lower case. Fixes #32.
This commit is contained in:
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2f9ea0128b
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339
COPYING
Normal file
339
COPYING
Normal file
@ -0,0 +1,339 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
675 Mass Ave, Cambridge, MA 02139, USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
Appendix: How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) 19yy <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) 19yy name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
14
Makefile.am
14
Makefile.am
@ -1 +1,13 @@
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||||
SUBDIRS = Source
|
||||
dist_doc_DATA = COPYING
|
||||
|
||||
dist_pkgdata_DATA = \
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||||
betagrph.wad \
|
||||
betalevl.wad \
|
||||
watermap.wad
|
||||
|
||||
SUBDIRS = \
|
||||
configs \
|
||||
docs \
|
||||
examples \
|
||||
Source \
|
||||
toolsrc
|
||||
|
BIN
betagrph.wad
Normal file
BIN
betagrph.wad
Normal file
Binary file not shown.
BIN
betalevl.wad
Normal file
BIN
betalevl.wad
Normal file
Binary file not shown.
4
configs/Makefile.am
Normal file
4
configs/Makefile.am
Normal file
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|
||||
EXTRA_DIST = \
|
||||
common.cfg \
|
||||
doom17.dat \
|
||||
doom19.dat
|
595
configs/common.cfg
Normal file
595
configs/common.cfg
Normal file
@ -0,0 +1,595 @@
|
||||
#Doom I, Doom II, and Ultimate Doom Common Elements File
|
||||
#Included by main Configuration file for all of the above
|
||||
#The Common Things List is at the *end* of this file
|
||||
|
||||
|
||||
[specials]
|
||||
##############################################################################
|
||||
############################# Special Actions List ###########################
|
||||
##############################################################################
|
||||
#LineDef Types for any Doom game, version 1.666 or later.
|
||||
#You can add new menus or revise existing ones; put new menu titles in double
|
||||
#quotes like the existing ones. Do not make short descriptions longer then 20
|
||||
#characters (as in the pattern below.)
|
||||
#Number,"-- Desc-------------", "### -- Long Desc"
|
||||
"Normal"
|
||||
0, "-- Normal", "-- Normal [ 0]"
|
||||
|
||||
"-"
|
||||
"Doors"
|
||||
1, "DR Open Door", "DR Open Door, Wait 4, Close [ 1]"
|
||||
31, "D1 Open Door & Stay", "D1 Open Door, Stay Open [ 31]"
|
||||
999, "-", "-"
|
||||
63, "SR Open Door", "SR Open Door, Wait 4, Close [ 63]"
|
||||
29, "S1 Open Door", "S1 Open Door, Wait 4, Close [ 29]"
|
||||
90, "WR Open Door", "WR Open Door, Wait 4, Close [ 90]"
|
||||
4, "W1 Open Door", "W1 Open Door, Wait 4, Close [ 4]"
|
||||
999, "-", "-"
|
||||
61, "SR Open Door & Stay", "SR Open Door, Stay Open [ 61]"
|
||||
103, "S1 Open Door & Stay", "S1 Open Door, Stay Open [103]"
|
||||
86, "WR Open Door & Stay", "WR Open Door, Stay Open [ 86]"
|
||||
2, "W1 Open Door & Stay", "W1 Open Door, Stay Open [ 2]"
|
||||
46, "G1 Open Door & Stay", "G1 Open Door, Stay Open [ 46]"
|
||||
999, "-", "-"
|
||||
42, "SR Close Door", "SR Close Door, Lower Ceiling to Floor [ 42]"
|
||||
50, "S1 Close Door", "S1 Close Door [ 50]"
|
||||
75, "WR Close Door", "WR Close Door [ 75]"
|
||||
3, "W1 Close Door", "W1 Close Door [ 3]"
|
||||
999, "-", "-"
|
||||
196, "sR Close Door 30", "sR Close Door, Opens after 30 seconds [196]"
|
||||
175, "s1 Close Door 30", "s1 Close Door, Opens after 30 seconds [175]"
|
||||
76, "WR Close Door 30", "WR Close Door, Opens after 30 seconds [ 76]"
|
||||
16, "W1 Close Door 30", "W1 Close Door, Opens after 30 seconds [ 16]"
|
||||
999, "-", "-"
|
||||
26, "DR Open Blue Door", "DR Open Blue Door, Wait 4, Close [ 26]"
|
||||
32, "D1 Open Blue & Stay", "D1 Open Blue Door, Stay Open [ 32]"
|
||||
28, "DR Open Red Door", "DR Open Red Door, Wait 4, Close [ 28]"
|
||||
33, "D1 Open Red & Stay", "D1 Open Red Door, Stay Open [ 33]"
|
||||
27, "DR Open Yellow Door", "DR Open Yellow Door, Wait 4, Close [ 27]"
|
||||
34, "D1 Open Yelw & Stay", "D1 Open Yellow Door, Stay Open [ 34]"
|
||||
|
||||
"Doors (Fast)"
|
||||
117, "DR Open Door Fast", "DR Open Door Fast, Wait 4, Close [117]"
|
||||
118, "D1 Open Door F Stay", "D1 Open Door Fast, Stay Open [118]"
|
||||
999, "-", "-"
|
||||
114, "SR Open Door Fast", "SR Open Door Fast, Wait 4, Close [114]"
|
||||
111, "S1 Open Door Fast", "S1 Open Door Fast, Wait 4, Close [111]"
|
||||
105, "WR Open Door Fast", "WR Open Door Fast, Wait 4, Close [105]"
|
||||
108, "W1 Open Door Fast", "W1 Open Door Fast, Wait 4, Close [108]"
|
||||
999, "-", "-"
|
||||
115, "SR Open Door F Stay", "SR Open Door Fast, Stay Open [115]"
|
||||
112, "S1 Open Door F Stay", "S1 Open Door Fast, Stay Open [112]"
|
||||
106, "WR Open Door F Stay", "WR Open Door Fast, Stay Open [106]"
|
||||
109, "W1 Open Door F Stay", "W1 Open Door Fast, Stay Open [109]"
|
||||
999, "-", "-"
|
||||
116, "SR Close Door Fast", "SR Close Door Fast [116]"
|
||||
113, "S1 Close Door Fast", "S1 Close Door Fast [113]"
|
||||
107, "WR Close Door Fast", "WR Close Door Fast [107]"
|
||||
110, "W1 Close Door Fast", "W1 Close Door Fast [110]"
|
||||
999, "-", "-"
|
||||
99, "SR Open Door Blue F", "SR Open Blue Door Fast, Stay Open [ 99]"
|
||||
133, "S1 Open Door Blue F", "S1 Open Blue Door Fast, Stay Open [133]"
|
||||
134, "SR Open Door Red F", "SR Open Red Door Fast, Stay Open [134]"
|
||||
135, "S1 Open Door Red F", "S1 Open Red Door Fast, Stay Open [135]"
|
||||
136, "SR Open Door Yelw F", "SR Open Yellow Door Fast, Stay Open [136]"
|
||||
137, "S1 Open Door Yelw F", "S1 Open Yellow Door Fast, Stay Open [137]"
|
||||
|
||||
"--"
|
||||
"Floors (Raise/Lower to Next)"
|
||||
69, "SR Raise Floor nF", "SR Raise Floor to next Floor [ 69]"
|
||||
18, "S1 Raise Floor nF", "S1 Raise Floor to next Floor [ 18]"
|
||||
128, "WR Raise Floor nF", "WR Raise Floor to next Floor [128]"
|
||||
119, "W1 Raise Floor nF", "W1 Raise Floor to next Floor [119]"
|
||||
999, "-", "-"
|
||||
222, "sR Lower Floor nF", "sR Lower Floor to next Floor [222]"
|
||||
221, "s1 Lower Floor nF", "s1 Lower Floor to next Floor [221]"
|
||||
220, "wR Lower Floor nF", "wR Lower Floor to next Floor [220]"
|
||||
219, "w1 Lower Floor nF", "w1 Lower Floor to next Floor [219]"
|
||||
999, "-", "-"
|
||||
132, "SR Raise Floor nFF", "SR Raise Floor to next Floor Fast [132]"
|
||||
131, "S1 Raise Floor nFF", "S1 Raise Floor to next Floor Fast [131]"
|
||||
129, "WR Raise Floor nFF", "WR Raise Floor to next Floor Fast [129]"
|
||||
130, "W1 Raise Floor nFF", "W1 Raise Floor to next Floor Fast [130]"
|
||||
|
||||
"Floors (Raise to Ceiling)"
|
||||
64, "SR Set Floor LnC", "SR Set Floor to Lowest neighboring Ceiling [ 64]"
|
||||
101, "S1 Set Floor LnC", "S1 Set Floor to Lowest neighboring Ceiling [101]"
|
||||
91, "WR Set Floor LnC", "WR Set Floor to Lowest neighboring Ceiling [ 91]"
|
||||
5, "W1 Set Floor LnC", "W1 Set Floor to Lowest neighboring Ceiling [ 5]"
|
||||
24, "G1 Set Floor LnC", "G1 Set Floor to Lowest neighboring Ceiling [ 24]"
|
||||
999, "-", "-"
|
||||
65, "SR Set Floor 8uLnC", "SR Set Floor to 8 under Lowest neighboring Ceiling [ 65]"
|
||||
55, "S1 Set Floor 8uLnC", "S1 Set Floor to 8 under Lowest neighboring Ceiling [ 55]"
|
||||
94, "WR Set Floor 8uLnC", "WR Set Floor to 8 under Lowest Neighboring Ceiling [ 94]"
|
||||
56, "W1 Set Floor 8uLnC", "W1 Set Floor to 8 under Lowest neighboring Ceiling [ 56]"
|
||||
|
||||
"Floors (Raise Absolute)"
|
||||
180, "sR Raise Floor 24", "sR Raise Floor 24 [180]"
|
||||
161, "s1 Raise Floor 24", "s1 Raise Floor 24 [161]"
|
||||
92, "WR Raise Floor 24", "WR Raise Floor 24 [ 92]"
|
||||
58, "W1 Raise Floor 24", "W1 Raise Floor 24 [ 58]"
|
||||
999, "-", "-"
|
||||
179, "sR Raise Floor 24cTt", "sR Raise Floor 24, change Texture & Type [179]"
|
||||
160, "s1 Raise Floor 24cTt", "s1 Raise Floor 24, change Texture & Type [160]"
|
||||
93, "WR Raise Floor 24cTt", "WR Raise Floor 24, change Texture & Type [ 93]"
|
||||
59, "W1 Raise Floor 24cTt", "W1 Raise Floor 24, change Texture & Type [ 59]"
|
||||
999, "-", "-"
|
||||
176, "sR Raise Floor sLT", "sR Raise Floor by shortest lower Texture [176]"
|
||||
158, "s1 Raise Floor sLT", "s1 Raise Floor by shortest lower Texture [158]"
|
||||
96, "WR Raise Floor sLT", "WR Raise Floor by shortest lower Texture [147]"
|
||||
30, "W1 Raise Floor sLT", "W1 Raise Floor by shortest lower Texture [142]"
|
||||
999, "-", "-"
|
||||
178, "sR Raise Floor 512", "sR Raise Floor 512 [178]"
|
||||
140, "S1 Raise Floor 512", "S1 Raise Floor 512 [140]"
|
||||
147, "wR Raise Floor 512", "wR Raise Floor 512 [147]"
|
||||
142, "w1 Raise Floor 512", "w1 Raise Floor 512 [142]"
|
||||
|
||||
"Floors (Set to Neigbhor)"
|
||||
60, "SR Set Floor LnF", "SR Floor to Lowest neighboring Floor [ 60]"
|
||||
23, "S1 Set Floor LnF", "S1 Floor to Lowest neighboring Floor [ 23]"
|
||||
82, "WR Set Floor LnF", "WR Floor to Lowest neighboring Floor [ 82]"
|
||||
38, "W1 Set Floor LnF", "W1 Floor to Lowest neighboring Floor [ 38]"
|
||||
999, "-", "-"
|
||||
177, "sR Set Floor LnFcTn", "sR Floor to Lowest neighboring Floor, change Texture/Type Numeric [177]"
|
||||
159, "s1 Set Floor LnFcTn", "s1 Floor to Lowest neighboring Floor, change Texture/Type Numeric [159]"
|
||||
84, "WR Set Floor LnFcTn", "WR Floor to Lowest neighboring Floor, change Texture/Type Numeric [ 84]"
|
||||
37, "W1 Set Floor LnFcTn", "W1 Floor to Lowest neighboring Floor, change Texture/Type Numeric [ 37]"
|
||||
999, "-", "-"
|
||||
45, "SR Set Floor HnF", "SR Floor to Highest neighboring Floor [ 45]"
|
||||
102, "S1 Set Floor HnF", "S1 Floor to Highest neighboring Floor [102]"
|
||||
83, "WR Set Floor HnF", "WR Floor to Highest neighboring Floor [ 83]"
|
||||
19, "W1 Set Floor HnF", "W1 Floor to Highest neighboring Floor [ 19]"
|
||||
999, "-", "-"
|
||||
70, "SR Set Floor 8aHnF", "SR Floor to 8 above Highest neighboring Floor [ 70]"
|
||||
71, "S1 Set Floor 8aHnF", "S1 Floor to 8 above Highest neighboring Floor [ 71]"
|
||||
98, "WR Set Floor 8aHnF", "WR Floor to 8 above Highest neighboring Floor [ 98]"
|
||||
36, "W1 Set Floor 8aHnF", "W1 Floor to 8 above Highest neighboring Floor [ 36]"
|
||||
|
||||
"---"
|
||||
"Floor Changers"
|
||||
190, "sR Change Floor cTt", "sR Change Floor/Sector Type (Trigger Model) [190]"
|
||||
189, "s1 Change Floor cTt", "s1 Change Floor/Sector Type (Trigger Model) [189]"
|
||||
154, "wR Change Floor cTt", "wR Change Floor/Sector Type (Trigger Model) [154]"
|
||||
153, "w1 Change Floor cTt", "w1 Change Floor/Sector Type (Trigger Model) [153]"
|
||||
999, "-", "-"
|
||||
78, "sR Change Floor cTn", "sR Change Floor/Sector Type (Numeric Model) [ 78]"
|
||||
241, "s1 Change Floor cTn", "s1 Change Floor/Sector Type (Numeric Model) [241]"
|
||||
240, "wR Change Floor cTn", "wR Change Floor/Sector Type (Numeric Model) [240]"
|
||||
239, "w1 Change Floor cTn", "w1 Change Floor/Sector Type (Numeric Model) [239]"
|
||||
|
||||
"----"
|
||||
"Platforms (Raise)"
|
||||
66, "SR Raise Plat 24cTto", "SR Raise Platform 24, change Texture Only [ 66]"
|
||||
15, "S1 Raise Plat 24cTto", "S1 Raise Platform 24, change Texture Only [ 15]"
|
||||
148, "wR Raise Plat 24cTto", "wR Raise Platform 24, change Texture Only [148]"
|
||||
143, "w1 Raise Plat 24cTto", "w1 Raise Platform 24, change Texture Only [143]"
|
||||
999, "-", "-"
|
||||
67, "SR Raise Plat 32cTto", "SR Raise Platform 32, change Texture Only [ 67]"
|
||||
14, "S1 Raise Plat 32cTto", "S1 Raise Platform 32, change Texture Only [ 14]"
|
||||
149, "wR Raise Plat 32cTto", "wR Raise Platform 32, change Texture Only [149]"
|
||||
144, "w1 Raise Plat 32cTto", "w1 Raise Platform 32, change Texture Only [144]"
|
||||
999, "-", "-"
|
||||
68, "SR Raise Plat nFcTt0", "SR Raise Platform to next Floor, change Texture, Type=0 [ 68]"
|
||||
20, "S1 Raise Plat nFcTt0", "S1 Raise Platform to next Floor, change Texture, Type=0 [ 20]"
|
||||
95, "WR Raise Plat nFcTt0", "WR Raise Platform to next Floor, change Texture, Type=0 [ 95]"
|
||||
22, "W1 Raise Plat nFcTt0", "W1 Raise Platform to next Floor, change Texture, Type=0 [ 22]"
|
||||
47, "G1 Raise Plat nFcTt0", "G1 Raise Platform to Next Floor, change Texture, Type=0 [ 47]"
|
||||
|
||||
"Platforms (Up and Down)"
|
||||
181, "sR Plat Up & Down", "sR Start Moving Platform Up, wait 3, Down [181]"
|
||||
162, "s1 Plat Up & Down", "s1 Start Moving Platform Up, wait 3, Down [162]"
|
||||
87, "WR Plat Up & Down", "WR Start Moving Platform Up, wait 3, Down [ 87]"
|
||||
53, "W1 Plat Up & Down", "W1 Start Moving Platform Up, wait 3, Down [ 53]"
|
||||
999, "-", "-"
|
||||
182, "sR Stop Platform", "sR Stop Moving Platform [182]"
|
||||
163, "s1 Stop Platform", "s1 Stop Moving Platform [163]"
|
||||
89, "WR Stop Platform", "WR Stop Moving Platform [ 89]"
|
||||
54, "W1 Stop Platform", "W1 Stop Moving Platform [ 54]"
|
||||
999, "-", "-"
|
||||
211, "sR Toggle Platform", "sR Toggle Floor Between Ceiling and Floor Instantly [211]"
|
||||
212, "wR Toggle Platform", "wR Toggle Floor Between Ceiling and Floor Instantly [212]"
|
||||
999, "-", "-"
|
||||
62, "SR Lower Lift", "SR Lower Lift, wait 3, Rise [ 62]"
|
||||
21, "S1 Lower Lift", "S1 Lower Lift, wait 3, Rise [ 21]"
|
||||
88, "WR Lower Lift", "WR Lower Lift, wait 3, Rise [ 88]"
|
||||
10, "W1 Lower Lift", "W1 Lower Lift, wait 3, Rise [ 10]"
|
||||
999, "-", "-"
|
||||
123, "SR Lower Lift Fast", "SR Lower Lift Fast, wait 3, Rise [123]"
|
||||
122, "S1 Lower Lift Fast", "S1 Lower Lift Fast, wait 3, Rise [122]"
|
||||
120, "WR Lower Lift Fast", "WR Lower Lift Fast, wait 3, Rise [120]"
|
||||
121, "W1 Lower Lift Fast", "W1 Lower Lift Fast, wait 3, Rise [121]"
|
||||
|
||||
"-----"
|
||||
"Elevators"
|
||||
230, "sR Elevator Up Next", "sR Elevator to Next Highest Floor [230]"
|
||||
229, "s1 Elevator Up Next", "s1 Elevator to Next Highest Floor [229]"
|
||||
228, "wR Elevator Up Next", "wR Elevator to Next Highest Floor [228]"
|
||||
227, "w1 Elevator Up Next", "w1 Elevator to Next Highest Floor [227]"
|
||||
999, "-", "-"
|
||||
234, "sR Elevator Dn Next", "sR Elevator to Next Lowest Floor [234]"
|
||||
233, "s1 Elevator Dn Next", "s1 Elevator to Next Lowest Floor [233]"
|
||||
232, "wR Elevator Dn Next", "wR Elevator to Next Lowest Floor [232]"
|
||||
231, "w1 Elevator Db Next", "w1 Elevator to Next Lowest Floor [231]"
|
||||
999, "-", "-"
|
||||
238, "sR Elevator Current", "sR Elevator to Current Floor [238]"
|
||||
237, "s1 Elevator Current", "s1 Elevator to Current Floor [227]"
|
||||
236, "wR Elevator Current", "wR Elevator to Current Floor [236]"
|
||||
235, "w1 Elevator Current", "w1 Elevator to Current Floor [235]"
|
||||
|
||||
"------"
|
||||
"Ceilings"
|
||||
43, "SR Lower Ceiling F", "SR Lower Ceiling to Floor [ 43]"
|
||||
41, "S1 Lower Ceiling F", "S1 Lower Ceiling to Floor [ 41]"
|
||||
152, "wR Lower Ceiling F", "wR Lower Ceiling to Floor [152]"
|
||||
145, "w1 Lower Ceiling F", "w1 Lower Ceiling to Floor [145]"
|
||||
999, "-", "-"
|
||||
186, "sR Ceil Up to HnC", "sR Ceiling Up to hnC [186]"
|
||||
166, "s1 Ceil Up to HnC", "s1 Ceiling Up to hnC [166]"
|
||||
151, "wR Ceil Up to HnC", "wR Ceiling Up to hnC [151]"
|
||||
40, "W1 Ceil Up to HnC", "W1 Ceiling Up to hnC [ 40]"
|
||||
999, "-", "-"
|
||||
187, "sR Lower Ceiling 8aF", "sR Lower Ceiling to 8 above Floor [187]"
|
||||
167, "s1 Lower Ceiling 8aF", "s1 Lower Ceiling to 8 above Floor [167]"
|
||||
72, "WR Lower Ceiling 8aF", "WR Lower Ceiling to 8 above Floor [ 72]"
|
||||
44, "W1 Lower Ceiling 8aF", "W1 Lower Ceiling to 8 above Floor [ 44]"
|
||||
999, "-", "-"
|
||||
205, "sR Lower Ceiling LnC", "sR Lower Ceiling to Lowest Neighbor Ceiling [205]"
|
||||
203, "s1 Lower Ceiling LnC", "s1 Lower Ceiling to Lowest Neighbor Ceiling [203]"
|
||||
201, "wR Lower Ceiling LnC", "wR Lower Ceiling to Lowest Neighbor Ceiling [201]"
|
||||
199, "w1 Lower Ceiling LnC", "w1 Lower Ceiling to Lowest Neighbor Ceiling [199]"
|
||||
999, "-", "-"
|
||||
206, "sR Lower Ceiling HnF", "sR Lower Ceiling to Highest Neighbor Floor [206]"
|
||||
204, "s1 Lower Ceiling HnF", "s1 Lower Ceiling to Highest Neighbor Floor [204]"
|
||||
202, "wR Lower Ceiling HnF", "wR Lower Ceiling to Highest Neighbor Floor [202]"
|
||||
200, "w1 Lower Ceiling HnF", "w1 Lower Ceiling to Highest Neighbor Floor [200]"
|
||||
|
||||
"Crushers"
|
||||
184, "sR Slow Crusher Fd", "sR Start Slow Crusher - Fast damage [184]"
|
||||
49, "S1 Slow Crusher Fd", "S1 Start Slow Crusher - Fast damage [ 49]"
|
||||
73, "WR Slow Crusher Fd", "WR Start Slow Crusher - Fast damage [ 73]"
|
||||
25, "W1 Slow Crusher Fd", "W1 Start Slow Crusher - Fast damage [ 25]"
|
||||
999, "-", "-"
|
||||
183, "sR Fast Crusher Sd", "sR Start Fast Crusher - Slow damage [183]"
|
||||
164, "s1 Fast Crusher Sd", "s1 Start Fast Crusher - Slow damage [164]"
|
||||
77, "WR Fast Crusher Sd", "WR Start Fast Crusher - Slow damage [ 77]"
|
||||
6, "W1 Fast Crusher Sd", "W1 Start Fast Crusher - Slow damage [ 6]"
|
||||
999, "-", "-"
|
||||
185, "sR Slow Crusher QFd", "sR Start Slow Quiet Crusher - Fast damage [185]"
|
||||
165, "s1 Slow Crusher QFd", "s1 Start Slow Quiet Crusher - Fast damage [165]"
|
||||
150, "wR Slow Crusher QFd", "wR Start Slow Quiet Crusher - Fast damage [150]"
|
||||
141, "W1 Slow Crusher QFd", "W1 Start Slow Quiet Crusher - Fast damage [141]"
|
||||
999, "-", "-"
|
||||
188, "sR Stop Crusher", "sR Stop Crusher [188]"
|
||||
168, "s1 Stop Crusher", "s1 Stop Crusher [168]"
|
||||
74, "WR Stop Crusher", "WR Stop Crusher [ 74]"
|
||||
57, "W1 Stop Crusher", "W1 Stop Crusher [ 57]"
|
||||
|
||||
"Stairs"
|
||||
258, "sR Raise Stairs 8", "sR Raise Stairs 8 [258]"
|
||||
7, "S1 Raise Stairs 8", "S1 Raise Stairs 8 [ 7]"
|
||||
256, "wR Raise Stairs 8", "wR Raise Stairs 8 [256]"
|
||||
8, "W1 Raise Stairs 8", "W1 Raise Stairs 8 [ 8]"
|
||||
999, "-", "-"
|
||||
259, "sR Raise Stairs 16F", "sR Raise Stairs 16 Fast [259]"
|
||||
127, "S1 Raise Stairs 16F", "S1 Raise Stairs 16 Fast [127]"
|
||||
257, "wR Raise Stairs 16F", "wR Raise Stairs 16 Fast [257]"
|
||||
100, "W1 Raise Stairs 16F", "W1 Raise Stairs 16 Fast [100]"
|
||||
|
||||
"Lighting"
|
||||
139, "SR Lights to 35", "SR Light Level Drops to 35 [139]"
|
||||
170, "s1 Lights to 35", "s1 Light Level Drops to 35 [170]"
|
||||
79, "WR Lights to 35", "WR Light Level Drops to 35 [ 79]"
|
||||
35, "W1 Lights to 35", "W1 Light Level Drops to 35 [ 35]"
|
||||
999, "-", "-"
|
||||
138, "SR Lights to 255", "SR Light Level Increases to 255 [138]"
|
||||
171, "s1 Lights to 255", "s1 Light Level Increases to 255 [171]"
|
||||
81, "WR Lights to 255", "WR Light Level Increases to 255 [ 81]"
|
||||
13, "W1 Lights to 255", "W1 Light Level Increases to 255 [ 13]"
|
||||
999, "-", "-"
|
||||
192, "sR Lights Max N", "sR Light to Maximum Neighboring Light Level [192]"
|
||||
169, "s1 Lights Max N", "s1 Light to Maximum Neighboring Light Level [169]"
|
||||
80, "WR Lights Max N", "WR Light to Maximum Neighboring Light Level [ 80]"
|
||||
12, "W1 Lights Max N", "W1 Light to Maximum Neighboring Light Level [ 12]"
|
||||
999, "-", "-"
|
||||
194, "sR Lights Min N", "sR Light to Minimum Neighboring Light Level [194]"
|
||||
173, "s1 Lights Min N", "s1 Light to Minimum Neighboring Light Level [173]"
|
||||
157, "wR Lights Min N", "wR Light to Minimum Neighboring Light Level [157]"
|
||||
104, "W1 Lights Min N", "W1 Light to Minimum Neighboring Light Level [104]"
|
||||
999, "-", "-"
|
||||
193, "sR Lights Blink 1", "sR Start Lights Blinking every second [193]"
|
||||
172, "s1 Lights Blink 1", "s1 Start Lights Blinking every second [172]"
|
||||
156, "wR Lights Blink 1", "wR Start Lights Blinking every second [156]"
|
||||
17, "W1 Lights Blink 1", "W1 Start Lights Blinking every second [ 17]"
|
||||
999, "-", "-"
|
||||
213, "Set Floor LightLev" "Set Tagged Sector's Floor Light Level [213]"
|
||||
261, "Set Ceil LightLev" "Set Tagged Sector's Ceiling Light Level [261]"
|
||||
|
||||
"Teleports"
|
||||
195, "sR Teleport", "sR Teleport to a Sector containing Teleport Thing [195]"
|
||||
174, "s1 Teleport", "s1 Teleport to a Sector containing Teleport Thing [174]"
|
||||
97, "WR Teleport", "WR Teleport to a Sector containing Teleport Thing [ 97]"
|
||||
39, "W1 Teleport", "W1 Teleport to a Sector containing Teleport Thing [ 39]"
|
||||
999, "-", "-"
|
||||
126, "MR Teleport", "MR Teleport Monster Only [126]"
|
||||
125, "M1 Teleport", "M1 Teleport Monster Only [125]"
|
||||
999, "-", "-"
|
||||
210, "sR Silent Teleport", "sR Silent Teleport to a Teleport Thing [210]"
|
||||
209, "s1 Silent Teleport", "s1 Silent Teleport to a Teleport Thing [209]"
|
||||
208, "wR Silent Teleport", "wR Silent Teleport to a Teleport Thing [208]"
|
||||
207, "w1 Silent Teleport", "w1 Silent Teleport to a Teleport Thing [207]"
|
||||
999, "-", "-"
|
||||
269, "mR Silent Teleport", "mR Silent Teleport Monster Only to a Teleport Thing [269]"
|
||||
268, "m1 Silent Teleport", "m1 Silent Teleport Monster Only to a Teleport Thing [268]"
|
||||
999, "-", "-"
|
||||
244, "wR Silent Line Tp", "wR Silent Teleport to a Line with Same Tag [244]"
|
||||
243, "w1 Silent Line Tp", "w1 Silent Teleport to a Line with Same Tag [243]"
|
||||
263, "wR Silent Line Rev", "wR Silent Teleport to a Line with Same Tag Reversed [263]"
|
||||
262, "w1 Silent Line Rev", "w1 Silent Teleport to a Line with Same Tag Reversed [262]"
|
||||
999, "-", "-"
|
||||
267, "mR Silent Line Tp", "mR Silent Teleport Monster Only Line-Line [267]"
|
||||
266, "m1 Silent Line Tp", "m1 Silent Teleport Monster Only Line-Line [266]"
|
||||
265, "mR Silent Line Rev", "mR Silent Teleport Monster Only Line-Line Reversed [265]"
|
||||
264, "m1 Silent Line Rev", "m1 Silent Teleport Monster Only Line-Line Reversed [264]"
|
||||
|
||||
"Exits"
|
||||
11, "S1 Exit Level", "S1 Exit Level [ 11]"
|
||||
52, "W1 Exit Level", "W1 Exit Level [ 52]"
|
||||
197, "g1 Exit Level", "g1 Exit Level [197]"
|
||||
999, "-", "-"
|
||||
51, "S1 Exit Level S", "S1 Exit Level & goto Secret Level [ 51]"
|
||||
124, "W1 Exit level S", "W1 Exit Level & goto Secret Level [124]"
|
||||
198, "g1 Exit level S", "g1 Exit Level & goto Secret Level [198]"
|
||||
|
||||
"Specials"
|
||||
191, "sR Lwr Pillar rDcTn", "sR Lower Pillar, raise Donut, change Texture/Type Numeric [191]"
|
||||
9, "S1 Lwr Pillar rDcTn", "S1 Lower Pillar, raise Donut, change Texture/Type Numeric [ 9]"
|
||||
155, "wR Lwr Pillar rDcTn", "wR Lower Pillar, raise Donut, change Texture/Type Numeric [155]"
|
||||
146, "w1 Lwr Pillar rDcTn", "w1 Lower Pillar, raise Donut, change Texture/Type Numeric [146]"
|
||||
999, "-", "-"
|
||||
48, "** Animated Wall L", "** Animated wall, Scrolls Left [ 48]"
|
||||
85, ".. Animated Wall R", ".. Animated wall, Scrolls Right [ 85]"
|
||||
|
||||
"Vectors"
|
||||
223, ".. Friction Amount", ".. Sets Friction in Tagged Sector,Sludge<100, Ice>100 [223]"
|
||||
224, ".. Linear Wind", ".. Sets Wind Force/Direction in Tagged Sectors [224]"
|
||||
225, ".. Linear Current", ".. Sets Current Force/Direction in Tagged Sectors [225]"
|
||||
226, ".. Pt. Source Push", ".. Sets Force of Point Push/Pull Field in Tagged Sectors [226]"
|
||||
999, "-", "-"
|
||||
242, ".. Sector Heights", ".. Set Tagged Sectors Drawn Heights to 1st Side's [242]"
|
||||
260, ".. Translucency", ".. Set Tagged Lines (or this one if tag=0) Translucent [260]"
|
||||
271, ".. Transfer Sky", ".. Set Tagged Sectors' Skies to 1st Side's Upper Texture [271]"
|
||||
272, ".. Transfer Sky (flip)", ".. Set Tagged Sectors' Skies to 1st Side's Upper Texture, Flipped [272]"
|
||||
999, "-", "-"
|
||||
214, ".. Accel Ceiling", ".. Accel Tagged Ceiling w.r.t. 1st Side's Sector [214]"
|
||||
215, ".. Accel Floor", ".. Accel Tagged Floor w.r.t. 1st Side's Sector [215]"
|
||||
216, ".. Accel Objects", ".. Accel Objects on Tagged Floor wrt 1st Side's Sector [216]"
|
||||
217, ".. Accel Flr & Obj", ".. Accel Objects & Tagged Floor wrt 1st Side's Sector [217]"
|
||||
218, ".. Accel Wall", ".. Accel Tagged Wall w.r.t 1st Side's Sector [218]"
|
||||
999, "-", "-"
|
||||
245, ".. Affect Ceiling", ".. Scroll Tagged Ceiling w.r.t. 1st Side's Sector [245]"
|
||||
246, ".. Affect Floor", ".. Scroll Tagged Floor w.r.t. 1st Side's Sector [246]"
|
||||
247, ".. Affect Objects", ".. Scroll Objects on Tagged Floor wrt 1st Side's Sector [247]"
|
||||
248, ".. Affect Flr & Obj", ".. Scroll Objects & Tagged Floor wrt 1st Side's Sector [248]"
|
||||
249, ".. Affect Wall", ".. Scroll Tagged Wall w.r.t 1st Side's Sector [249]"
|
||||
999, "-", "-"
|
||||
250, ".. Scroll Ceiling", ".. Scroll Tagged Ceiling [250]"
|
||||
251, ".. Scroll Floor", ".. Scroll Tagged Floor [251]"
|
||||
252, ".. Scroll Objects", ".. Scroll Objects on Tagged Floor [252]"
|
||||
253, ".. Scroll Flr & Obj", ".. Scroll Tagged Floor, Carry Objects [253]"
|
||||
254, ".. Scroll Wall", ".. Scroll Tagged Wall, Same as Floor/Ceiling [254]"
|
||||
999, "-", "-"
|
||||
255, ".. Scroll by Sdf Off", ".. Scroll Wall Using Sidedef Offsets [255]"
|
||||
"-------"
|
||||
|
||||
|
||||
[sectors]
|
||||
##############################################################################
|
||||
############################### Sector List ##################################
|
||||
##############################################################################
|
||||
#Number,"Desc-------------", "### Long Desc"
|
||||
"Normal"
|
||||
0, "Normal", "Normal [ 0]"
|
||||
|
||||
"Lighting effects"
|
||||
2, "Blinks 0.5 sec", "Light Blinks every 0.5 second [ 2]"
|
||||
3, "Blinks 1.0 sec", "Light Blinks every second [ 3]"
|
||||
13, "Blinks 0.5 sec sync", "Light Blinks every 0.5 second in Sync [13]"
|
||||
12, "Blinks 1.0 sec sync", "Light Blinks every second in Sync [12]"
|
||||
1, "Blinks randomly", "Light Blinks Randomly [ 1]"
|
||||
8, "Pulsates Smoothly", "Light Pulsates Smoothly [ 8]"
|
||||
17, "Flickers", "Light Flickers [17]"
|
||||
|
||||
"Painful floors"
|
||||
7, "-2/5% health", "Minus 02/05% Health [ 7]"
|
||||
5, "-5/10% health", "Minus 05/10% Health [ 5]"
|
||||
16, "-10/20% health", "Minus 10/20% Health [16]"
|
||||
4, "-10/20% & blinks", "Minus 10/20% Health and Light Blinks every 0.5 seconds [ 4]"
|
||||
11, "-10/20% & end level", "Minus 10/20% Health and Exit Level when Health <= 10% [11]"
|
||||
|
||||
"Specials"
|
||||
9, "Secret", "Secret Area [ 9]"
|
||||
10, "Close after 30 secs", "Sector Drops 30 seconds after Starting Level [10]"
|
||||
14, "Open/Close 5 mins", "Opens then Closes 5 minutes after Starting Level [14]"
|
||||
|
||||
"-"
|
||||
|
||||
#Color definitions taken from palette 0 of PLAYPAL entry in main IWAD
|
||||
#You can customize these by changing which names reference which entries in
|
||||
#the palette
|
||||
[colors]
|
||||
WHITE 4
|
||||
BLACK 0
|
||||
GRAY 103 "Textures not required" text.
|
||||
DARKGRAY 100 3D boxes.
|
||||
LIGHTGRAY 88 Highlight of 3D boxes.
|
||||
DARKERGRAY 105 Lowlight of 3D boxes.
|
||||
DARKBLUE 205 Grid.
|
||||
|
||||
SECTORTAGGED 176
|
||||
SECTORSECRET 253
|
||||
SECTORPAINFUL 118
|
||||
SECTORLIGHT 193
|
||||
|
||||
LINEDEFTAGGED 176
|
||||
LINEDEFSECRET 253
|
||||
LINEDEFNOSOUND 185
|
||||
LINEDEFNOPASS 121
|
||||
LINEDEFNOMAP 219
|
||||
|
||||
MAGENTA 253
|
||||
LIGHTRED 176
|
||||
GREEN 118
|
||||
LIGHTCYAN 193
|
||||
DARKMAGENTA 253
|
||||
DARKRED 185
|
||||
DARKGREEN 121
|
||||
ORANGE 219
|
||||
LIGHTBLUE 197
|
||||
BLUE 202
|
||||
LIGHTGREEN 114
|
||||
RED 183
|
||||
LIGHTMAGENTA 250
|
||||
CYAN 196
|
||||
YELLOW 231
|
||||
BROWN 144
|
||||
|
||||
|
||||
|
||||
[things]
|
||||
#Common Things list goes down here so Doom 2 can append its additions -
|
||||
# DO NOT MOVE THIS LIST FROM THE END OF FILE UNLESS YOU ARE GOING TO DO
|
||||
# MAJOR RESTRUCTURING, OR THE DOOM II CONFIG MAY NOT WORK!
|
||||
##############################################################################
|
||||
############################### Things List ##################################
|
||||
##############################################################################
|
||||
#You can add new menus or revise existing ones; put new menu titles in double
|
||||
#quotes like the existing ones. Thing entries must be in this pattern:
|
||||
#Number,Color, | Radius, "Desc", "Sprite"
|
||||
|
||||
"Starting Positions"
|
||||
1, LIGHTGREEN, 16, "Player 1 Start", "PLAYA1"
|
||||
2, LIGHTGREEN, 16, "Player 2 Start", "PLAYB1"
|
||||
3, LIGHTGREEN, 16, "Player 3 Start", "PLAYC1"
|
||||
4, LIGHTGREEN, 16, "Player 4 Start", "PLAYD1"
|
||||
11, LIGHTGREEN, 16, "Death Match Start", "PLAYF1"
|
||||
14, YELLOW, 16, "Teleport Landing", "TFOGB0"
|
||||
|
||||
"Enemies"
|
||||
3004, RED, 20, "Trooper","POSSF1"
|
||||
9, RED, 20, "Shotgun Guy","SPOSB1"
|
||||
58, RED, 30, "Spector","SARGB5"
|
||||
3001, RED, 20, "Imp","TROOF1"
|
||||
3002, RED, 30, "Demon","SARGF1"
|
||||
3006, RED, 16, "Lost Soul","SKULD1"
|
||||
3005, RED, 32, "Cacodemon","HEADA1"
|
||||
3003, RED, 24, "Baron of Hell", "BOSSG1"
|
||||
16, RED, 40, "Cyber Demon","CYBRF1"
|
||||
7, RED, 80, "Spider Mastermind,"SPIDH1"
|
||||
|
||||
"Weapons"
|
||||
2005, BLUE, 20, "Chainsaw", "CSAWA0"
|
||||
2001, BLUE, 20, "Shotgun", "SHOTA0"
|
||||
2002, BLUE, 20, "Chaingun", "MGUNA0"
|
||||
2003, BLUE, 20, "Rocket Launcher", "LAUNA0"
|
||||
2004, BLUE, 20, "Plasma Gun", "PLASA0"
|
||||
2006, BLUE, 20, "BFG9000", "BFUGA0"
|
||||
2035, ORANGE, 16, "Barrel", "BAR1A0"
|
||||
|
||||
"Ammunition"
|
||||
2007, LIGHTCYAN, 16, "Ammo Clip", "CLIPA0"
|
||||
2048, LIGHTCYAN, 16, "Box of Ammo", "AMMOA0"
|
||||
2008, LIGHTCYAN, 16, "Shells", "SHELA0"
|
||||
2049, LIGHTCYAN, 16, "Box of Shells", "SBOXA0"
|
||||
2010, LIGHTCYAN, 16, "Rocket", "ROCKA0"
|
||||
2046, LIGHTCYAN, 16, "Box of Rockets", "BROKA0"
|
||||
2047, LIGHTCYAN, 16, "Energy Cell", "CELLA0"
|
||||
17, LIGHTCYAN, 16, "Energy Pack", "CELPA0"
|
||||
8, LIGHTCYAN, 16, "Backpack", "BPAKA0"
|
||||
|
||||
"Armour and Health"
|
||||
2015, MAGENTA, 16, "Armour Helmet", "BON2D0"
|
||||
2014, MAGENTA, 16, "Health Potion", "BON1D0"
|
||||
2011, CYAN, 16, "Stim Pack", "STIMA0"
|
||||
2012, CYAN, 16, "Medical Kit", "MEDIA0"
|
||||
2018, CYAN, 16, "Armour (Green)", "ARM1A0"
|
||||
2019, CYAN, 16, "Mega Armour (Blue)", "ARM2A0"
|
||||
|
||||
"Power-ups"
|
||||
2024, LIGHTMAGENTA, 16, "Partial Invisibility Sphere", "PINSA0"
|
||||
2013, LIGHTMAGENTA, 16, "Supercharge Sphere", "SOULA0"
|
||||
2022, LIGHTMAGENTA, 16, "Invunerability Sphere", "PINVA0"
|
||||
2025, LIGHTMAGENTA, 16, "Radiation Shielding Suit", "SUITA0"
|
||||
2023, LIGHTMAGENTA, 16, "Berserk Sphere", "PSTRA0"
|
||||
2045, LIGHTMAGENTA, 16, "Lite Amplification Goggles", "PVISA0"
|
||||
2026, LIGHTMAGENTA, 16, "Computer Map", "PMAPD0"
|
||||
|
||||
"Keys"
|
||||
13, MAGENTA, 20, "Red KeyCard", "RKEYA0"
|
||||
38, MAGENTA, 20, "Red Skull Key", "RSKUA0"
|
||||
5, MAGENTA, 20, "Blue KeyCard", "BKEYA0"
|
||||
40, MAGENTA, 20, "Blue Skull Key", "BSKUA0"
|
||||
6, MAGENTA, 20, "Yellow KeyCard", "YKEYA0"
|
||||
39, MAGENTA, 20, "Yellow Skull Key", "YSKUA0"
|
||||
|
||||
"Dead Dudes"
|
||||
15, BROWN, 16, "Dead Player (Green)", "PLAYN0"
|
||||
18, BROWN, 16, "Dead ZombieMan", "POSSL0"
|
||||
19, BROWN, 16, "Dead Shotgun Guy", "SPOSL0"
|
||||
20, BROWN, 16, "Dead Imp", "TROOM0"
|
||||
21, BROWN, 16, "Dead Demon", "SARGN0"
|
||||
23, BROWN, 16, "Dead Lost Soul (Explosion)", "SKULH0"
|
||||
22, BROWN, 16, "Dead Cacodemon", "HEADL0"
|
||||
|
||||
"Tortured Dudes"
|
||||
25, BROWN, 16, "Impaled Body", "POL1A0"
|
||||
26, BROWN, 16, "Impaled Twitching Body", "POL6A0"
|
||||
49, BROWN, 16, "Hanging Swaying Body", "GOR1A0"
|
||||
63, BROWN, 16, "Hanging Swaying Body *", "GOR1A0"
|
||||
51, BROWN, 16, "Hanging One-legged Body", "GOR3A0"
|
||||
61, BROWN, 16, "Hanging One-legged Body *", "GOR3A0"
|
||||
53, BROWN, 16, "Hanging Leg", "GOR5A0"
|
||||
62, BROWN, 16, "Hanging Leg *", "GOR5A0"
|
||||
50, BROWN, 16, "Hanging Body with Arms Out", "GOR2A0"
|
||||
59, BROWN, 16, "Hanging Body with Arms Out *", "GOR2A0"
|
||||
52, BROWN, 16, "Hanging Pair of Legs", "GOR4A0"
|
||||
60, BROWN, 16, "Hanging Pair of Legs *", "GOR4A0"
|
||||
|
||||
"Blood and Stuff"
|
||||
24, BROWN, 16, "Pool of Blood", "POL5A0"
|
||||
10, BROWN, 16, "Guts and Bones", "PLAYW0"
|
||||
12, BROWN, 16, "Guts and Bones 2", "PLAYW0"
|
||||
27, BROWN, 16, "Pole with Skull", "POL4A0"
|
||||
28, BROWN, 16, "Skewer with Heads", "POL2A0"
|
||||
42, BROWN, 16, "Skulls in Flames", "FSKUA0"
|
||||
29, BROWN, 16, "Pile of Skulls", "POL3A0"
|
||||
|
||||
"Lighting"
|
||||
34, WHITE, 10, "Candle", "CANDA0"
|
||||
2028, WHITE, 16, "Lamp", "COLUA0"
|
||||
35, WHITE, 16, "Candelabra", "CBRAA0"
|
||||
57, WHITE, 16, "Small Red Torch", "SMRTA0"
|
||||
46, WHITE, 16, "Tall Red Torch", "TREDA0"
|
||||
55, WHITE, 16, "Small Blue Torch", "SMBTA0"
|
||||
44, WHITE, 16, "Tall Blue Torch", "TBLUA0"
|
||||
56, WHITE, 16, "Small Green Torch", "SMGTA0"
|
||||
45, WHITE, 16, "Tall Green Torch", "TGRNA0"
|
||||
|
||||
"Miscellaneous"
|
||||
33, BROWN, 16, "Short Red Pillar", "COL4A0"
|
||||
32, BROWN, 16, "Tall Red Pillar", "COL3A0"
|
||||
31, BROWN, 16, "Short Green Pillar", "COL2A0"
|
||||
30, BROWN, 16, "Tall Green Pillar", "COL1A0"
|
||||
37, BROWN, 16, "Red Pillar with Skull", "COL6A0"
|
||||
36, BROWN, 16, "Pillar with Pumping Heart", "COL5B0"
|
||||
48, BROWN, 16, "Technical Column", "ELECA0"
|
||||
54, BROWN, 32, "Big Brown Tree", "TRE2A0"
|
||||
43, BROWN, 16, "Short Grey Tree", "TRE1A0"
|
||||
47, BROWN, 16, "Grey Tree Stump", "SMITA0"
|
||||
41, BROWN, 16, "Eye in Symbol", "CEYEA0"
|
||||
|
||||
"Controllers"
|
||||
5001, BROWN, 16, "Push Controller", "CANDA0"
|
||||
5002, BROWN, 16, "Pull Controller", "CANDA0"
|
||||
|
||||
"-"
|
||||
|
480
configs/doom17.dat
Normal file
480
configs/doom17.dat
Normal file
@ -0,0 +1,480 @@
|
||||
# Linetypes for MBF engine
|
||||
#
|
||||
# Commented entries below (beginning with #) are supported in Boom,
|
||||
# but are commented out because DCK2.2-f does not allow more than a
|
||||
# certain number of linedef types at a time. If uncomment one, you
|
||||
# must comment out another to avoid the limit from being exceeded.
|
||||
|
||||
GAMEDATA
|
||||
|
||||
[Lines: Normal]
|
||||
Normal Line (0); 0
|
||||
|
||||
[Lines: Door Open-Close]
|
||||
DR Door OpenWaitClose (1); 1
|
||||
SR Door OpenWaitClose (63); 63
|
||||
S1 Door OpenWaitClose (29); 29
|
||||
WR Door OpenWaitClose (90); 90
|
||||
W1 Door OpenWaitClose (4); 4
|
||||
DR Door OpenWaitClose Blue (26); 26
|
||||
DR Door OpenWaitClose Red (28); 28
|
||||
DR Door OpenWaitClose Yellow (27); 27
|
||||
DR Door OpenWaitClose Blazing (117); 117
|
||||
SR Door OpenWaitClose Blazing (114); 114
|
||||
S1 Door OpenWaitClose Blazing (111); 111
|
||||
WR Door OpenWaitClose Blazing (105); 105
|
||||
W1 Door OpenWaitClose Blazing (108); 108
|
||||
|
||||
[Lines: Door Open-Stay]
|
||||
DR Door OpenStay (31); 31
|
||||
SR Door OpenStay (61); 61
|
||||
S1 Door OpenStay (103); 103
|
||||
WR Door OpenStay (86); 86
|
||||
W1 Door OpenStay (2); 2
|
||||
GR Door OpenStay (46); 46
|
||||
DR Door OpenStay Blue (32); 32
|
||||
DR Door OpenStay Red (33); 33
|
||||
DR Door OpenStay Yellow (34); 34
|
||||
DR Door OpenStay Blazing (118); 118
|
||||
SR Door OpenStay Blazing (115); 115
|
||||
S1 Door OpenStay Blazing (112); 112
|
||||
WR Door OpenStay Blazing (106); 106
|
||||
W1 Door OpenStay Blazing (109); 109
|
||||
S1 Door OpenStay Blazing Blue (133); 133
|
||||
S1 Door OpenStay Blazing Red (135); 135
|
||||
S1 Door OpenStay Blazing Yellow (136); 136
|
||||
|
||||
[Lines: Door Close]
|
||||
SR Door Close (42); 42
|
||||
S1 Door Close (50); 50
|
||||
WR Door Close (75); 75
|
||||
W1 Door Close (3); 3
|
||||
SR Door Close Blazing (116); 116
|
||||
S1 Door Close Blazing (113); 113
|
||||
WR Door Close Blazing (107); 107
|
||||
W1 Door Close Blazing (110); 110
|
||||
WR Door Close for 30 Seconds (76); 76
|
||||
W1 Door Close For 30 Seconds (16); 16
|
||||
SR Door Close for 30 Seconds (196); 196
|
||||
S1 Door Close For 30 Seconds (175); 175
|
||||
|
||||
[Lines: Platforms]
|
||||
SR Plat DownWaitUpStay (62); 62
|
||||
S1 Plat DownWaitUpStay (21); 21
|
||||
WR Plat DownWaitUpStay (88); 88
|
||||
W1 Plat DownWaitUpStay (10); 10
|
||||
SR Plat DownWaitUpStay Blazing (123); 123
|
||||
S1 Plat DownWaitUpStay Blazing (122); 122
|
||||
WR Plat DownWaitUpStay Blazing (120); 120
|
||||
W1 Plat DownWaitUpStay Blazing (121); 121
|
||||
WR Plat Start UpWaitDownWait (87); 87
|
||||
W1 Plat Start UpWaitDownWait (53); 53
|
||||
SR Plat Start UpWaitDownWait (181); 181
|
||||
S1 Plat Start UpWaitDownWait (162); 162
|
||||
WR Plat Stop UpWaitDownWait (89); 89
|
||||
W1 Plat Stop UpWaitDownWait (54); 54
|
||||
SR Plat Stop UpWaitDownWait (182); 182
|
||||
S1 Plat Stop UpWaitDownWait (163); 163
|
||||
SR Plat Toggle UpDownInstant (211); 211
|
||||
WR Plat Toggle UpDownInstant (212); 212
|
||||
|
||||
[Lines: Elevators]
|
||||
#W1 Raise Elevator Next Floor (227); 227
|
||||
WR Raise Elevator Next Floor (228); 228
|
||||
S1 Raise Elevator Next Floor (229); 229
|
||||
SR Raise Elevator Next Floor (230); 230
|
||||
#W1 Lower Elevator Next Floor (231); 231
|
||||
WR Lower Elevator Next Floor (232); 232
|
||||
S1 Lower Elevator Next Floor (233); 233
|
||||
SR Lower Elevator Next Floor (234); 234
|
||||
#W1 Elevator To Current Floor (235); 235
|
||||
WR Elevator To Current Floor (236); 236
|
||||
S1 Elevator To Current Floor (237); 237
|
||||
SR Elevator To Current Floor (238); 238
|
||||
|
||||
[Lines: Lighting]
|
||||
WR Lights to 0 (79); 79
|
||||
W1 Lights to 0 (35); 35
|
||||
SR Lights to 0 (139); 139
|
||||
S1 Lights to 0 (170); 170
|
||||
WR Lights To Dimmest Near (157); 157
|
||||
W1 Lights To Dimmest Near (104); 104
|
||||
SR Lights To Dimmest Near (194); 194
|
||||
S1 Lights To Dimmest Near (173); 173
|
||||
WR Lights to 255 (81); 81
|
||||
W1 Lights to 255 (13); 13
|
||||
SR Lights to 255 (138); 138
|
||||
S1 Lights to 255 (171); 171
|
||||
WR Lights to Brightest Near (80); 80
|
||||
W1 Lights to Brightest Near (12); 12
|
||||
SR Lights to Brightest Near (192); 192
|
||||
S1 Lights to Brightest Near (169); 169
|
||||
W1 Lights Start Strobing (17); 17
|
||||
WR Lights Start Strobing (156); 156
|
||||
S1 Lights Start Strobing (172); 172
|
||||
SR Lights Start Strobing (193); 193
|
||||
|
||||
[Lines: Teleports and Stairs]
|
||||
WR Teleport (97); 97
|
||||
W1 Teleport (39); 39
|
||||
SR Teleport (195); 195
|
||||
S1 Teleport (174); 174
|
||||
WR Teleport Monster Only (125); 126
|
||||
W1 Teleport Monster Only (125); 125
|
||||
WR Silent Teleport (208); 208
|
||||
W1 Silent Teleport (207); 207
|
||||
SR Silent Teleport (210); 210
|
||||
S1 Silent Teleport (209); 209
|
||||
W1 Silent Line-Line Teleport (243); 243
|
||||
WR Silent Line-Line Teleport (244); 244
|
||||
WR Silent Teleport Monster Only (269); 269
|
||||
#W1 Silent Teleport Monster Only (268); 268
|
||||
#W1 Silent Line-Line Tele Reversed (262); 262
|
||||
WR Silent Line-Line Tele Reversed (263); 263
|
||||
WR Silent Tele Line-Line Monster (266); 267
|
||||
#W1 Silent Tele Line-Line Monster (266); 266
|
||||
#WR Silent Tele Line-Line Rev Monster (265); 265
|
||||
#W1 Silent Tele Line-Line Rev Monster (264); 264
|
||||
S1 Stairs Build 8 High (7); 7
|
||||
W1 Stairs Build 8 High (8); 8
|
||||
S1 Stairs Build 16 Turbo (127); 127
|
||||
W1 Stairs Build 16 Turbo (100); 100
|
||||
|
||||
[Lines: Crushers, etc]
|
||||
W1 Ceiling Stutter Start FastDmg (141); 141
|
||||
#WR Ceiling Stutter Start FastDmg (150); 150
|
||||
S1 Ceiling Stutter Start FastDmg (165); 165
|
||||
SR Ceiling Stutter Start FastDmg (185); 185
|
||||
W1 Ceiling Crush Start SlowDmg (6); 6
|
||||
WR Ceiling Crush Start SlowDmg (73); 73
|
||||
S1 Ceiling Crush Start SlowDmg (164); 164
|
||||
SR Ceiling Crush Start SlowDmg (183); 183
|
||||
W1 Ceiling Crush Start FastDmg (25); 25
|
||||
WR Ceiling Crush Start FastDmg (77); 77
|
||||
S1 Ceiling Crush Start FastDmg (49); 49
|
||||
SR Ceiling Crush Start FastDmg (184); 184
|
||||
W1 Ceiling Crush Stop (57); 57
|
||||
WR Ceiling Crush Stop (74); 74
|
||||
#S1 Ceiling Crush Stop (168); 168
|
||||
SR Ceiling Crush Stop (188); 188
|
||||
W1 Ceiling Crush&Stay (44); 44
|
||||
WR Ceiling Crush&Stay (72); 72
|
||||
S1 Ceiling Crush&Stay (167); 167
|
||||
SR Ceiling Crush&Stay (187); 187
|
||||
W1 Ceiling Lower To Floor (145); 145
|
||||
WR Ceiling Lower To Floor (152); 152
|
||||
S1 Ceiling Lower To Floor (41); 41
|
||||
SR Ceiling Lower To Floor (43); 43
|
||||
#W1 Ceiling Lower To Highest Floor (200); 200
|
||||
WR Ceiling Lower To Highest Floor (202); 202
|
||||
#S1 Ceiling Lower To Highest Floor (204); 204
|
||||
SR Ceiling Lower To Highest Floor (206); 206
|
||||
W1 Ceiling Lower To Lowest (199); 199
|
||||
WR Ceiling Lower To Lowest (201); 201
|
||||
#S1 Ceiling Lower To Lowest (203); 203
|
||||
SR Ceiling Lower To Lowest (205); 205
|
||||
W1 Floor Raise Crush (56); 56
|
||||
WR Floor Raise Crush (94); 94
|
||||
S1 Floor Raise Crush (55); 55
|
||||
SR Floor Raise Crush (65); 65
|
||||
W1 Floor Lower Ceiling Raise Crush (40); 40
|
||||
WR Floor Lower Ceiling Raise Crush (151); 151
|
||||
S1 Floor Lower Ceiling Raise Crush (166); 166
|
||||
SR Floor Lower Ceiling Raise Crush (186); 186
|
||||
|
||||
[Lines: Exits]
|
||||
S1 Exit Level (11); 11
|
||||
W1 Exit Level (52); 52
|
||||
G1 Exit Level (197); 197
|
||||
W1 Exit To 31 (Secret Level 1) (124); 124
|
||||
S1 Exit To 32 (Secret Level 2) (51); 51
|
||||
S1 Exit To 9 (Secret Level) (51); 51
|
||||
#G1 Exit To Secret Level (198); 198
|
||||
|
||||
[Lines: Properties Transfer]
|
||||
Set Tagged Sector's Draw Heights (242); 242
|
||||
Set Tagged Skies' Texture (271); 271
|
||||
Set Tagged Skies' Texture, Flipped (272); 272
|
||||
Make Tagged Lines Translucent (260); 260
|
||||
Set Sector's Floor Light Level (213); 213
|
||||
Set Sector's Ceiling Light Level (261); 261
|
||||
|
||||
[Lines: Scroll Effects]
|
||||
Effect Scrolling First Side (48); 48
|
||||
Reverse Scrolling First Side (85); 85
|
||||
Displace Scroll Sector's Ceiling (245); 245
|
||||
Displace Scroll Sector's Floor (246); 246
|
||||
Displace Things on Tagged Floor (247); 247
|
||||
Displ Scroll Floor & Carry Things (248); 248
|
||||
Displace 1st Side Tagged Line (249); 249
|
||||
Accel Scroll Sector's Ceiling (214); 214
|
||||
Accel Scroll Sector's Floor (215); 215
|
||||
Accel Things on Tagged Floor (216); 216
|
||||
Accel Scroll Floor & Carry Things (217); 217
|
||||
Accel Scroll 1st Side Tagged Line (218); 218
|
||||
Scroll Sector's Ceiling (250); 250
|
||||
Scroll Sector's Floor (251); 251
|
||||
Carry Things On Tagged Floor (252); 252
|
||||
Scroll&Carry Things Sector Floor (253); 253
|
||||
Scroll First Side of Tagged Line (254); 254
|
||||
Effect Scrolling From XY Offsets (255); 255
|
||||
|
||||
[Lines: Friction, Wind, Current]
|
||||
Friction, Ice>100, Sludge<100 (223); 223
|
||||
Wind Force/Direction (224); 224
|
||||
Current Force/Direction (225); 225
|
||||
Force of Point Push/Pull Field (226); 226
|
||||
|
||||
[Lines: Floor Lowers]
|
||||
S1 Floor Change Donut (9); 9
|
||||
#SR Floor Change Donut (191); 191
|
||||
W1 Floor Change Donut (146); 146
|
||||
#WR Floor Change Donut (155); 155
|
||||
W1 Floor Lower To Near (219); 219
|
||||
WR Floor Lower To Near (220); 220
|
||||
S1 Floor Lower To Near (221); 221
|
||||
SR Floor Lower To Near (222); 222
|
||||
WR Floor Lower To Highest (83); 83
|
||||
W1 Floor Lower To Highest (19); 19
|
||||
SR Floor Lower To Highest (45); 45
|
||||
S1 Floor Lower To Highest (102); 102
|
||||
SR Floor Lower To Lowest (60); 60
|
||||
S1 Floor Lower To Lowest (23); 23
|
||||
WR Floor Lower To Lowest (82); 82
|
||||
W1 Floor Lower To Lowest (38); 38
|
||||
WR Floor Lower Turbo (98); 98
|
||||
W1 Floor Lower Turbo (36); 36
|
||||
SR Floor Lower Turbo (70); 70
|
||||
S1 Floor Lower Turbo (71); 71
|
||||
WR Floor Lower & Change (84); 84
|
||||
W1 Floor Lower & Change (37); 37
|
||||
SR Floor Lower & Change (177); 177
|
||||
S1 Floor Lower & Change (159); 159
|
||||
|
||||
[Lines: Floor Raises]
|
||||
W1 Floor Raise (5); 5
|
||||
WR Floor Raise (91); 91
|
||||
S1 Floor Raise (101); 101
|
||||
SR Floor Raise (64); 64
|
||||
W1 Floor Raise Turbo (130); 130
|
||||
WR Floor Raise Turbo (129); 129
|
||||
S1 Floor Raise Turbo (131); 131
|
||||
SR Floor Raise Turbo (132); 132
|
||||
W1 Floor Raise To Nearest (119); 119
|
||||
WR Floor Raise To Nearest (128); 128
|
||||
S1 Floor Raise To Nearest (18); 18
|
||||
SR Floor Raise To Nearest (69); 69
|
||||
W1 Floor Raise 24 (58); 58
|
||||
WR Floor Raise 24 (92); 92
|
||||
S1 Floor Raise 24 (161); 161
|
||||
SR Floor Raise 24 (180); 180
|
||||
W1 Floor Raise 24 & Change (59); 59
|
||||
WR Floor Raise 24 & Change (93); 93
|
||||
S1 Floor Raise 24 & Change (160); 160
|
||||
SR Floor Raise 24 & Change (179); 179
|
||||
W1 Floor Raise 24 & Change Tex (143); 143
|
||||
#WR Floor Raise 24 & Change Tex (148); 148
|
||||
S1 Floor Raise 24 & Change Tex (15); 15
|
||||
SR Floor Raise 24 & Change Tex (66); 66
|
||||
W1 Floor Raise 32 & Change Tex (144); 144
|
||||
#WR Floor Raise 32 & Change Tex (149); 149
|
||||
S1 Floor Raise 32 & Change Tex (14); 14
|
||||
SR Floor Raise 32 & Change Tex (67); 67
|
||||
W1 Floor Raise 512 (142); 142
|
||||
#WR Floor Raise 512 (147); 147
|
||||
S1 Floor Raise 512 (140); 140
|
||||
SR Floor Raise 512 (178); 178
|
||||
W1 Floor Raise Near & Change (22); 22
|
||||
WR Floor Raise Near & Change (95); 95
|
||||
S1 Floor Raise Near & Change (20); 20
|
||||
SR Floor Raise Near & Change (68); 68
|
||||
W1 Floor Raise To Short Tex (30); 30
|
||||
WR Floor Raise To Short Tex (96); 96
|
||||
S1 Floor Raise To Short Tex (158); 158
|
||||
SR Floor Raise To Short Tex (176); 176
|
||||
G1 Floor Raise (24); 24
|
||||
G1 Floor Raise Near & Change (47); 47
|
||||
|
||||
[Sectors]
|
||||
Normal; 0
|
||||
Light blinks randomly; 1
|
||||
Light blinks on every 0.5 seconds; 2
|
||||
Light blinks on every 1.0 seconds; 3
|
||||
Light pulses smoothly; 8
|
||||
Light blinks on every 1.0 seconds (Synch); 12
|
||||
Light blinks on every 0.5 seconds (Synch); 13
|
||||
Light flickers like fire; 17
|
||||
Secret credit given; 9
|
||||
-10% / 20% health; 16
|
||||
-05% / 10% health; 5
|
||||
-02% / 05% health; 7
|
||||
-10% / 20% health & light blinks every 0.5 seconds; 4
|
||||
-10% / 20% health until 10% left, then ends level; 11
|
||||
30 seconds after level start, closes like a door; 10
|
||||
5 minutes after level start, opens and closes; 14
|
||||
Friction; 256
|
||||
Pusher; 512
|
||||
|
||||
[Angles]
|
||||
North; 90
|
||||
South; 270
|
||||
East; 0
|
||||
West; 180
|
||||
Northeast; 45
|
||||
Northwest; 135
|
||||
Southeast; 315
|
||||
Southwest; 225
|
||||
|
||||
[Things: Miscellaneous]
|
||||
Color; Brown
|
||||
Push Controller; 5001;
|
||||
Pull Controller; 5002;
|
||||
Color; Green
|
||||
Dog; 888;
|
||||
|
||||
[TInfo]
|
||||
# Thing information: Type; Radius; Height; DrawAngleData (0/1)
|
||||
# Nonspecified things have radius of 19 and height of 16, and don't draw
|
||||
# angles.
|
||||
|
||||
# players, dm, teleport.. etc
|
||||
1; 20; 56; 1
|
||||
2; 20; 56; 1
|
||||
3; 20; 56; 1
|
||||
4; 20; 56; 1
|
||||
14; 20; 56; 1
|
||||
11; 20; 56; 1
|
||||
|
||||
# monsters
|
||||
888; 12; 28; 1
|
||||
3004; 20; 56; 1
|
||||
84; 20; 56; 1
|
||||
9; 20; 56; 1
|
||||
65; 20; 56; 1
|
||||
3001; 20; 56; 1
|
||||
3002; 30; 56; 1
|
||||
58; 30; 56; 1
|
||||
3006; 16; 56; 1
|
||||
3005; 31; 56; 1
|
||||
69; 24; 64; 1
|
||||
3003; 24; 64; 1
|
||||
68; 64; 64; 1
|
||||
71; 31; 56; 1
|
||||
66; 20; 56; 1
|
||||
67; 48; 64; 1
|
||||
64; 20; 56; 1
|
||||
7; 128; 100; 1
|
||||
16; 40; 110; 1
|
||||
|
||||
#other items
|
||||
72; 16; 72; 0
|
||||
2035; 10; 42; 0
|
||||
54; 32; 16; 0
|
||||
|
||||
#radius of 19 means don't check for thing collisions
|
||||
#(yah yah, bad i know :)
|
||||
5; 19; 16; 0
|
||||
6; 19; 16; 0
|
||||
13; 19; 16; 0
|
||||
40; 19; 16; 0
|
||||
39; 19; 16; 0
|
||||
38; 19; 16; 0
|
||||
2012; 19; 16; 0
|
||||
2011; 19; 16; 0
|
||||
2018; 19; 16; 0
|
||||
2019; 19; 16; 0
|
||||
2025; 19; 16; 0
|
||||
2015; 19; 16; 0
|
||||
2014; 19; 16; 0
|
||||
2013; 19; 16; 0
|
||||
2026; 19; 16; 0
|
||||
2024; 19; 16; 0
|
||||
2023; 19; 16; 0
|
||||
2022; 19; 16; 0
|
||||
2045; 19; 16; 0
|
||||
83; 19; 16; 0
|
||||
2001; 19; 16; 0
|
||||
2005; 19; 16; 0
|
||||
2002; 19; 16; 0
|
||||
82; 19; 16; 0
|
||||
2003; 19; 16; 0
|
||||
2004; 19; 16; 0
|
||||
2006; 19; 16; 0
|
||||
2007; 19; 16; 0
|
||||
2008; 19; 16; 0
|
||||
2048; 19; 16; 0
|
||||
2049; 19; 16; 0
|
||||
2010; 19; 16; 0
|
||||
2046; 19; 16; 0
|
||||
2047; 19; 16; 0
|
||||
17; 19; 16; 0
|
||||
8; 19; 16; 0
|
||||
5001; 19; 16; 1
|
||||
5002; 19; 16; 1
|
||||
|
||||
[Lines_NoTag]
|
||||
# A list of all the line types that don't require tags.
|
||||
1
|
||||
99
|
||||
26
|
||||
28
|
||||
27
|
||||
117
|
||||
31
|
||||
32
|
||||
33
|
||||
34
|
||||
118
|
||||
48
|
||||
124
|
||||
11
|
||||
52
|
||||
51
|
||||
197
|
||||
198
|
||||
85
|
||||
255
|
||||
260
|
||||
|
||||
#
|
||||
# $Id: doom17.dat,v 1.18 1998/05/12 06:15:25 killough Exp $
|
||||
#
|
||||
# $Log: doom17.dat,v $
|
||||
# Revision 1.18 1998/05/12 06:15:25 killough
|
||||
# Change push/pull controller thing numbers
|
||||
#
|
||||
# Revision 1.17 1998/05/11 16:15:08 jim
|
||||
# changed push things
|
||||
#
|
||||
# Revision 1.16 1998/04/17 10:26:41 killough
|
||||
# Add new silent teleporters, fix problems
|
||||
#
|
||||
# Revision 1.13 1998/04/12 02:11:22 killough
|
||||
# Add types 260-264
|
||||
#
|
||||
# Revision 1.12 1998/03/28 17:50:16 killough
|
||||
# Fix typos and DCK limits exceeded
|
||||
#
|
||||
# Revision 1.11 1998/03/23 23:30:34 jim
|
||||
# update DCK files for push things
|
||||
#
|
||||
# Revision 1.9 1998/03/23 03:09:43 killough
|
||||
# Comment out some linedef types since DCK crashes
|
||||
#
|
||||
# Revision 1.8 1998/03/20 02:11:55 jim
|
||||
# added new friction linedef
|
||||
#
|
||||
# Revision 1.7 1998/03/16 15:49:38 killough
|
||||
# Add accellerative scrollers, merge Jim's changes
|
||||
#
|
||||
# Revision 1.4 1998/03/12 21:54:02 jim
|
||||
# Freed up 12 linedefs for use as vectors
|
||||
#
|
||||
# Revision 1.3 1998/03/10 03:15:21 killough
|
||||
# nothing really
|
||||
#
|
||||
# Revision 1.2 1998/03/09 08:00:09 killough
|
||||
# fix comments
|
||||
#
|
||||
#
|
||||
|
478
configs/doom19.dat
Normal file
478
configs/doom19.dat
Normal file
@ -0,0 +1,478 @@
|
||||
# Linetypes for Boom engine (TeamTNT)
|
||||
#
|
||||
# Contact killough@classicgaming.com for questions about
|
||||
# this file (not DCK generally), as Ben Morris no longer
|
||||
# maintains DCK, and does not use Boom.
|
||||
#
|
||||
# No linedef types > 255 are supported with DCK versions
|
||||
# starting with DCK3.0. Use DCK2.2-f if you want to use
|
||||
# linedef types > 255, as DCK3.* will ruin wads that use
|
||||
# such linedefs.
|
||||
|
||||
GAMEDATA
|
||||
|
||||
[Actions: Normal]
|
||||
Normal Line (0); 0
|
||||
|
||||
[Actions: Door Open-Close]
|
||||
DR Door OpenWaitClose (1); 1
|
||||
SR Door OpenWaitClose (63); 63
|
||||
S1 Door OpenWaitClose (29); 29
|
||||
WR Door OpenWaitClose (90); 90
|
||||
W1 Door OpenWaitClose (4); 4
|
||||
DR Door OpenWaitClose Blue (26); 26
|
||||
DR Door OpenWaitClose Red (28); 28
|
||||
DR Door OpenWaitClose Yellow (27); 27
|
||||
DR Door OpenWaitClose Blazing (117); 117
|
||||
SR Door OpenWaitClose Blazing (114); 114
|
||||
S1 Door OpenWaitClose Blazing (111); 111
|
||||
WR Door OpenWaitClose Blazing (105); 105
|
||||
W1 Door OpenWaitClose Blazing (108); 108
|
||||
|
||||
[Actions: Door Open-Stay]
|
||||
DR Door OpenStay (31); 31
|
||||
SR Door OpenStay (61); 61
|
||||
S1 Door OpenStay (103); 103
|
||||
WR Door OpenStay (86); 86
|
||||
W1 Door OpenStay (2); 2
|
||||
GR Door OpenStay (46); 46
|
||||
DR Door OpenStay Blue (32); 32
|
||||
DR Door OpenStay Red (33); 33
|
||||
DR Door OpenStay Yellow (34); 34
|
||||
DR Door OpenStay Blazing (118); 118
|
||||
SR Door OpenStay Blazing (115); 115
|
||||
S1 Door OpenStay Blazing (112); 112
|
||||
WR Door OpenStay Blazing (106); 106
|
||||
W1 Door OpenStay Blazing (109); 109
|
||||
S1 Door OpenStay Blazing Blue (133); 133
|
||||
S1 Door OpenStay Blazing Red (135); 135
|
||||
S1 Door OpenStay Blazing Yellow (136); 136
|
||||
|
||||
[Actions: Door Close]
|
||||
SR Door Close (42); 42
|
||||
S1 Door Close (50); 50
|
||||
WR Door Close (75); 75
|
||||
W1 Door Close (3); 3
|
||||
SR Door Close Blazing (116); 116
|
||||
S1 Door Close Blazing (113); 113
|
||||
WR Door Close Blazing (107); 107
|
||||
W1 Door Close Blazing (110); 110
|
||||
WR Door Close for 30 Seconds (76); 76
|
||||
W1 Door Close For 30 Seconds (16); 16
|
||||
SR Door Close for 30 Seconds (196); 196
|
||||
S1 Door Close For 30 Seconds (175); 175
|
||||
|
||||
[Actions: Platforms]
|
||||
SR Plat DownWaitUpStay (62); 62
|
||||
S1 Plat DownWaitUpStay (21); 21
|
||||
WR Plat DownWaitUpStay (88); 88
|
||||
W1 Plat DownWaitUpStay (10); 10
|
||||
SR Plat DownWaitUpStay Blazing (123); 123
|
||||
S1 Plat DownWaitUpStay Blazing (122; 122
|
||||
WR Plat DownWaitUpStay Blazing (120); 120
|
||||
W1 Plat DownWaitUpStay Blazing (121); 121
|
||||
WR Plat Start UpWaitDownWait (87); 87
|
||||
W1 Plat Start UpWaitDownWait (53); 53
|
||||
SR Plat Start UpWaitDownWait (181); 181
|
||||
S1 Plat Start UpWaitDownWait (162); 162
|
||||
WR Plat Stop UpWaitDownWait (89); 89
|
||||
W1 Plat Stop UpWaitDownWait (54); 54
|
||||
SR Plat Stop UpWaitDownWait (182); 182
|
||||
S1 Plat Stop UpWaitDownWait (163); 163
|
||||
SR Plat Toggle UpDownInstant (211); 211
|
||||
WR Plat Toggle UpDownInstant (212); 212
|
||||
|
||||
[Actions: Elevators]
|
||||
W1 Raise Elevator Next Floor (227); 227
|
||||
WR Raise Elevator Next Floor (228); 228
|
||||
S1 Raise Elevator Next Floor (229); 229
|
||||
SR Raise Elevator Next Floor (230); 230
|
||||
W1 Lower Elevator Next Floor (231); 231
|
||||
WR Lower Elevator Next Floor (232); 232
|
||||
S1 Lower Elevator Next Floor (233); 233
|
||||
SR Lower Elevator Next Floor (234); 234
|
||||
W1 Elevator To Current Floor (235); 235
|
||||
WR Elevator To Current Floor (236); 236
|
||||
S1 Elevator To Current Floor (237); 237
|
||||
SR Elevator To Current Floor (238); 238
|
||||
|
||||
[Actions: Lighting]
|
||||
WR Lights to 0 (79); 79
|
||||
W1 Lights to 0 (35); 35
|
||||
SR Lights to 0 (139); 139
|
||||
S1 Lights to 0 (170); 170
|
||||
WR Lights To Dimmest Near (157); 157
|
||||
W1 Lights To Dimmest Near (104); 104
|
||||
SR Lights To Dimmest Near (194); 194
|
||||
S1 Lights To Dimmest Near (173); 173
|
||||
WR Lights to 255 (81); 81
|
||||
W1 Lights to 255 (13); 13
|
||||
SR Lights to 255 (138); 138
|
||||
S1 Lights to 255 (171); 171
|
||||
WR Lights to Brightest Near (80); 80
|
||||
W1 Lights to Brightest Near (12); 12
|
||||
SR Lights to Brightest Near (192); 192
|
||||
S1 Lights to Brightest Near (169); 169
|
||||
W1 Lights Start Strobing (17); 17
|
||||
WR Lights Start Strobing (156); 156
|
||||
S1 Lights Start Strobing (172); 172
|
||||
SR Lights Start Strobing (193); 193
|
||||
Set Sector's Floor Light Level (213); 213
|
||||
|
||||
[Actions: Teleports]
|
||||
WR Teleport (97); 97
|
||||
W1 Teleport (39); 39
|
||||
SR Teleport (195); 195
|
||||
S1 Teleport (174); 174
|
||||
WR Teleport Monster Only (125); 126
|
||||
W1 Teleport Monster Only (125); 125
|
||||
WR Silent Teleport (208); 208
|
||||
W1 Silent Teleport (207); 207
|
||||
SR Silent Teleport (210); 210
|
||||
S1 Silent Teleport (209); 209
|
||||
W1 Silent Line-Line Teleport (243); 243
|
||||
WR Silent Line-Line Teleport (244); 244
|
||||
|
||||
[Actions: Stairs]
|
||||
S1 Stairs Build 8 High (7); 7
|
||||
W1 Stairs Build 8 High (8); 8
|
||||
S1 Stairs Build 16 Turbo (127); 127
|
||||
W1 Stairs Build 16 Turbo (100); 100
|
||||
|
||||
[Actions: Crushers, etc]
|
||||
W1 Ceiling Stutter Start FastDmg (141); 141
|
||||
WR Ceiling Stutter Start FastDmg (150); 150
|
||||
S1 Ceiling Stutter Start FastDmg (165); 165
|
||||
SR Ceiling Stutter Start FastDmg (185); 185
|
||||
W1 Ceiling Crush Start SlowDmg (6); 6
|
||||
WR Ceiling Crush Start SlowDmg (73); 73
|
||||
S1 Ceiling Crush Start SlowDmg (164); 164
|
||||
SR Ceiling Crush Start SlowDmg (183); 183
|
||||
W1 Ceiling Crush Start FastDmg (25); 25
|
||||
WR Ceiling Crush Start FastDmg (77); 77
|
||||
S1 Ceiling Crush Start FastDmg (49); 49
|
||||
SR Ceiling Crush Start FastDmg (184); 184
|
||||
W1 Ceiling Crush Stop (57); 57
|
||||
WR Ceiling Crush Stop (74); 74
|
||||
S1 Ceiling Crush Stop (168); 168
|
||||
SR Ceiling Crush Stop (188); 188
|
||||
W1 Ceiling Crush&Stay (44); 44
|
||||
WR Ceiling Crush&Stay (72); 72
|
||||
S1 Ceiling Crush&Stay (167); 167
|
||||
SR Ceiling Crush&Stay (187); 187
|
||||
W1 Ceiling Lower To Floor (145); 145
|
||||
WR Ceiling Lower To Floor (152); 152
|
||||
S1 Ceiling Lower To Floor (41); 41
|
||||
SR Ceiling Lower To Floor (43); 43
|
||||
#W1 Ceiling Lower To Highest Floor (200); 200
|
||||
#WR Ceiling Lower To Highest Floor (202); 202
|
||||
#S1 Ceiling Lower To Highest Floor (204); 204
|
||||
SR Ceiling Lower To Highest Floor (206); 206
|
||||
W1 Ceiling Lower To Lowest (199); 199
|
||||
WR Ceiling Lower To Lowest (201); 201
|
||||
S1 Ceiling Lower To Lowest (203); 203
|
||||
SR Ceiling Lower To Lowest (205); 205
|
||||
W1 Floor Raise Crush (56); 56
|
||||
WR Floor Raise Crush (94); 94
|
||||
S1 Floor Raise Crush (55); 55
|
||||
SR Floor Raise Crush (65); 65
|
||||
W1 Floor Lower Ceiling Raise Crush (40); 40
|
||||
WR Floor Lower Ceiling Raise Crush (151); 151
|
||||
S1 Floor Lower Ceiling Raise Crush (166); 166
|
||||
SR Floor Lower Ceiling Raise Crush (186); 186
|
||||
|
||||
[Actions: Exits]
|
||||
S1 Exit Level (11); 11
|
||||
W1 Exit Level (52); 52
|
||||
#G1 Exit Level (197); 197
|
||||
W1 Exit To 31 (Secret Level 1) (124); 124
|
||||
S1 Exit To 32 (Secret Level 2) (51); 51
|
||||
S1 Exit To 9 (Secret Level) (51); 51
|
||||
#G1 Exit To Secret Level (198); 198
|
||||
|
||||
[Actions: Friction, Wind, Current]
|
||||
Friction, Ice>100, Sludge<100 (223); 223
|
||||
Wind Force/Direction (224); 224
|
||||
Current Force/Direction (225); 225
|
||||
Force of Point Push/Pull Field (226); 226
|
||||
|
||||
[Actions: Scroll Effects]
|
||||
Effect Scrolling First Side (48); 48
|
||||
Reverse Scrolling First Side (85); 85
|
||||
Set Tagged Sector's Texture Height (242); 242
|
||||
Remote Scroll Sector's Ceiling (245); 245
|
||||
Remote Scroll Sector's Floor (246); 246
|
||||
Remote Carry Things on Floor (247); 247
|
||||
Remote Scroll Floor & Carry Things (248); 248
|
||||
Remote Scroll 1st Side Tagged Line (249); 249
|
||||
Accel Scroll Sector's Ceiling (214); 214
|
||||
Accel Scroll Sector's Floor (215); 215
|
||||
Accel Carry Things on Floor (216); 216
|
||||
Accel Scroll Floor & Carry Things (217); 217
|
||||
Accel Scroll 1st Side Tagged Line (218); 218
|
||||
Scroll Sector's Ceiling (250); 250
|
||||
Scroll Sector's Floor (251); 251
|
||||
Carry Things On Sector Floor (252); 252
|
||||
Scroll&Carry Things Sector Floor (253); 253
|
||||
Scroll First Side of Tagged Line (254); 254
|
||||
Effect Scrolling From XY Offsets (255); 255
|
||||
|
||||
[Actions: Floor Lowers]
|
||||
S1 Floor Change Donut (9); 9
|
||||
#SR Floor Change Donut (191); 191
|
||||
#W1 Floor Change Donut (146); 146
|
||||
#WR Floor Change Donut (155); 155
|
||||
W1 Floor Lower To Near (219); 219
|
||||
WR Floor Lower To Near (220); 220
|
||||
S1 Floor Lower To Near (221); 221
|
||||
SR Floor Lower To Near (222); 222
|
||||
WR Floor Lower To Highest (83); 83
|
||||
W1 Floor Lower To Highest (19); 19
|
||||
SR Floor Lower To Highest (45); 45
|
||||
S1 Floor Lower To Highest (102); 102
|
||||
SR Floor Lower To Lowest (60); 60
|
||||
S1 Floor Lower To Lowest (23); 23
|
||||
WR Floor Lower To Lowest (82); 82
|
||||
W1 Floor Lower To Lowest (38); 38
|
||||
WR Floor Lower Turbo (98); 98
|
||||
W1 Floor Lower Turbo (36); 36
|
||||
SR Floor Lower Turbo (70); 70
|
||||
S1 Floor Lower Turbo (71); 71
|
||||
WR Floor Lower & Change (84); 84
|
||||
W1 Floor Lower & Change (37); 37
|
||||
SR Floor Lower & Change (177); 177
|
||||
S1 Floor Lower & Change (159); 159
|
||||
#W1 Floor Change Trig (153); 153
|
||||
WR Floor Change Trig (154); 154
|
||||
#S1 Floor Change Trig (189); 189
|
||||
SR Floor Change Trig (190); 190
|
||||
#W1 Floor Change Numeric (215); 239
|
||||
#WR Floor Change Numeric (216); 240
|
||||
#S1 Floor Change Numeric (217); 241
|
||||
SR Floor Change Numeric (218); 78
|
||||
|
||||
|
||||
[Actions: Floor Raises]
|
||||
W1 Floor Raise (5); 5
|
||||
WR Floor Raise (91); 91
|
||||
S1 Floor Raise (101); 101
|
||||
SR Floor Raise (64); 64
|
||||
W1 Floor Raise Turbo (130); 130
|
||||
WR Floor Raise Turbo (129); 129
|
||||
S1 Floor Raise Turbo (131); 131
|
||||
SR Floor Raise Turbo (132); 132
|
||||
W1 Floor Raise To Nearest (119); 119
|
||||
WR Floor Raise To Nearest (128); 128
|
||||
S1 Floor Raise To Nearest (18); 18
|
||||
SR Floor Raise To Nearest (69); 69
|
||||
W1 Floor Raise 24 (58); 58
|
||||
WR Floor Raise 24 (92); 92
|
||||
S1 Floor Raise 24 (161); 161
|
||||
SR Floor Raise 24 (180); 180
|
||||
W1 Floor Raise 24 & Change (59); 59
|
||||
WR Floor Raise 24 & Change (93); 93
|
||||
S1 Floor Raise 24 & Change (160); 160
|
||||
SR Floor Raise 24 & Change (179); 179
|
||||
W1 Floor Raise 24 & Change Tex (143); 143
|
||||
WR Floor Raise 24 & Change Tex (148); 148
|
||||
S1 Floor Raise 24 & Change Tex (15); 15
|
||||
SR Floor Raise 24 & Change Tex (66); 66
|
||||
W1 Floor Raise 32 & Change Tex (144); 144
|
||||
WR Floor Raise 32 & Change Tex (149); 149
|
||||
S1 Floor Raise 32 & Change Tex (14); 14
|
||||
SR Floor Raise 32 & Change Tex (67); 67
|
||||
W1 Floor Raise 512 (142); 142
|
||||
WR Floor Raise 512 (147); 147
|
||||
S1 Floor Raise 512 (140); 140
|
||||
SR Floor Raise 512 (178); 178
|
||||
W1 Floor Raise Near & Change (22); 22
|
||||
WR Floor Raise Near & Change (95); 95
|
||||
S1 Floor Raise Near & Change (20); 20
|
||||
SR Floor Raise Near & Change (68); 68
|
||||
W1 Floor Raise To Short Tex (30); 30
|
||||
WR Floor Raise To Short Tex (96); 96
|
||||
S1 Floor Raise To Short Tex (158); 158
|
||||
SR Floor Raise To Short Tex (176); 176
|
||||
G1 Floor Raise (24); 24
|
||||
G1 Floor Raise Near & Change (47); 47
|
||||
|
||||
[Sectors]
|
||||
Normal; 0
|
||||
Light blinks randomly; 1
|
||||
Light blinks on every 0.5 seconds; 2
|
||||
Light blinks on every 1.0 seconds; 3
|
||||
Light pulses smoothly; 8
|
||||
Light blinks on every 1.0 seconds (Synch); 12
|
||||
Light blinks on every 0.5 seconds (Synch); 13
|
||||
Light flickers like fire; 17
|
||||
Secret credit given; 9
|
||||
-10% / 20% health; 16
|
||||
-05% / 10% health; 5
|
||||
-02% / 05% health; 7
|
||||
-10% / 20% health & light blinks every 0.5 seconds; 4
|
||||
-10% / 20% health until 10% left, then ends level; 11
|
||||
30 seconds after level start, closes like a door; 10
|
||||
5 minutes after level start, opens and closes; 14
|
||||
|
||||
[Angles]
|
||||
North; 90
|
||||
South; 270
|
||||
East; 0
|
||||
West; 180
|
||||
Northeast; 45
|
||||
Northwest; 135
|
||||
Southeast; 315
|
||||
Southwest; 225
|
||||
|
||||
[Thing Info]
|
||||
# Thing information: Type; Radius; Height; AngleClash
|
||||
# AngleClash: 0 = No angle/clash, 1 = angle, 2 = clash, 3 = angle/clash
|
||||
# Nonspecified things have radius of 20 and height of 16, and don't draw
|
||||
# angles or clash.
|
||||
|
||||
# players, dm, teleport.. etc
|
||||
1; 20; 56; 3
|
||||
2; 20; 56; 3
|
||||
3; 20; 56; 3
|
||||
4; 20; 56; 3
|
||||
14; 20; 56; 3
|
||||
11; 20; 56; 3
|
||||
|
||||
# monsters
|
||||
3004; 20; 56; 3
|
||||
84; 20; 56; 3
|
||||
9; 20; 56; 3
|
||||
65; 20; 56; 3
|
||||
3001; 20; 56; 3
|
||||
3002; 30; 56; 3
|
||||
58; 30; 56; 3
|
||||
3006; 16; 56; 3
|
||||
3005; 31; 56; 3
|
||||
69; 24; 64; 3
|
||||
3003; 24; 64; 3
|
||||
68; 64; 64; 3
|
||||
71; 31; 56; 3
|
||||
66; 20; 56; 3
|
||||
67; 48; 64; 3
|
||||
64; 20; 56; 3
|
||||
7; 128; 100; 3
|
||||
16; 40; 110; 3
|
||||
|
||||
#other items
|
||||
72; 16; 72; 0
|
||||
2035; 10; 42; 0
|
||||
54; 32; 16; 2
|
||||
|
||||
5; 20; 16; 2
|
||||
6; 20; 16; 2
|
||||
13; 20; 16; 2
|
||||
40; 20; 16; 2
|
||||
39; 20; 16; 2
|
||||
38; 20; 16; 2
|
||||
2012; 20; 16; 2
|
||||
2011; 20; 16; 2
|
||||
2018; 20; 16; 2
|
||||
2019; 20; 16; 2
|
||||
2025; 20; 16; 2
|
||||
2015; 20; 16; 2
|
||||
2014; 20; 16; 2
|
||||
2013; 20; 16; 2
|
||||
2026; 20; 16; 2
|
||||
2024; 20; 16; 2
|
||||
2023; 20; 16; 2
|
||||
2022; 20; 16; 2
|
||||
2045; 20; 16; 2
|
||||
83; 20; 16; 2
|
||||
2001; 20; 16; 2
|
||||
2005; 20; 16; 2
|
||||
2002; 20; 16; 2
|
||||
82; 20; 16; 2
|
||||
2003; 20; 16; 2
|
||||
2004; 20; 16; 2
|
||||
2006; 20; 16; 2
|
||||
2007; 20; 16; 2
|
||||
2008; 20; 16; 2
|
||||
2048; 20; 16; 2
|
||||
2049; 20; 16; 2
|
||||
2010; 20; 16; 2
|
||||
2046; 20; 16; 2
|
||||
2047; 20; 16; 2
|
||||
17; 20; 16; 2
|
||||
8; 20; 16; 2
|
||||
5001; 20; 16; 1
|
||||
5002; 20; 16; 1
|
||||
|
||||
[Things: Miscellaneous]
|
||||
Color; Brown
|
||||
Push Controller; 5001; CANDA0
|
||||
Color; Brown
|
||||
Pull Controller; 5002; CANDA0
|
||||
|
||||
[Actions without Tag]
|
||||
# A list of all the line types that don't require tags.
|
||||
1
|
||||
99
|
||||
26
|
||||
28
|
||||
27
|
||||
117
|
||||
31
|
||||
32
|
||||
33
|
||||
34
|
||||
118
|
||||
48
|
||||
124
|
||||
11
|
||||
52
|
||||
51
|
||||
197
|
||||
198
|
||||
85
|
||||
255
|
||||
|
||||
#
|
||||
# $Id: doom19.dat,v 1.17 1998/05/12 06:15:26 killough Exp $
|
||||
#
|
||||
# $Log: doom19.dat,v $
|
||||
# Revision 1.17 1998/05/12 06:15:26 killough
|
||||
# Change push/pull controller thing numbers
|
||||
#
|
||||
# Revision 1.16 1998/05/11 16:15:10 jim
|
||||
# changed push things
|
||||
#
|
||||
# Revision 1.15 1998/04/17 10:26:43 killough
|
||||
# Add new silent teleporters, fix problems
|
||||
#
|
||||
# Revision 1.14 1998/03/28 17:50:18 killough
|
||||
# Fix typos and DCK limits exceeded
|
||||
#
|
||||
# Revision 1.13 1998/03/23 23:30:36 jim
|
||||
# update DCK files for push things
|
||||
#
|
||||
# Revision 1.11 1998/03/23 03:09:45 killough
|
||||
# Comment out some linedef types since DCK crashes
|
||||
#
|
||||
# Revision 1.10 1998/03/20 02:11:57 jim
|
||||
# added new friction linedef
|
||||
#
|
||||
# Revision 1.9 1998/03/16 18:24:09 jim
|
||||
# fixed format and renumbered conflicts
|
||||
#
|
||||
# Revision 1.6 1998/03/12 21:54:03 jim
|
||||
# Freed up 12 linedefs for use as vectors
|
||||
#
|
||||
# Revision 1.5 1998/03/11 12:24:19 killough
|
||||
# fix again
|
||||
#
|
||||
# Revision 1.4 1998/03/10 02:10:06 killough
|
||||
# fix all sorts of broken things
|
||||
#
|
||||
# Revision 1.3 1998/03/09 08:01:11 killough
|
||||
# fix comments
|
||||
#
|
||||
# Revision 1.2 1998/03/09 08:00:10 killough
|
||||
# fix comments
|
||||
#
|
||||
#
|
||||
|
@ -53,5 +53,5 @@ AS_IF([test "x$enable_beta" != "xno"], [AC_DEFINE([BETA], [1], [Support for beta
|
||||
AC_ARG_ENABLE([werror], AS_HELP_STRING([--enable-werror], [Treat warnings as errors]))
|
||||
AS_IF([test "x$enable_werror" = "xyes"], [CFLAGS="$CFLAGS -Werror"])
|
||||
|
||||
AC_CONFIG_FILES([Makefile Source/Makefile])
|
||||
AC_CONFIG_FILES([Makefile configs/Makefile docs/Makefile examples/Makefile Source/Makefile toolsrc/Makefile])
|
||||
AC_OUTPUT
|
||||
|
12
docs/Makefile.am
Normal file
12
docs/Makefile.am
Normal file
@ -0,0 +1,12 @@
|
||||
dist_doc_DATA = \
|
||||
boom.txt \
|
||||
boomdeh.txt \
|
||||
boomref.txt \
|
||||
dckboom.txt \
|
||||
mbf.txt \
|
||||
mbfedit.txt \
|
||||
mbffaq.txt \
|
||||
options.txt \
|
||||
winmbf02.txt
|
||||
|
||||
EXTRA_DIST = winmbf02s.txt
|
1242
docs/boom.txt
Normal file
1242
docs/boom.txt
Normal file
File diff suppressed because it is too large
Load Diff
2392
docs/boomdeh.txt
Normal file
2392
docs/boomdeh.txt
Normal file
File diff suppressed because it is too large
Load Diff
2434
docs/boomref.txt
Normal file
2434
docs/boomref.txt
Normal file
File diff suppressed because it is too large
Load Diff
43
docs/dckboom.txt
Normal file
43
docs/dckboom.txt
Normal file
@ -0,0 +1,43 @@
|
||||
Enhanced Boom support for DCK
|
||||
|
||||
These copies of doom17.dat and doom19.dat replace the ones which come with
|
||||
DCK2.2-f and DCK3.*, respectively, and they add most of the linedef, thing,
|
||||
and sector types new to Boom, except for the "generalized" linedef types
|
||||
(ones whose function is based on various bitfields in the linedef's type).
|
||||
|
||||
DCK2.2-f and later versions have bugs which made it difficult to add support
|
||||
for Boom's new linedef types:
|
||||
|
||||
1) Both DCK2.2-f and DCK3.62 have a limit on the number of linedef types they
|
||||
can handle at a time, which makes Boom have too many linedef types. Some of
|
||||
the entries in doom17.dat and doom19.dat are thus commented out -- they were
|
||||
chosen based on their expected usefulness. When there are too many linedef
|
||||
types, DCK2.2-f says so, but DCK3.62 prints a cryptic exception traceback.
|
||||
|
||||
2) All versions of DCK starting with 3.0, but not DCK2.2-f, have a bug where
|
||||
the largest linedef type that DCK can process correctly is 255. Somewhere in
|
||||
DCK3.0 and later, the linedef type is being truncated to a single byte and
|
||||
thus it becomes reduced MOD 256 (256=0, 257=1, etc.). If you edit wads with
|
||||
DCK3.0 or later, linedef types >= 256 will be ruined if the wad is saved. The
|
||||
only workaround is to use DCK2.2-f, or to only use linedef types < 256. Boom
|
||||
has tried to keep as many useful linedef types under 256 as possible, the
|
||||
most notable exception being 260 (translucency).
|
||||
|
||||
To make use of the new linedef, thing, and sector types available in Boom,
|
||||
copy either doom17.dat or doom19.dat into your DCK directory, overwriting
|
||||
the original (DCK2.2-f uses doom17.dat; later versions use doom19.dat).
|
||||
|
||||
WATERMAP.WAD is included to allow you to enter WATERMAP as a texture name
|
||||
for underwater colormap effects. Add WATERMAP.WAD to DCK's list of texture
|
||||
resources, and WATERMAP will be allowed to be entered as a texture name.
|
||||
Other colormap names, as well as translucency filter names (see boomref.txt),
|
||||
may need to be added to a wad as fake texture names, if DCK is to allow you
|
||||
to enter them in sidedefs.
|
||||
|
||||
If you are unfamiliar with DCK2.2-f, it's the last freeware version of DCK,
|
||||
and it is preferred over later versions by many wad authors including myself.
|
||||
There is a copy of DCK2.2-f on my web page.
|
||||
|
||||
Lee Killough
|
||||
http://classicgaming.com/doom/
|
||||
http://www.teamtnt.com
|
366
docs/mbf.txt
Normal file
366
docs/mbf.txt
Normal file
@ -0,0 +1,366 @@
|
||||
Marine's Best Friend
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Programmer: Lee Killough
|
||||
|
||||
Artist: Len Pitre
|
||||
|
||||
PlayTesters: Ky (Rez) Moffet, Len Pitre, James (Quasar) Haley
|
||||
|
||||
Canine Consulting: Longplain Kennels, Reg'd
|
||||
|
||||
Sound Code: Shawn Hargreaves & Allegro Team
|
||||
|
||||
Additional Credit: id Software, TeamTNT
|
||||
|
||||
Special Thanks To: John Romero, Joel Murdoch
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Marine's Best Friend is a modification of the Doom source.
|
||||
|
||||
Features
|
||||
|
||||
* Friendly Monster AI
|
||||
+ Friends attack enemies like players
|
||||
+ Friendliness is a mobj property, like NOGRAVITY or SOLID
|
||||
+ Friendly single-player helpers (dogs) can fill in coop starts
|
||||
+ Friendliness is transferred by Arch-Vile, Pain Elemental, and Boss Spawner
|
||||
+ Player autoaiming avoids friends if enemies are in range
|
||||
+ Friends with missiles return one shot if shot by friends
|
||||
+ Friends stay a "comfortable distance" away from players
|
||||
+ Friends indicated by different color in automap
|
||||
|
||||
* AI Improvements
|
||||
+ Avoid hazards (e.g. crushing ceilings)
|
||||
+ Stop what they're doing and rescue dying friends
|
||||
+ Follow enemies up lifts, instead of wandering off randomly
|
||||
+ Back away from nearby enemies if advantageous
|
||||
+ Avoid shooting friends who get in their way
|
||||
+ Infighting when provoked by own kind (i.e. Doom's behavior) made optional
|
||||
+ (Development) Code and data restructured to allow more efficient AI
|
||||
|
||||
* Doom Pre-Beta ("Press Release") Version Emulation
|
||||
+ Classic BFG, Plasma Rifle, Chaingun, Rocket Launcher
|
||||
+ Classic BFG allowed in regular (non-emulation) mode
|
||||
+ Original Flaming Skulls
|
||||
+ The 3 demo levels, "remastered"
|
||||
+ Nightvision goggles, skullchests, demonic daggers, unholy bibles, etc.
|
||||
+ Other Press Release version behaviors (e.g. invisibility, invulnerability)
|
||||
|
||||
* Improved Video Options
|
||||
|
||||
+ 640x400 high-detail mode, without bad side effects:
|
||||
- Doom world scenes and automap are rendered in 640x400 for higher detail
|
||||
- Doom's aspect ratio is preserved exactly (no elongated textures/sprites)
|
||||
- Status bar, menus, text, intermission screens all remain full-sized
|
||||
- Optional hardware page-flipping
|
||||
|
||||
+ Wait-free page-flipped 320x200 ModeX for smoother play on slow machines
|
||||
|
||||
+ Doom flashing disk icon reimplemented (was removed in linux port)
|
||||
|
||||
+ Video options can be changed in realtime in General menu
|
||||
- Hires
|
||||
- Page-flipping
|
||||
- Wait for vertical retrace
|
||||
- Translucency enable
|
||||
- Translucency percentage
|
||||
- PCX vs. BMP screenshots
|
||||
- Doom flashing disk icon
|
||||
- HOM cheat code optionally flashing or solid red
|
||||
|
||||
* DEH/BEX files embedded inside of wads (DEHACKED lump)
|
||||
|
||||
* OPTIONS lump for overriding config settings inside wads
|
||||
+ Allows wad authors to set game options inside wads
|
||||
+ Options are still editable by player, and are remembered on a per-wad basis
|
||||
+ Doesn't interfere with the player's own defaults when not playing the wad
|
||||
|
||||
* Menu option to load up to two WAD and two DEH/BEX files at program startup
|
||||
+ -noload command-line override switch
|
||||
|
||||
* Improved Menus
|
||||
|
||||
+ Informative warnings printed on menu screens when:
|
||||
- changed option doesn't take effect until next new game or idclev
|
||||
- changed option doesn't take effect until entire program is restarted
|
||||
- option's current setting (e.g. loadgame) differs from its default setting
|
||||
|
||||
+ New "General" option menu, allows changing of many settings inside game
|
||||
- Video
|
||||
- Sound & Music
|
||||
- Input Devices
|
||||
- .WAD and .DEH/.BEX Files Preloaded at Startup
|
||||
- Miscellaneous
|
||||
|
||||
+ New "Doom Compatibility" setup menu allows fine-control of all Doom
|
||||
compatibility settings, instead of having only one "compatibility"
|
||||
variable.
|
||||
|
||||
+ Numeric input improved
|
||||
- Negative values are allowed
|
||||
- Setup does not change game variables until input is "committed"
|
||||
- Illegal or aborted input leaves game variables unchanged
|
||||
- Backspace allowed during input
|
||||
|
||||
+ SSG weapon preferences allowed to be edited while playing Ultimate Doom
|
||||
|
||||
+ New hotkey for entering Setup Menu in one stroke during game
|
||||
|
||||
+ (Development) Filenames allowed to be entered
|
||||
|
||||
+ (Development) Menu items can span multiple lines on the screen
|
||||
|
||||
+ (Development) Action functions can be called after items are edited,
|
||||
such as to change video mode in real-time
|
||||
|
||||
* Shotgun and Fist may be selected without toggling with the SSG/Chainsaw
|
||||
|
||||
* .lmp extension optional with -file if .wad file doesn't also exist
|
||||
|
||||
* Improved Automap
|
||||
+ Option to display pointer coordinates instead of player coordinates
|
||||
+ Automap setup menu rearranged for easier use
|
||||
|
||||
* Improved Demos
|
||||
+ Pause allowed during demo playback
|
||||
+ Single-player games can be saved during demo playback, to take snapshots
|
||||
+ -recordfrom option added back, allowing demos to start from a saved game
|
||||
+ Demos don't desync just because menu is accessed during recording
|
||||
+ During demo playback, automap and menu are easier to use
|
||||
+ No switching out of automap when player dies during demo playback
|
||||
+ (Development) demo_version global variable to help preserve demo sync
|
||||
|
||||
* Improved Movement Clipping
|
||||
+ Players can get out of 1s or 2s walls when they are otherwise stuck
|
||||
+ Monsters do not get stuck hanging partially off of tall ledges
|
||||
+ Monsters can move up and down stairs more easily (compatibility-optioned)
|
||||
|
||||
* More Realism (compatibility-optioned)
|
||||
+ Non-sentient objects fall down under their own weight when their balance
|
||||
is upset and they are more than halfway off of a ledge
|
||||
+ Objects falling off tall ledges follow parabolic trajectory
|
||||
+ Live monsters may be pushed off ledges, and intelligently try to recover
|
||||
|
||||
* New Bouncy Things (mobj) Flag
|
||||
+ Missiles bounce off of floors and ceilings, such as classic BFG fireballs
|
||||
+ Floating "bouncy" monsters bounce up and down if under gravity
|
||||
+ Solid objects bounce off of walls and roll up and down stairs
|
||||
+ DEH frames support bouncing grenades/pipebombs
|
||||
|
||||
* Touchy Things (mobj) Flag
|
||||
+ Mines which detonate when touched or disturbed
|
||||
+ Monsters which die when touched
|
||||
|
||||
* Doom Bugs Fixed (compatibility-optioned, where appropriate)
|
||||
+ Fireballs (especially Mancubus) going through walls
|
||||
+ Monsters stuck at doortracks or hanging over tall ledges
|
||||
+ Slime trails reduced (caused by WAD coordinate system's limited precision)
|
||||
+ Zombie players exiting levels, forever remaining zombies
|
||||
+ Sky is unaffected by invulnerability colormap
|
||||
+ On MAP30, any monster can telefrag anyone else
|
||||
+ Boss spawners can't telefrag on any levels except MAP30
|
||||
+ Soundtargets not remembered across savegames
|
||||
+ Flickering light not remembered across savegames
|
||||
+ Fractional floor & ceiling heights and xy offsets not saved in savegames
|
||||
+ Revenant Tracers' tracking state not preserved across savegames
|
||||
+ Raise to shortest texture considers "-" == "AASHITTY"
|
||||
+ SSG shows reload frame while firing frame is still displayed
|
||||
+ SSG neck is not lit up correctly when SSG is fired in a dark room
|
||||
+ Demo desync if menu is accessed in the middle of recording a demo
|
||||
+ Illegal menu activities during demos (e.g. loadgame during recording)
|
||||
+ Arch-Vile hellfire spawned in wrong position
|
||||
+ Voodoo dolls push up against wall as long as the real player is moving
|
||||
+ Deleted thinkers referenced by monster targets/tracers, or soundtargets
|
||||
+ Top of pistol appears at the bottom of screen when game starts
|
||||
+ Monsters sometimes fire missiles back at wrong player when hit painfully
|
||||
+ Extra-hard player death sound not working in Registered / Ultimate Doom
|
||||
|
||||
* Boom Bugs Fixed (Note: these are not TeamTNT fixes)
|
||||
|
||||
+ Doom incompatibilities fixed, with new option switches
|
||||
- Stairbuilding
|
||||
- Cheat code infinite duration
|
||||
- God mode cheat is absolute
|
||||
- Linedef effects with tag 0, e.g. all-lights-off effects
|
||||
|
||||
+ Bobbing / friction
|
||||
- Bobbing based only on player-applied thrust, instead of total speed
|
||||
- Friction algorithm made more efficient, and made sector-based
|
||||
- Fixed bug which stopped all momentum when up against wall
|
||||
- Friction (and wall-bouncing on ice) work on all objects, not just players
|
||||
- Bobbing does not jerk when player moves in and out of icy sectors (v2.02)
|
||||
- Sludge slowdown fixed
|
||||
- Wall-running restored to Doom efficiency
|
||||
|
||||
+ Wind affects all sentient / shootable objects
|
||||
|
||||
+ Player corpse queue =traversal order= (caused weapon pickup problems in DM)
|
||||
|
||||
+ Fix opening limit removal
|
||||
|
||||
+ Response files
|
||||
- Optional .rsp extension
|
||||
- Correct error-handling (page faulted before)
|
||||
|
||||
+ Fix underwater slowdown
|
||||
|
||||
+ Fix sudden light changes over water sectors
|
||||
|
||||
+ Fix things disappearing over water sectors
|
||||
|
||||
+ Fix underwater sprite lighting (Two bugs: One in v2.01, another in v2.02)
|
||||
|
||||
+ Menu reset-to-defaults code made more robust, to prevent "false resets"
|
||||
|
||||
+ Monsters-stuck-on-doortracks have less turning (v2.02 bug)
|
||||
|
||||
+ Fixed message review w/ background messing up in smaller screen size
|
||||
|
||||
+ Aliasing of wall scrolling speeds > a certain speed, due to silent overflow
|
||||
|
||||
+ Fix new map thing flags' causing incompatibility with certain Doom wads
|
||||
|
||||
+ Fix filehandle leak in translucency code
|
||||
|
||||
+ Default skill level not remembered correctly across multiple games
|
||||
|
||||
+ Netgame inconsistencies if options are chosen differently (v2.02)
|
||||
|
||||
+ Referencing freed data pointed to by monsters' lastenemy field
|
||||
|
||||
+ Tagged DR doors' lighting effects made gradual, instead of totally on/off
|
||||
|
||||
+ Menu confirmation messages (yes/no) no longer limited to 40 characters
|
||||
(Garbage at end of QuickLoad message fixed)
|
||||
|
||||
+ Sounds heard randomly in wrong locations (e.g. weapons fire, player death)
|
||||
|
||||
+ HUD counter update problem
|
||||
|
||||
+ Coop mode slowdown, a.k.a. Monster Medusa
|
||||
|
||||
+ Inconsistent use of stdout/stderr in output messages
|
||||
|
||||
+ SegViol if key_enter held down during program startup (message review)
|
||||
|
||||
+ Verbose "missing patch" error messages not printed unless -devparm used
|
||||
|
||||
+ Setup menu backspace
|
||||
|
||||
+ Indigo/Brown default chat keys reversed
|
||||
|
||||
+ Final Doom support
|
||||
|
||||
+ DEH
|
||||
- Writing to dehout.txt replaced with -dehout option
|
||||
- Fixed thing flag mnemonics bugs (TRANSLATION1/2, error detection)
|
||||
- Hex allowed in numeric input (e.g. 0x1234abcd)
|
||||
- Blank separation-line handling fixed
|
||||
- Fixed memory leak
|
||||
- Several SegViols fixed
|
||||
- -bex may be used as a synonym of -deh
|
||||
|
||||
+ Screenshot, .cfg file, and savegame error-handling improved
|
||||
- User-friendly messages printed when error occurs (e.g. "Disk Full")
|
||||
- Original .cfg file left intact if new one cannot be written safely
|
||||
|
||||
+ Music
|
||||
- Random noise heard in music (e.g. MM2 MAP23)
|
||||
- MUS2MID programming errors (array size too small & undefined C behavior)
|
||||
- Overall music quality improved
|
||||
|
||||
* WAD error autocorrection, to prevent game crashes
|
||||
+ Clear 2s flag in one-sided linedefs
|
||||
+ Fill in missing right sidedefs with dummy sidedef
|
||||
|
||||
* Improved Messages
|
||||
+ Message review list may scroll up or down
|
||||
+ Message review list may be temporary or permanent when activated
|
||||
+ Message review list and normal Doom messages toggled more intuitively
|
||||
+ Message timers are configurable (normal, review, chat)
|
||||
|
||||
* Blockmap
|
||||
+ Blockmap generation algorithm rewritten (Note: this is not TeamTNT's)
|
||||
+ Improved dynamic blockmap list maintenance (more robust and faster)
|
||||
|
||||
* Multiple -file and -deh options may be used on command-line / response file
|
||||
|
||||
* User-comments allowed to be embedded inside of .cfg files, and are preserved
|
||||
|
||||
* Performance Tuning
|
||||
+ Assembly blit routines tuned for machines above and below P6-class
|
||||
+ Monster target searches made faster by way of a multithreaded target list
|
||||
+ Fixed-point arithmetic made faster
|
||||
+ Sprite edge sorting made faster
|
||||
+ Tuned register allocation and other compiler optimization flags
|
||||
+ Sound FX code rewritten to be more efficient (in both memory and speed)
|
||||
+ Gameplay more responsive
|
||||
|
||||
* Mobj pointer reference-counting added, to fix bugs and make game faster
|
||||
|
||||
* New code pointers
|
||||
+ Variable-damage explosion
|
||||
+ Mushroom cloud explosion
|
||||
+ Linedef activation via code pointers
|
||||
+ Object spawning code pointer
|
||||
|
||||
* New sky property-transfer linedef types (271-272)
|
||||
+ Arbitrary opaque wall textures can be transferred to skies
|
||||
+ Unlimited number of sky textures per level
|
||||
+ No external info lumps necessary, no "per-level" programming required
|
||||
+ Textures optionally flipped horizontally (as in Doom)
|
||||
+ Long-period rotating skies (e.g. moon's orbit, starfield)
|
||||
+ Animated skies
|
||||
|
||||
* Removed all references to TeamTNT/Boom (except in source comments and docs)
|
||||
|
||||
+ TNT cheat code prefixes removed
|
||||
- TNTEM replaced with KILLEM
|
||||
- TNTKA replaced with IDK, without introducing .deh incompatibilities
|
||||
|
||||
+ "Boom" filename strings replaced (boomsav[0-7].dsg, boom.cfg, etc.)
|
||||
|
||||
+ ENDBOOM lump replaced with ENDOOM, restoring Doom behavior on end screens
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
MBF Files
|
||||
|
||||
File Description
|
||||
|
||||
mbf.exe MBF executable
|
||||
betagrph.wad Graphics for beta emulation
|
||||
betalevl.wad The 3 Demo levels for beta emulation
|
||||
mbfedit.txt Describes the WAD/DEH editing features new to MBF
|
||||
options.txt Describes the command-line/setup menu options new to MBF
|
||||
mbffaq.txt FAQ about MBF
|
||||
mbf.txt This file
|
||||
asetup.exe Allegro setup program
|
||||
snddrvr.txt Notes concerning sound drivers (from Boom distribution)
|
||||
doom17.dat DCK2.2-f configuration file for editing MBF wads
|
||||
common.cfg DETH configuration file for editing MBF wads
|
||||
cwsdpmi.exe CWS DPMI host
|
||||
examples.zip Small demonstrations of MBF features
|
||||
copying.dj DJ Delorie Copyleft stuff
|
||||
copying GPL license stuff
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
DISCLAIMERS
|
||||
|
||||
MBF is unsupported software. There are no warranties as to its fitness for any
|
||||
particular purpose. There are also no plans for future updates.
|
||||
|
||||
MBF is a single-player game. Multiplayer games may or may not work (some people
|
||||
say they do work). Support files for multiplayer games (e.g. sersetup.exe) are
|
||||
not included, but might be available elsewhere.
|
||||
|
||||
MBF is based on the Boom v2.02 source, but it is not supported by TeamTNT or
|
||||
id Software. Don't ask them about MBF.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
Lee Killough Last Updated 12/22/1998
|
||||
|
334
docs/mbfedit.txt
Normal file
334
docs/mbfedit.txt
Normal file
@ -0,0 +1,334 @@
|
||||
Marine's Best Friend Editing Features
|
||||
|
||||
Contents
|
||||
|
||||
1. New Linedef Types
|
||||
2. New Thing Types / Flags
|
||||
3. New Mobj Flags
|
||||
4. DEH/BEX Mnemonic Names
|
||||
5. DEH/BEX Code Pointers
|
||||
6. DEHACKED lump
|
||||
7. OPTIONS lump
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
1. New Linedef Types
|
||||
|
||||
271: Transfer first sidedef's upper texture to tagged sectors' skies
|
||||
272: Same as 271, only flipped horizontally
|
||||
|
||||
These linedefs transfer wall textures to skies. F_SKY1 must still be used as
|
||||
the floor or ceiling texture in the sectors for which sky is desired, but the
|
||||
presence of a 271 or 272 property-transfer linedef can change the sky texture
|
||||
to something other than a level-based default.
|
||||
|
||||
Every sector with F_SKY1 floor or ceiling which shares the same sector tag
|
||||
as the 271 or 272 linedef will use a sky texture based on the upper texture
|
||||
of the first sidedef in the 271 or 272 linedef. Sectors with F_SKY1 floors or
|
||||
ceilings which are not tagged with 271 or 272 linedefs, behave just like Doom.
|
||||
|
||||
Horizontal offsets or scrolling in the transferred texture, is converted into
|
||||
rotation of the sky texture. Vertical offsets or scrolling is transferred as
|
||||
well, allowing for precise adjustments of sky position. Unpegging in the sky
|
||||
transfer linedef does not affect the sky texture.
|
||||
|
||||
Horizontal scrolling of the transferred upper wall texture is converted into
|
||||
rotation of the sky texture, but it occurs at a very slow speed relative to
|
||||
the moving texture, allowing for long-period rotations (such as one complete
|
||||
revolution per Doom real-time hour).
|
||||
|
||||
Effects other than sky-transfer effects are not excluded from the affected
|
||||
sector(s), and tags can be shared so long as the effects are unambiguous.
|
||||
For example, a wall-scrolling linedef can share a sector tag with both its
|
||||
affectee linedef (the one being scrolled), and with the sector that the
|
||||
latter controls. There is no ambiguity because one effect (scrolling) applies
|
||||
to a linedef, while the other effect (sky transfer) applies to a sector.
|
||||
|
||||
If a sector underneath a special sky needs to be set up to have a different
|
||||
purpose (for example, if it is a lift or a stairbuilder), then two tags will
|
||||
need to be created, and the transfer linedef and any scrolling linedefs will
|
||||
need to be duplicated as well, so that the same effect as far as the sky goes,
|
||||
is duplicated in two separate sector tags. This will not affect sky appearance,
|
||||
but it will allow a special sector which needs a unique tag, to sit under such
|
||||
a sky.
|
||||
|
||||
Animated textures may be transferred to skies as well.
|
||||
|
||||
In Doom, skies were flipped horizontally. To maintain compatibility with this
|
||||
practice, the 272 linedef flips the wall image horizontally. The 271 linedef
|
||||
does not flip the wall image, and it is intended to make it easier to take
|
||||
existing non-flipped wall textures and transfer them to skies.
|
||||
|
||||
Sky textures which are different must be separated by non-sky textures, or
|
||||
else the results are undefined.
|
||||
|
||||
sky.wad is an illustration of the sky effect.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
2. New Thing Types / Flags
|
||||
|
||||
There are a couple of new Thing types / flags:
|
||||
A. Friendly monster flag
|
||||
B. Reserved flag
|
||||
C. Dogs
|
||||
|
||||
2A. Friendly monster flag
|
||||
|
||||
At level startup, every object in a level's map is spawned with the FRIEND
|
||||
mobj flag set if bit 7 (mask 128) is set in the Thing's flag bits. This
|
||||
allows two of the same species in a map to be marked as being of a different
|
||||
persuasion. However, for various design reasons, if a thing is marked as being
|
||||
friendly in its mobj definition, then it will always be friendly when spawned
|
||||
as a map object, regardless of the Thing's flags.
|
||||
|
||||
So far, editor support for this feature is weak, but if a value >= 128 can
|
||||
be entered for a Thing's flags, then generally speaking, you only need to add
|
||||
128 to the value to turn it into a friendly thing. Real players are always
|
||||
considered friendly, regardless of their Thing flags.
|
||||
|
||||
2B. Reserved bit
|
||||
|
||||
The thing flag bit which is 8 positions left of the least significant bit, and
|
||||
which has a bitmask value of 256, is reserved to be 0. If this bit is not 0,
|
||||
then MBF will clear all bits which were unused by Doom, which effectively ANDs
|
||||
the flags with the value 31. This is to accomodate Doom wads edited by such
|
||||
editors as HellMaker, which put 1's inside bits that were unused in Doom.
|
||||
|
||||
It is designed so that any thing flag bits added since Doom, should be cleared
|
||||
in order to get Doom behavior. With over 90% of Doom editors out there, unused
|
||||
(or simply unrecognized) thing flag bits are, by default, set to 0. But in
|
||||
HellMaker and maybe a few other editors, 1's are used, and with wads developed
|
||||
under these editors, we assume that the wad is strictly a Doom wad, and hence
|
||||
none of the flags added to the engine, post-Doom, should be set to '1'.
|
||||
|
||||
2C. Dogs
|
||||
|
||||
Dogs, which are mobj #140, have Doomednum 888 (i.e. Thing Type #888). They
|
||||
are not spawned as friendly dogs, unless explicitly marked as friendly by the
|
||||
friendly thing flag, or unless the entire species (140) is marked friendly.
|
||||
But this doesn't affect the normal spawning of dogs as friendly coop player
|
||||
replacements -- players or their bot replacements are always friends.
|
||||
|
||||
Dogs have these lumps embedded inside the .exe, which can be modified by wads:
|
||||
|
||||
DOGS* sprites with frames A-I (0-8).
|
||||
|
||||
SFX # Lump Description
|
||||
--------------------------------
|
||||
109 DSDGSIT Waking up bark
|
||||
110 DSDGATK Attacking bark
|
||||
111 DSDGACT Roaming bark
|
||||
112 DSDGDTH Death sound
|
||||
113 DSDGPAIN Pain sound
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
3. New Mobj Flags
|
||||
|
||||
There are three new Map Object (mobj) flags in MBF:
|
||||
A. FRIEND (0x40000000)
|
||||
B. BOUNCES (0x20000000)
|
||||
C. TOUCHY (0x10000000)
|
||||
|
||||
3A. FRIEND (0x40000000) Mobj Flag
|
||||
|
||||
When the FRIEND mobj flag is set, a monster becomes the friend of the
|
||||
player(s), and tries to help them.
|
||||
|
||||
Friendliness is a Map Object flag, not merely a Thing flag, because a monster's
|
||||
friendliness can change during the game. For example, Arch-Viles transfer their
|
||||
good or evil intentions towards the player, to the victims they resurrect. A
|
||||
friendly Arch-Vile turns corpses into new friends, no matter what their motives
|
||||
were when they died, and an unfriendly Arch-Vile turns them into player
|
||||
enemies. Boss Spawners spawn monsters with the same friendliness as themselves.
|
||||
Pain Elementals spawn Lost Souls with the same motives.
|
||||
|
||||
Friendly monsters with long-range missile capability (missilestates) fire back
|
||||
only one shot each time they receive a painful hit from a friend such as the
|
||||
player (monsters with automatic weapons fire back a short burst). Friendly
|
||||
monsters without long-range missile capability do not retaliate when hit by
|
||||
friendly fire.
|
||||
|
||||
Friendly monsters return to a player if they cannot find any enemy targets, or
|
||||
if they lack long-range firing capability and they cannot seem to attack any
|
||||
opponent for a significant period of time.
|
||||
|
||||
Player autoaiming does not fire at friends if there are any enemies within
|
||||
autoaiming range. This avoids accidental shooting of friends by the player,
|
||||
but does not rule out shooting friends if they are the only ones in sight
|
||||
or they are the obvious target.
|
||||
|
||||
3B. BOUNCES (0x20000000) Mobj Flag
|
||||
|
||||
The BOUNCES mobj flag tells MBF that an object is "bouncy". What this means
|
||||
exactly, depends on the rest of the flags:
|
||||
|
||||
BOUNCES + MISSILE:
|
||||
|
||||
With BOUNCES + MISSILE, the object behaves like a beta BFG fireball, exploding
|
||||
on contact with walls and with non-inert objects, but bouncing off of floors
|
||||
and ceilings. See the "Classic BFG" for an example of this flags combination.
|
||||
|
||||
BOUNCES + NOGRAVITY:
|
||||
|
||||
Unless it's a MISSILE too, the object generally bounces off of all surfaces
|
||||
without loss of momentum.
|
||||
|
||||
BOUNCES + FLOAT:
|
||||
|
||||
Without NOGRAVITY, BOUNCES + FLOAT gives the ability for a monster to jump
|
||||
when it needs to reach a high target, but to otherwise stay pretty low. See
|
||||
dogfly.deh for an example of this flags combination.
|
||||
|
||||
For non-sentient objects, BOUNCES + FLOAT simply creates a higher bounce back.
|
||||
|
||||
BOUNCES + FLOAT + DROPOFF bounces back even higher than BOUNCES + FLOAT.
|
||||
|
||||
BOUNCES:
|
||||
|
||||
When BOUNCES isn't combined with MISSILE, it causes the object to simply bounce
|
||||
off of floors and walls. If the object is under gravity (the NOGRAVITY flag is
|
||||
not set), then its momentum is cut in half at each collision, in the component
|
||||
of momentum which is perpendicular to the contacted surface. The object also
|
||||
rolls up and down stairs, if under gravity. This flags combination is
|
||||
illustrated in grenade.deh.
|
||||
|
||||
3C. TOUCHY (0x10000000) Mobj Flag
|
||||
|
||||
TOUCHY indicates that an object dies (or explodes) upon contact with a solid
|
||||
object of a different species. It is used mainly to create mines which detonate
|
||||
on contact (see mine.deh for an example). Other normal causes of death are not
|
||||
ruled out, however, by the TOUCHY flag.
|
||||
|
||||
Pain Elementals and Lost Souls are considered part of the same species for the
|
||||
purposes of dying by touch (but Barons and Hell Knights are not), because if
|
||||
this weren't true, PEs and LSes would die almost immediately. (Also, a touchy
|
||||
PE guarded by a flock of LSes has a nice ring to it :)
|
||||
|
||||
Different players are considered different species, so DM by touch is possible,
|
||||
and suicide by touch is possible with voodoo dolls.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
4. DEH/BEX Mnemonic Names
|
||||
|
||||
FRIEND, BOUNCES, and TOUCHY are allowed as DEH/BEX mnemonics for flags. In MBF,
|
||||
the mnemonics may be arbitrarily separated by + (plus) | (vertical bar) or ,
|
||||
(comma), as well as optional whitespace. Values are ORed, which means listing
|
||||
a flag multiple times is the same as listing it once.
|
||||
|
||||
TRANSLATION1 and TRANSLATION2 are also allowed as DEH/BEX mnemonics, and are
|
||||
suggested replacements for the Boom TRANSLATION mnemonic. TRANSLATION1 selects
|
||||
the least significant bit of the color translation, while TRANSLATION2 selects
|
||||
the most significant bit. MBF is bug-compatibile with Boom's TRANSLATION
|
||||
mnemonic, interpreting TRANSLATION to mean the same as TRANSLATION1.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
5. DEH/BEX Code Pointers
|
||||
|
||||
Several new code pointers have been added:
|
||||
|
||||
A_Detonate is similar to A_Explode in that it generate a radius of explosion
|
||||
damage. However, instead of a fixed radius of 128, the radius is set by
|
||||
changing the "missile damage" of the object being exploded. This allows
|
||||
explosion damage to be varied easily.
|
||||
|
||||
A_Mushroom creates a mushroom-like explosion, throwing fireballs up in all
|
||||
directions. There is primary damage from the explosion itself, and then
|
||||
secondary damage from contact with the fireballs. The missile damage of the
|
||||
spawning object controls how many fireballs are created. Optionally, the
|
||||
misc1 ("Unknown 1") and misc2 ("Unknown 2") fields may be used to control
|
||||
the angle and speed of the fireballs. These fields are fixed-point (16.16),
|
||||
instead of whole numbers.
|
||||
|
||||
A_Spawn spawns an object in the same position as the spawner. The misc1 and
|
||||
misc2 fields of the code pointer's frame (indicated by "Unknown 1" and
|
||||
"Unknown 2" in DeHackEd), determine the type and z-position of the spawned
|
||||
object, respectively. Note that if the spawner and spawnee are both solid,
|
||||
they might stick together.
|
||||
|
||||
A_Turn rotates the object's angle by the number of degrees indicated by the
|
||||
misc1 ("Unknown 1") field.
|
||||
|
||||
A_Face sets the object's angle to number of degrees in the misc1 ("Unknown 1")
|
||||
field.
|
||||
|
||||
A_Scratch performs a melee (close-range) attack on the object's current target.
|
||||
misc1 ("Unknown 1") indicates damage, while misc2 ("Unknown 2") indicates the
|
||||
sound effect to use.
|
||||
|
||||
A_PlaySound plays a sound effect. misc1 ("Unknown 1") is the sound effect
|
||||
number, and misc2 ("Unknown 2"), if nonzero, makes the sound full-volume
|
||||
(like boss wakeup sounds).
|
||||
|
||||
A_RandomJump jumps randomly to the state in misc1 ("Unknown 1") with a
|
||||
probability indicated by the misc2 ("Unknown 2") field (0-255). If the
|
||||
jump doesn't occur, then it falls through to the next state. Note that
|
||||
the frame's "tics" field must not be -1, for this to work correctly.
|
||||
|
||||
A_LineEffect allows activation of remote linedef effects by objects. misc1
|
||||
("Unknown 1") indicates the linedef type, while misc2 ("Unknown 2") indicates
|
||||
the sector tag. The tagged sector(s) are activated as though a player has
|
||||
activated a linedef of the indicated type and tag. If the linedef is a S1 or
|
||||
W1 type, then the effect blocks out all further A_LineEffect effects for the
|
||||
object, no matter whether they are S1/W1 or SR/WR types.
|
||||
|
||||
A_Die causes an object to kill itself (i.e. commit suicide). It is primarily
|
||||
used to make countdown timers in grenades.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
6. DEHACKED lump
|
||||
|
||||
The DEHACKED lump allows .deh/.bex files to be embedded inside of wads. If
|
||||
there are multiple wads with DEHACKED lumps, or even multiple DEHACKED lumps
|
||||
inside the same wad, then the last wad or lump which is read, has priority
|
||||
where there is a conflict. However, the presence of a DEHACKED lump doesn't
|
||||
completely invalidate previous DEHACKED lumps -- the effects are cumulative,
|
||||
although later deh files can undo the effects of earlier ones.
|
||||
|
||||
The order in which .deh/.bex files are read and interpreted is:
|
||||
|
||||
1. .deh/.bex files listed on the command-line
|
||||
2. .wad files listed on the command-line with DEHACKED lumps
|
||||
3. Preincluded .wad files with DEHACKED lumps
|
||||
4. Preincluded .deh/.bex files (in General menu)
|
||||
|
||||
DEHACKED lumps should consist of ordinary .deh/.bex file text.
|
||||
|
||||
Include directives are not allowed inside DEHACKED lumps, since the whole
|
||||
purpose of DEHACKED lumps is to be entirely self-contained within a wad.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
7. OPTIONS lump
|
||||
|
||||
The OPTIONS lump allows wads to set game options, such as Doom Compatibility
|
||||
options, chat strings, and enemies options.
|
||||
|
||||
The OPTIONS lump has the same format as mbf.cfg: A text file listing option
|
||||
names and values, optionally separated by blank or comment lines. mbf.cfg
|
||||
indicates options which are allowed to be set in wads, with asterisks (*).
|
||||
|
||||
When OPTIONS are set from wads, they are skipped on the menu screens.
|
||||
|
||||
Wad authors are urged to use these options responsibly, because they should
|
||||
not be used to limit players, but to enhance the game. Many options such as
|
||||
automap colors are allowed to be set from wads, but they should only be done
|
||||
so if there are strong reasons to do so.
|
||||
|
||||
Players who are offended by wads setting certain options for them, should ask
|
||||
wad authors not to set them, or should consider playing other wads. As a last
|
||||
resort, players can use Deutex/Wintex/NWT/etc. to remove or modify the OPTIONS
|
||||
lump themselves. They can also create a dummy wad with its own OPTIONS lump,
|
||||
which completely replaces any OPTIONS set in wads. An OPTIONS lump with nothing
|
||||
but blanks or comments, can be used to effectively nullify earlier ones.
|
||||
|
||||
Some options must be set in wads for compatibility reasons (otherwise the
|
||||
wad may not work and the player might even get stuck in a level), while many
|
||||
options are not necessary for compatibility.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
Lee Killough Last Updated 12/21/1998
|
148
docs/mbffaq.txt
Normal file
148
docs/mbffaq.txt
Normal file
@ -0,0 +1,148 @@
|
||||
Marine's Best Friend
|
||||
Frequently Asked Questions
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why don't the friendly dogs retaliate when I shoot them?
|
||||
|
||||
A1. The dog is a close-attack monster (no missiles), and therefore to attack,
|
||||
it would need to stop whatever it was doing and return to the player, and
|
||||
it might not be able to reach the player before being attacked again by
|
||||
another enemy, which is its prime concern. Even if it could reach the
|
||||
player, it would only bite the player once, since friendly monsters don't
|
||||
turn around and become enemies simply because they are hit once -- they
|
||||
instead use tit-for-tat, returning friendly fire once, for each time they
|
||||
are hit.
|
||||
|
||||
A2. This is normal behavior for real dogs, according to one dog expert.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why do dogs readily go up steep or narrow stairs, but then sometimes won't
|
||||
come back down?
|
||||
|
||||
A: According to a canine behavioural expert, this is consistent with the
|
||||
typical behaviour of real dogs.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why don't I see any new levels with -beta?
|
||||
|
||||
A: You must add -file betalevl to your command-line, to load the levels. The
|
||||
levels in betalevl.wad are E1M2, E2M5, and E3M2, exactly as in the Press
|
||||
Release Version of Doom. If you only use -beta, you will be enabling the
|
||||
beta's features, but without the levels.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: I get errors when I try to load betalevl.wad
|
||||
|
||||
A: betalevl.wad requires Registered Doom I (or Ultimate Doom) as the iwad.
|
||||
However, the -beta command-line option, which enables the graphics and
|
||||
game changes, does not require Doom I to be used, and it can emulate beta
|
||||
features under Doom II.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: When using -beta, why is there no teleporter fog? Or, why does player
|
||||
invisibility look like invulnerability? Why are there no palette changes
|
||||
when the radsuit is used, and why doesn't it wear off with time?
|
||||
|
||||
A: These behaviors are all consistent with the Press Release version of Doom,
|
||||
alternatively called the "beta". See:
|
||||
|
||||
ftp://ftp.cdrom.com/pub/doom/historic/
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why is -beta a command-line option, and why must demos recorded with -beta
|
||||
be played back with -beta?
|
||||
|
||||
A: The betagrph.wad file must be loaded, and several internal data structures
|
||||
must be modified, prior to game startup. Allowing -beta to be turned on and
|
||||
off during the game would introduce a lot of complications.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why is there a separate option for the Classic BFG, but not for all of the
|
||||
other -beta features?
|
||||
|
||||
A1. Not enough popular demand, given the complexity. Making individual beta
|
||||
features optionable would require storing each one's selection status in
|
||||
demos, savegames, etc., and it would require work to add them to the menus.
|
||||
Probably only the Classic BFG is in enough demand to make a separate option
|
||||
for it.
|
||||
|
||||
A2. The features such as the beta plasma rifle and the beta lost souls, or
|
||||
the green nightvision goggles, require a lot of wad data to be loaded,
|
||||
which -beta does by loading the betagrph.wad file. The Classic BFG only
|
||||
requires two extra fireball sprites, which do not take a lot of memory,
|
||||
and thus can be unconditionally tucked away inside the .exe.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: But doesn't the plasma rifle simply need to shoot the alternating fireballs
|
||||
instead of blue plasma, making it no more difficult than the BFG?
|
||||
|
||||
A: Actually, no. The plasma rifle sprites in Doom have some blue plasma
|
||||
superimposed around the mouth of the plasma rifle. To remove this blue
|
||||
plasma, new weapon sprites are needed. New weapon sprites are NOT needed
|
||||
for the BFG, however.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why can't the Unholy Cathedral beta level (E2M5 in betalevl.wad) be
|
||||
finished, and why are some areas inaccessible?
|
||||
|
||||
A: This is consistent with the original Press Release version's levels.
|
||||
Wad errors were intentionally not fixed.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: But there are some slime trails and HOM in the original levels, which don't
|
||||
show up in betalevl.wad!!!
|
||||
|
||||
A: Blatant rendering errors like HOM and slime trails were fixed. Even if they
|
||||
weren't fixed, the slime trails would be hard to reproduce exactly because
|
||||
they are inherently nondeterministic.
|
||||
|
||||
The criteria used when making changes were:
|
||||
|
||||
Rendering errors (e.g. HOM, slime trails): Fixed.
|
||||
|
||||
Aesthetic errors (e.g. wall texture choices, texture alignment): Not Fixed.
|
||||
|
||||
Level design errors (e.g. inaccessible areas of map): Not Fixed.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why does the beta chaingun lower when I fire it in fullscreen mode?
|
||||
|
||||
A: This is to workaround a problem with the Press Release version's chaingun
|
||||
sprites. The sprites were pre-clipped with respect to the status bar, and
|
||||
the status bar was always turned on in the Press Release version. With
|
||||
the status bar turned on, the -beta chaingun looks like the original. In
|
||||
fullscreen mode, however, it must be lowered while it is being fired, or
|
||||
else parts of the chaingun will not be updated, and it will look funny.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Why is the music quality so bad?
|
||||
|
||||
A1: You might have a file named default.cfg in the same directory as MBF.EXE.
|
||||
Allegro considers this a music configuration file. Refer to Allegro docs.
|
||||
|
||||
A2: MBF music on AdLib cards is not the same as Doom, because the FM instrument
|
||||
definitions are different. You may be able to import .IBK files into
|
||||
Allegro to improve the music's quality. See the Allegro docs. Also see
|
||||
snddrvr.txt for other alternatives.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Q: Where do the dogs come from? I don't see any wads!!!
|
||||
|
||||
A: Dog sprites & sounds, like many other things, are embedded inside the .exe.
|
||||
However, you can modify them with wads. See mbfedit.txt for details.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
Lee Killough Last Updated 12/22/98
|
388
docs/options.txt
Normal file
388
docs/options.txt
Normal file
@ -0,0 +1,388 @@
|
||||
Marine's Best Friend Options
|
||||
|
||||
This file describes in detail many of MBF's new options.
|
||||
|
||||
Refer to mbfedit.txt for the OPTIONS lump, which allows wads to set these
|
||||
options.
|
||||
|
||||
1. Command-line Options
|
||||
2. General Options
|
||||
3. Doom Compatibility Options
|
||||
4. Enemies Options
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
1. Command-line Options
|
||||
|
||||
-noload supresses the loading of the .wad and .deh/.bex files listed on the
|
||||
second page of the General menu.
|
||||
|
||||
-beta enables emulation of the "Press Release" version of Doom, also called
|
||||
the beta version. It automatically loads betagrph.wad, which must be in the
|
||||
same directory as mbf.exe. You may additionally use -file betalevl.wad to see
|
||||
the 3 Press Release levels: E1M2, E2M5, E3M2 (this option requires Doom 1).
|
||||
|
||||
-dogs <nnn> Temporarily overrides the number of single-player helper dogs.
|
||||
|
||||
-recordfrom <nnn> <file> records a demo starting from a saved game. It is
|
||||
the same as -loadgame <nnn> -record <file>. -loadgame <nnn> -playdemo <file>
|
||||
plays back the demo starting from the saved game.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
2. General Options
|
||||
|
||||
These options are listed in the Options / General setup screen.
|
||||
|
||||
* Hires
|
||||
|
||||
This option enables 640x400 resolution. Using it requires a VBE2.0 driver
|
||||
that supports 640x400x8bpp, such as SciTech's (UNIVBE).
|
||||
|
||||
* Page-flipping
|
||||
|
||||
This option enables page-flipping (sometimes called double-buffering).
|
||||
|
||||
In 320x200 mode, this option enables triple buffering, which is the
|
||||
graphics mode that the original Doom under DOS used.
|
||||
|
||||
In 640x400 mode, this option enables hardware page-flipping between two
|
||||
halves of a 640x800 virtual screen, and may improve performance.
|
||||
|
||||
* Wait For Vertical Retrace
|
||||
|
||||
If set to YES, this tells MBF to wait before performing page flips or
|
||||
blitting, to avoid breaks in the screen.
|
||||
|
||||
* Enable Translucency
|
||||
|
||||
If this option is YES, translucency is enabled. When set to NO, all
|
||||
translucency is disabled.
|
||||
|
||||
* Translucency Percentage
|
||||
|
||||
Controls the default translucency filter's foreground/background percentage
|
||||
(Does not affect in-wad translucency maps which use linedef 260 to apply
|
||||
them.) Warning: changing the translucency percentage may take several
|
||||
seconds or even a minute on slow machines.
|
||||
|
||||
* PCX Instead of BMP for Screenshots
|
||||
|
||||
When set to YES, screenshots generate .PCX files. When set to NO, screenshots
|
||||
generate .BMP files.
|
||||
|
||||
* Flash Disk Icon During Disk IO
|
||||
|
||||
This enables the Doom disk icon in the lower-right corner of the screen,
|
||||
which flashes during disk IO.
|
||||
|
||||
* Flashing HOM Indicator
|
||||
|
||||
When this option is set to YES, the HOM cheat causes HOM to show up in
|
||||
flashing red. When this option is set to NO, HOM is displayed as solid red.
|
||||
|
||||
* Sound Card
|
||||
* Music Card
|
||||
|
||||
Allegro numbers for the sound cards used for SFX and Music, respectively.
|
||||
-1 means autodetect, 0 means disabled, >0 is card-specific. Read snddrvr.txt
|
||||
or consult the Allegro documentation for more details.
|
||||
|
||||
* Autodetect Number of Voices
|
||||
|
||||
Whether the number of voices divided between SFX and music should be detected
|
||||
by a special algorithm which consults the Allegro SFX and music driver code.
|
||||
|
||||
* Number of Sound Channels
|
||||
|
||||
Number of distinct sound channels in Doom. This is the maximum number of
|
||||
sounds Doom keeps track of at a time, whether or not a sound card is able
|
||||
to play them all at once or not. This does not control the sound's mixer,
|
||||
for example -- it simply limits how many distinct sounds Doom keeps track of.
|
||||
|
||||
* Enable v1.1 Pitch Effects
|
||||
|
||||
Whether the variable-pitch effect which was inside the original Doom source,
|
||||
and which could be heard in v1.1 of Doom, should be enabled. This option
|
||||
merely enables id's own variable-pitch effects -- it does not claim to be
|
||||
very realistic, or claim that the variable-pitch effects are consistent.
|
||||
|
||||
* Enable Mouse
|
||||
* Enable Joystick
|
||||
* Keyboard LEDs Always Off
|
||||
|
||||
Self-explanatory.
|
||||
|
||||
* Files Preloaded At Game Startup
|
||||
|
||||
A list of up to 2 .wad and 2 .deh/.bex files to be loaded at game startup.
|
||||
Intended only to be used for permanent game hacks, or long-term playing of
|
||||
the same wad. Can be suppressed by using the -noload command-line option.
|
||||
These .wad and .deh/.bex files are added last relative to all other .wad or
|
||||
.deh/.bex files, so if there is a conflict among .wad file lumps, or among
|
||||
.deh/.bex behaviors, these files win.
|
||||
|
||||
* Maximum Number of Player Corpses
|
||||
|
||||
The maximum number of player corpses which are kept around to see during
|
||||
multiplayer games.
|
||||
|
||||
* Game Speed, Percentage of Normal
|
||||
|
||||
The speed of the game can be increased or decreased by changing this option,
|
||||
the primary purpose of which is to fine-tune the game's responsiveness on a
|
||||
slow system.
|
||||
|
||||
(Note: Not to sound apologetic, but it is well-known that some may want to
|
||||
use this option to cheat at demos. No attempt is made to detect or flag demo
|
||||
cheating, and demo cheating isn't considered reason enough to disallow this
|
||||
option, which has other purposes. Demos must be recorded and submitted with
|
||||
the honors system, in the author's opinion, but that almost goes w/o saying.)
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
3. Doom Compatibility Options
|
||||
|
||||
Doom Compatibility options are options whose main purpose is to provide 100%
|
||||
compatibility with some aspect of Doom. When these options are set to YES,
|
||||
then MBF behaves the way Doom does for some aspect of the game. Most of these
|
||||
options are set to NO by default.
|
||||
|
||||
What follows is a list of the options and a brief description of each:
|
||||
|
||||
* Any monster can telefrag on MAP30
|
||||
|
||||
When this option is set to YES, any monster can telefrag other monsters or
|
||||
players on MAP30. When this option is set to NO, only Boss Spawners can
|
||||
telefrag, and they can do this on all levels, not just MAP30.
|
||||
|
||||
* Some objects never hang over tall ledges
|
||||
|
||||
When this option is set to YES, most objects in Doom's universe without the
|
||||
DROPOFF mobj flag set (which includes most non-floating objects except for
|
||||
for players and corpses), cannot be pushed over tall ledges, no matter what
|
||||
forces are applied to them, and regardless of whether it's voluntary. When
|
||||
this option is set to NO, non-floating monsters (with the exception of dogs
|
||||
in some cases) cannot voluntarily jump off of tall ledges, but they can be
|
||||
pushed off of tall ledges by outside forces, such as gunfire, conveyors, or
|
||||
wind. Setting this option to NO allows objects to be pushed off ledges by
|
||||
outside forces.
|
||||
|
||||
* Objects don't fall under their own weight
|
||||
|
||||
When this option is set to YES, non-sentient objects that fall under gravity
|
||||
stay seated at the highest height among all floors they contact. When this
|
||||
option is set to NO, non-sentient objects that fall under gravity will tend
|
||||
to fall off of ledges if their center of mass is off of it, as if by torque,
|
||||
and will roll down stairs and ledges.
|
||||
|
||||
* Monsters randomly walk off of moving lifts
|
||||
|
||||
When this option is set to YES, monsters pay no special attention to lifts,
|
||||
and may randomly walk on or off of them at any time. When this option is
|
||||
set to NO, monsters stay on lifts if their targets are on them. This allows
|
||||
monsters to more intelligently follow their targets on lifts, instead of
|
||||
randomly leaving them behind. (This option might seem to go better with the
|
||||
Enemies setup screen than Doom compatibility, but I consider this option a
|
||||
nit, and I would probably never set it to YES myself. Lee)
|
||||
|
||||
* Monsters get stuck on doortracks
|
||||
|
||||
When this option is set to YES, monsters can get stuck trying to move at a
|
||||
doortrack, just as in Doom. When this option is set to NO, monsters are able
|
||||
to break free of doortracks, and their motions behave as though nothing
|
||||
special had happened.
|
||||
|
||||
* Monsters don't give up pursuit of targets
|
||||
|
||||
When this option is set to YES, monsters do not give up pursuit of targets
|
||||
in favor of closer targets, simply because their current targets have gone
|
||||
out of sight (unless the target is a player and this is a multiplayer game).
|
||||
When this option is set to NO, monsters will choose a visible target if their
|
||||
current target is out of view. However, if they cannot immediately see a
|
||||
closer target, they will always continue to pursue their original target.
|
||||
|
||||
* Arch-Vile resurrects invincible ghosts
|
||||
|
||||
When this option is set to YES, Arch-Viles are able to create nearly
|
||||
invincible ghost monsters if they resurrect what's left of one under a
|
||||
crusher or a door. When this option is set to NO, all resurrections will
|
||||
be performed correctly and will avoid creating no-clipping monsters.
|
||||
|
||||
* Pain Elemental limited to 20 lost souls
|
||||
|
||||
When this option is set to YES, Pain Elementals will stop spawning Lost
|
||||
Souls when there are 20 or more already in the level.
|
||||
|
||||
* Lost souls get stuck behind walls
|
||||
|
||||
When this option is set to YES, Lost Souls will be allowed to sometimes
|
||||
get trapped behind walls. When this option is set to NO, special measures
|
||||
are taken to make sure Lost Souls are not stuck behind walls.
|
||||
|
||||
* Blazing doors make double closing sounds
|
||||
|
||||
When this option is set to YES, blazing doors make a sound twice during
|
||||
closing. When this option is set to NO, blazing doors make only one such
|
||||
sound during closing.
|
||||
|
||||
* Tagged doors don't trigger special lighting
|
||||
|
||||
When this option is set to YES, DR door linedefs with non-zero tags do not
|
||||
create any special lighting effects. When this option is set to NO, a Boom
|
||||
lighting effect is enabled, in which opening and closing DR door linedefs
|
||||
with non-zero tags, causes all tagged sectors' lighting to increase as the
|
||||
door opens, and to decrease when it closes.
|
||||
|
||||
* God mode isn't absolute
|
||||
|
||||
When this option is set to YES, the iddqd cheat does not stop telefragging
|
||||
or "Down to 11%" exit sectors from hurting the player. When this option is
|
||||
set to NO, God mode is absolute, and protects the player from all harm.
|
||||
|
||||
* Powerup cheats are not infinite duration
|
||||
|
||||
When this option is set to YES, idbehold* powerup cheats behave as they do
|
||||
in Doom, wearing off in time (except idbeholda, idbeholds). When this option
|
||||
is set to NO, the cheats are infinite-duration and must be used again to
|
||||
toggle them off.
|
||||
|
||||
* Zombie players can exit levels
|
||||
|
||||
When this option is set to YES, zombie players can exit levels. (Zombie
|
||||
players are players with 0% health, but who are allowed to still play the
|
||||
game because a "voodoo doll", or extra player start, keeps them alive.) When
|
||||
a zombie player exits a level, they are unable to play the game anymore. When
|
||||
this option is set to NO, zombie players are prevented from exiting levels
|
||||
(except exits triggered by boss deaths, which are impractical to stop and
|
||||
which end the level anyway).
|
||||
|
||||
* Sky is unaffected by invulnerability
|
||||
|
||||
When this option is set to YES, sky textures are always drawn using the
|
||||
fullbright colormap, and are immune from the white invulnerability colormap.
|
||||
When this option is set to NO, sky textures will use a fixed colormap such
|
||||
as invulnerability when it's active, but otherwise use fullbright.
|
||||
|
||||
* Use exactly Doom's stairbuilding method
|
||||
|
||||
When this option is set to YES, stairs will be built using exactly Doom's
|
||||
method. When this option is set to NO, Boom's method, which to some is more
|
||||
intuitive, is used.
|
||||
|
||||
* Use exactly Doom's floor motion behavior
|
||||
|
||||
When this option is set to YES, floor motion clipping will be performed just
|
||||
as in Doom, with respect to target heights and objects coming in contact
|
||||
with the moving floors. When this option is set to NO, floor motion will use
|
||||
Boom's method, which is simpler to understand, uses a faster algorithm, and
|
||||
usually makes more sense.
|
||||
|
||||
* Use exactly Doom's linedef trigger model
|
||||
|
||||
This is a very obscure catch-all option, and should only need to be set to
|
||||
YES in the most unusual cases. When this option is set to YES, linedef and
|
||||
sector properties will be treated as in Doom with respect to the triggering
|
||||
of Doom linedef effects. The order in which linedefs are processed, whether
|
||||
a linedef is really "two-sided", and whether to use a true maximum/minimum
|
||||
sector or texture height instead of an arbitrary formula that's usually the
|
||||
maximum/minimum height, but sometimes isn't, are all governed by this flag.
|
||||
When this option is set to NO, Boom's method, which is more consistent and
|
||||
easy to understand, is used.
|
||||
|
||||
* Linedef effects work with sector tag = 0
|
||||
|
||||
When this option is set to YES, linedefs which activate sectors sharing the
|
||||
same sector tag work for all tags, including 0. When this option is set to
|
||||
NO, these linedefs are ignored when sector tag = 0, which sometimes self-
|
||||
corrects wad author's mistakes.
|
||||
|
||||
* Use Doom's main menu ordering
|
||||
|
||||
When this option is set to YES, Doom's main menu ordering is preserved, which
|
||||
reads New Game / Options / Load Game / Save Game / [Read This!] / Quit Game.
|
||||
When this option is set to NO, a different ordering is used: New Game /
|
||||
Load Game / Save Game / Options / [Read This!] / Quit Game.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
4. Enemies Options
|
||||
|
||||
The Enemies setup screen deals with enemy bot behavior.
|
||||
|
||||
* Monster infighting when provoked
|
||||
|
||||
When this option is set to YES, monsters will fight their own kind to the
|
||||
death if provoked, just as in Doom. When this option is set to NO, monsters
|
||||
stay more focused on their real enemies, and so it is harder for a player to
|
||||
trick them into infighting.
|
||||
|
||||
* Remember previous enemy
|
||||
|
||||
When this option is set to YES, monsters remember past enemies, and are able
|
||||
to return to them after becoming distracted on a new target. When this option
|
||||
is set to NO, monsters must be able to see a new target immediately after
|
||||
killing their current target, or they will fall asleep (this often happened
|
||||
in Doom -- if a player was able to start infighting, they were often able to
|
||||
put a monster to sleep by staying out of its view while it finished off the
|
||||
other monster).
|
||||
|
||||
* Monster backing out
|
||||
|
||||
When this option is set to YES, monsters are able to back away from enemies
|
||||
sometimes. (However, as of this writing, they only do so when it leads to an
|
||||
"offensive" advantage over their opponent -- it is never used for retreating
|
||||
from danger.) When this option is set to NO, monsters are not allowed to
|
||||
back out.
|
||||
|
||||
* Climb Steep Stairs
|
||||
|
||||
When this option is set to YES, monsters may climb stairs just like players
|
||||
can, as long as they don't move up more than 24 units. When this option is
|
||||
set to NO, Doom clipping logic is used, which prevents monsters from walking
|
||||
up steps that cause too big of a dropoff across its entire body (hence the
|
||||
dependence on the monster's radius). Setting this option to YES also allows
|
||||
monsters to more easily recover from hanging off tall ledges if they are
|
||||
pushed off partway by gunfire or other forces.
|
||||
|
||||
* Intelligently avoid hazards
|
||||
|
||||
When this option is set to YES, monsters intelligently avoid hazards such as
|
||||
crushing ceilings. When this option is set to NO, monsters are unintelligent
|
||||
when it comes to avoiding hazards.
|
||||
|
||||
* Affected by friction
|
||||
|
||||
When this option is set to YES, monsters are affected by friction (ice,
|
||||
sludge), similar to how the player is affected. When this option is set to
|
||||
NO, monsters are immune from any friction-modifying influences such as ice
|
||||
or sludge (as in Boom).
|
||||
|
||||
* Rescue dying friends
|
||||
|
||||
When this option is set to YES, monsters will attempt to rescue friends
|
||||
within their line of sight who are under attack and who are dying. When
|
||||
this option is set to NO, everyone is on their own.
|
||||
|
||||
* Number of single-player helper dogs
|
||||
|
||||
This option allows anywhere from 0 to 3 player starts to be filled with
|
||||
friendly dogs in single-player games. These might be considered co-op bots,
|
||||
although they cannot pick up items or operate keyed doors or the like.
|
||||
|
||||
* Distance friends stay away
|
||||
|
||||
This option sets a "comfort distance", which is the distance friends of the
|
||||
player try to stay away from the player, to avoid getting in your feet. Under
|
||||
reasonable circumstances, such as on a crowded lift, or if the friend is
|
||||
attacking an enemy that's close by, this distance constraint will sometimes
|
||||
be violated.
|
||||
|
||||
* Allow dogs to jump down
|
||||
|
||||
If this option is set to YES, dogs will jump down from taller ledges towards
|
||||
their owner. If this option is set to NO, dogs cannot jump down from ledges
|
||||
taller than 24 (unless deh-modified, perhaps).
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
Lee Killough Last Updated 12/21/1998
|
132
docs/winmbf02.txt
Normal file
132
docs/winmbf02.txt
Normal file
@ -0,0 +1,132 @@
|
||||
===============================================================================
|
||||
Title : WinMBF v2.03 Build 2
|
||||
Filename : winmbf02.zip
|
||||
Author : Team Eternity
|
||||
Email Address : haleyjd@hotmail.com
|
||||
Release History : 01/19/05 -- v2.03 Build 2
|
||||
08/10/04 -- v2.03 Build 1 (Original release)
|
||||
|
||||
Programmers : James Haley
|
||||
Steven McGranahan
|
||||
Lee Killough (MBF)
|
||||
|
||||
Artist : Len Pitre
|
||||
|
||||
Play Testers : Ky (Rez) Moffet
|
||||
Len Pitre
|
||||
James Haley
|
||||
|
||||
Canine Consulting : Longplain Kennels
|
||||
|
||||
Additional Credit : id Software
|
||||
TeamTNT
|
||||
PrBoom Team
|
||||
|
||||
Special Thanks To : John Romero
|
||||
Joel Murdoch
|
||||
|
||||
|
||||
* Description *
|
||||
|
||||
This is the first, highly-requested port of the pure MBF source to Win32. It
|
||||
uses system code from the Eternity Engine (http://doomworld.com/eternity) and
|
||||
is therefore supported by the SDL library.
|
||||
|
||||
What's New:
|
||||
You can now select Nightmare mode from the main menu without crashing the game.
|
||||
|
||||
|
||||
* Copyright / Permissions *
|
||||
|
||||
Please see the file COPYING to read the license for this program and its source
|
||||
code. It is covered under the terms of the GNU GPL, and no warranties are given
|
||||
for this software.
|
||||
|
||||
|
||||
* Misc. Information *
|
||||
|
||||
This is unsupported software and will not be actively maintained. Expect a few
|
||||
possible updates in the future, but they will not be frequent. Please do not
|
||||
request any known MBF bugs in this port to be fixed, and do not submit feature
|
||||
requests. If you want bug fixes and new features, please consider using the
|
||||
Eternity Engine instead.
|
||||
|
||||
That said, please feel free to use this port as a bed for Eternity Engine
|
||||
regression testing. If behaviors differ between Eternity and WinMBF in ways
|
||||
that you suspect are due to an error in Eternity, please contact us (you can
|
||||
find Quasar's email address at the page mentioned above).
|
||||
|
||||
Do not under any circumstances attempt to contact Lee Killough about this
|
||||
version of MBF; he was not involved in its creation and will not provide any
|
||||
support for it. Please do thank him for the wonderful gift that MBF was,
|
||||
though :)
|
||||
|
||||
|
||||
* Changes from MBF *
|
||||
|
||||
New Command-line Options:
|
||||
|
||||
* -heapsize: Specify a size between 8 and 255 MB; MBF will attempt to allocate
|
||||
this amount of memory. The default heap size is 8 MB. The upper limit of
|
||||
255 MB is a Windows limitation.
|
||||
|
||||
* -fullscreen: Enables fullscreen video mode support. This cannot currently be
|
||||
toggled while the program is running.
|
||||
|
||||
|
||||
New Configuration Options:
|
||||
|
||||
* The joystick can be configured via the config file. You can specify the
|
||||
device number (the first joystick on your system should be number 0), and
|
||||
provide sensitivity values for either axis.
|
||||
|
||||
* Wait at exit: toggle this on or off to give time for you to read any error
|
||||
messages that may appear in WinMBF's console window. Default is on.
|
||||
|
||||
* Force flip pan: you can force reversal of the stereo audio channels if they
|
||||
are backwards on your machine.
|
||||
|
||||
|
||||
Bug Fixes/Code Changes:
|
||||
|
||||
* Massive portability adjustments. All GNU C extensions macroized or removed.
|
||||
Visual C++ support, some warnings fixed (most not).
|
||||
|
||||
* DOS code removed. This build is for SDL platforms only, and has only been
|
||||
built under Windows. Use the original source or binaries if you need DOS
|
||||
support.
|
||||
|
||||
* DeHackEd support will not cause a crash by trying to close a NULL file
|
||||
pointer (applies under Windows only).
|
||||
|
||||
* Files will be written to the current working directory, not the root
|
||||
directory, if the program is not started by the operating system with a full
|
||||
path name (affects Windows XP).
|
||||
|
||||
* M_InitExtendedHelp no longer writes into a string constant.
|
||||
|
||||
* M_Drawer no longer writes into a string constant. Fixes crash when trying to
|
||||
play in Nightmare mode, among other possible errors.
|
||||
|
||||
|
||||
Known Problems:
|
||||
|
||||
* No netcode yet. Should be much easier to put in than it will be for Eternity.
|
||||
|
||||
* Spectre fuzz is still wrong. The MBF source online doesn't have this fixed,
|
||||
so it's not fixed here either. I'll probably repair this in a future build.
|
||||
|
||||
* Writing out the internal resources to a wad file is currently disabled. This
|
||||
code uses the poorly supported open function and needs to be changed to use
|
||||
the ANSI stdio functions.
|
||||
|
||||
* Stability issues. Program has crashed with no error message, so expect some
|
||||
problems. Save your game often. These are probably BOOM/MBF bugs and not
|
||||
issues introduced during porting.
|
||||
|
||||
* Print Screen key doesn't work for screenshots under Windows. You can change
|
||||
this to another key code (they use ASCII codes) in the config file, or you
|
||||
can use -devparm to enable screenshots using the F1 key. Numpad * key is
|
||||
also currently disabled -- this may be fixed in a future build.
|
||||
|
||||
|
135
docs/winmbf02s.txt
Normal file
135
docs/winmbf02s.txt
Normal file
@ -0,0 +1,135 @@
|
||||
===============================================================================
|
||||
Title : WinMBF v2.03 Build 2
|
||||
Filename : winmbf02s.zip
|
||||
Author : Team Eternity
|
||||
Email Address : haleyjd@hotmail.com
|
||||
Release History : 01/19/05 -- v2.03 Build 2
|
||||
08/10/04 -- v2.03 Build 1 (Original release)
|
||||
|
||||
Programmers : James Haley
|
||||
Steven McGranahan
|
||||
Lee Killough (MBF)
|
||||
|
||||
Artist : Len Pitre
|
||||
|
||||
Play Testers : Ky (Rez) Moffet
|
||||
Len Pitre
|
||||
James Haley
|
||||
|
||||
Canine Consulting : Longplain Kennels
|
||||
|
||||
Additional Credit : id Software
|
||||
TeamTNT
|
||||
PrBoom Team
|
||||
|
||||
Special Thanks To : John Romero
|
||||
Joel Murdoch
|
||||
|
||||
|
||||
* Description *
|
||||
|
||||
This is the first, highly-requested port of the pure MBF source to Win32. It
|
||||
uses system code from the Eternity Engine (http://doomworld.com/eternity) and
|
||||
is therefore supported by the SDL library.
|
||||
|
||||
NOTE: This is the source distribution archive. To run the resulting executable,
|
||||
you will also need the binary distribution in winmbf02.zip. You will need
|
||||
Visual C++ 6.0 or later to use the project files included with this source
|
||||
code, although it should be possible to port the source to other SDL platforms
|
||||
with minimal effort. SDL 1.2.7 and SDL_mixer 1.2.5 or later are required.
|
||||
|
||||
|
||||
* Copyright / Permissions *
|
||||
|
||||
Please see the file COPYING to read the license for this program and its source
|
||||
code. It is covered under the terms of the GNU GPL, and no warranties are given
|
||||
for this software.
|
||||
|
||||
|
||||
* Misc. Information *
|
||||
|
||||
This is unsupported software and will not be actively maintained. Expect a few
|
||||
possible updates in the future, but they will not be frequent. Please do not
|
||||
request any known MBF bugs in this port to be fixed, and do not submit feature
|
||||
requests. If you want bug fixes and new features, please consider using the
|
||||
Eternity Engine instead.
|
||||
|
||||
That said, please feel free to use this port as a bed for Eternity Engine
|
||||
regression testing. If behaviors differ between Eternity and WinMBF in ways
|
||||
that you suspect are due to an error in Eternity, please contact us (you can
|
||||
find Quasar's email address at the page mentioned above).
|
||||
|
||||
Do not under any circumstances attempt to contact Lee Killough about this
|
||||
version of MBF; he was not involved in its creation and will not provide any
|
||||
support for it. Please do thank him for the wonderful gift that MBF was,
|
||||
though :)
|
||||
|
||||
|
||||
* Changes from MBF *
|
||||
|
||||
New Command-line Options:
|
||||
|
||||
* -heapsize: Specify a size between 8 and 255 MB; MBF will attempt to allocate
|
||||
this amount of memory. The default heap size is 8 MB. The upper limit of
|
||||
255 MB is a Windows limitation.
|
||||
|
||||
* -fullscreen: Enables fullscreen video mode support. This cannot currently be
|
||||
toggled while the program is running.
|
||||
|
||||
|
||||
New Configuration Options:
|
||||
|
||||
* The joystick can be configured via the config file. You can specify the
|
||||
device number (the first joystick on your system should be number 0), and
|
||||
provide sensitivity values for either axis.
|
||||
|
||||
* Wait at exit: toggle this on or off to give time for you to read any error
|
||||
messages that may appear in WinMBF's console window. Default is on.
|
||||
|
||||
* Force flip pan: you can force reversal of the stereo audio channels if they
|
||||
are backwards on your machine.
|
||||
|
||||
|
||||
Bug Fixes/Code Changes:
|
||||
|
||||
* Massive portability adjustments. All GNU C extensions macroized or removed.
|
||||
Visual C++ support, some warnings fixed (most not).
|
||||
|
||||
* DOS code removed. This build is for SDL platforms only, and has only been
|
||||
built under Windows. Use the original source or binaries if you need DOS
|
||||
support.
|
||||
|
||||
* DeHackEd support will not cause a crash by trying to close a NULL file
|
||||
pointer (applies under Windows only).
|
||||
|
||||
* Files will be written to the current working directory, not the root
|
||||
directory, if the program is not started by the operating system with a full
|
||||
path name (affects Windows XP).
|
||||
|
||||
* M_InitExtendedHelp no longer writes into a string constant.
|
||||
|
||||
* M_Drawer no longer writes into a string constant. Fixes crash when trying to
|
||||
play in Nightmare mode, among other possible error
|
||||
|
||||
|
||||
Known Problems:
|
||||
|
||||
* No netcode yet. Should be much easier to put in than it will be for Eternity.
|
||||
|
||||
* Spectre fuzz is still wrong. The MBF source online doesn't have this fixed,
|
||||
so it's not fixed here either. I'll probably repair this in a future build.
|
||||
|
||||
* Writing out the internal resources to a wad file is currently disabled. This
|
||||
code uses the poorly supported open function and needs to be changed to use
|
||||
the ANSI stdio functions.
|
||||
|
||||
* Stability issues. Program has crashed with no error message, so expect some
|
||||
problems. Save your game often. These are probably BOOM/MBF bugs and not
|
||||
issues introduced during porting.
|
||||
|
||||
* Print Screen key doesn't work for screenshots under Windows. You can change
|
||||
this to another key code (they use ASCII codes) in the config file, or you
|
||||
can use -devparm to enable screenshots using the F1 key. Numpad * key is
|
||||
also currently disabled -- this may be fixed in a future build.
|
||||
|
||||
|
20
examples/Makefile.am
Normal file
20
examples/Makefile.am
Normal file
@ -0,0 +1,20 @@
|
||||
exampledir = $(docdir)/examples
|
||||
|
||||
dist_example_DATA = \
|
||||
battle.wad \
|
||||
dogfly.deh \
|
||||
donut.txt \
|
||||
donut.wad \
|
||||
fireplas.deh \
|
||||
fly.deh \
|
||||
friend.deh \
|
||||
grenade.deh \
|
||||
hockey.wad \
|
||||
mbfedit.txt \
|
||||
mbfedit.wad \
|
||||
mine.deh \
|
||||
mushroom.deh \
|
||||
playbud.deh \
|
||||
possbud.deh \
|
||||
sky.wad \
|
||||
touchy.deh
|
BIN
examples/battle.wad
Normal file
BIN
examples/battle.wad
Normal file
Binary file not shown.
6
examples/dogfly.deh
Normal file
6
examples/dogfly.deh
Normal file
@ -0,0 +1,6 @@
|
||||
# Makes dogs "fly" under gravity, in effect jumping.
|
||||
# By Lee Killough
|
||||
|
||||
Thing 140
|
||||
Bits = BOUNCES | SOLID | SHOOTABLE | FLOAT | COUNTKILL
|
||||
Mass = 100
|
46
examples/donut.txt
Normal file
46
examples/donut.txt
Normal file
@ -0,0 +1,46 @@
|
||||
==========================================================================
|
||||
Title : Donut Demo for Marine's Best Friend
|
||||
Filename : DONUT.WAD
|
||||
Author : Ky "Rez" Moffet
|
||||
Email Address : rez@eqcity.ktb.net
|
||||
Misc. Author Info : 43-year old DOOM fanatic who can't tell
|
||||
which end of a WAD editor is up
|
||||
|
||||
Description : Watch the corpses ride the donuts!
|
||||
|
||||
===========================================================================
|
||||
Additional Credits to : Khoi Pham, who could not find a way to make
|
||||
a stone roll downhill ... will making a
|
||||
corpse roll downhill do instead? :)
|
||||
===========================================================================
|
||||
|
||||
* Play Information *
|
||||
|
||||
Game : DOOM II
|
||||
Requires : Marine's Best Friend
|
||||
(modified DOOM engine by Lee Killough)
|
||||
|
||||
Episode and Level # : level 1
|
||||
Single Player : As a feature demo level only
|
||||
Cooperative 2-4 Player : Not hardly
|
||||
Deathmatch 2-4 Player : Only if you like it really cramped
|
||||
Difficulty Settings : If it's too hard, remove half the imps
|
||||
|
||||
New Sounds : NO
|
||||
New Graphics : NO
|
||||
New Music : NO
|
||||
Demos Replaced : NO
|
||||
|
||||
* Construction *
|
||||
|
||||
Base : INDYJONE.WAD by Khoi Pham
|
||||
Time : 30 minutes
|
||||
Editor(s) used : DCK 2.2f, BSP 2.3x
|
||||
Known Bugs : No way to escape!
|
||||
|
||||
|
||||
* Copyright / Permissions *
|
||||
|
||||
You can do whatever you want with this wad, tho I don't recommend
|
||||
eating it.
|
||||
|
BIN
examples/donut.wad
Normal file
BIN
examples/donut.wad
Normal file
Binary file not shown.
13
examples/fireplas.deh
Normal file
13
examples/fireplas.deh
Normal file
@ -0,0 +1,13 @@
|
||||
Patch File for DeHackEd v3.0
|
||||
|
||||
# Note: Use the pound sign ('#') to start comment lines.
|
||||
|
||||
Doom version = 21
|
||||
Patch format = 6
|
||||
|
||||
|
||||
Pointer 415 (Frame 738)
|
||||
Codep Frame = 648
|
||||
|
||||
Pointer 417 (Frame 740)
|
||||
Codep Frame = 648
|
8
examples/fly.deh
Normal file
8
examples/fly.deh
Normal file
@ -0,0 +1,8 @@
|
||||
Patch File for DeHackEd v3.0
|
||||
Doom version = 19
|
||||
Patch format = 6
|
||||
|
||||
# to make the player fly :)
|
||||
|
||||
Thing 01
|
||||
Bits = BOUNCES | FRIEND | NOTDMATCH | DROPOFF | PICKUP | SOLID | SHOOTABLE
|
18
examples/friend.deh
Normal file
18
examples/friend.deh
Normal file
@ -0,0 +1,18 @@
|
||||
Patch File for DeHackEd v3.0
|
||||
Doom version = 19
|
||||
Patch format = 6
|
||||
|
||||
# Make a monster friendly
|
||||
#
|
||||
# 2 = Trooper, 3 = Sergeant, 4 = Arch-Vile, 6 = Revenant, 9 = Mancubus
|
||||
# 11 = Commando, 12 = Imp, 13 = Demon, 14 = Spectre, 15 = Cacodemon,
|
||||
# 16 = Baron, 18 = Hell Knight, 19 = Lost Soul, 20 = Spider Mastermind,
|
||||
# 21 = Arachnotron, 22 = Cyberdemon, 23 = Pain Elemental, 24 = SS Soldier,
|
||||
# 25 = Keen, 27 = Boss Brain Spawner, 140 = Dog
|
||||
|
||||
Thing 4
|
||||
Bits = FRIEND | COUNTKILL | SHOOTABLE | SOLID
|
||||
|
||||
Thing 23
|
||||
Bits = FRIEND | COUNTKILL | SHOOTABLE | SOLID | DROPOFF | FLOAT | NOGRAVITY
|
||||
|
18
examples/grenade.deh
Normal file
18
examples/grenade.deh
Normal file
@ -0,0 +1,18 @@
|
||||
# Turn a rocket launcher into a grenade launcher
|
||||
# By Lee Killough
|
||||
# Works only with MBF
|
||||
|
||||
Thing 34
|
||||
Bits = BOUNCES | DROPOFF
|
||||
Hit points = 10
|
||||
Initial frame = 968
|
||||
Death frame = 969
|
||||
Missile damage = 128
|
||||
Mass = 200
|
||||
|
||||
# Note: you can use the code pointer in frame 970 (A_Detonate) to explode
|
||||
# based on the thing's actual damage, rather than by a constant amount.
|
||||
|
||||
# Grenade timer delay
|
||||
Frame 968
|
||||
Duration = 135
|
BIN
examples/hockey.wad
Normal file
BIN
examples/hockey.wad
Normal file
Binary file not shown.
87
examples/mbfedit.txt
Normal file
87
examples/mbfedit.txt
Normal file
@ -0,0 +1,87 @@
|
||||
=============================================================================
|
||||
Title : MBFEdit
|
||||
Author : Len Pitre
|
||||
Email Address : I_am_the_archon@hotmail.com
|
||||
Description : As Boomedit was for Boom, MBFedit shall be for MBF.
|
||||
: And it was good, and the people were happy.
|
||||
Special Thanks to : Lee and Rez for their suggestions, it wouldn't be
|
||||
: half the WAD it currently is without their input.
|
||||
Additional Credits to : Rogue and Raven for not suing over the Strife and
|
||||
Hexen stuff I stole.
|
||||
: Rez for beta testing this mess.:)
|
||||
: Lee Killough for the MBF engine.
|
||||
: TeamTNT for the Boom engine.
|
||||
: Id Software for the Doom engine.
|
||||
: End of the line.:)
|
||||
Command line : MBF -file mbfedit! or something similar.
|
||||
: No other external stuff needed.
|
||||
=============================================================================
|
||||
|
||||
Get freaky! Get freaky! Everybody in the house get freaky!
|
||||
|
||||
== Construction =============================================================
|
||||
Base : New level from scratch
|
||||
Editor(s) used : DCK 3.62, DCK 2.2f, Wintex, Microsoft paint....
|
||||
Build Time : Several hundred repetitions of my music collection.
|
||||
Known Bugs : You think I make bug-ridden WADs? Ha! I mock you!
|
||||
|
||||
== Copyright / Permissions ==================================================
|
||||
Authors MAY use this level as a base to build additional levels, if they
|
||||
send me a nice e-mail or name their firstborn after me.:)
|
||||
|
||||
You MAY distribute this WAD provided you include this file, with no
|
||||
modifications. You MAY distribute this file in any electronic format
|
||||
(BBS, Diskette, CD, etc.) as long as you include this file intact. I also
|
||||
suggest that you let me know about it, or I'll send my goons after you.
|
||||
|
||||
== Where to get this WAD ====================================================
|
||||
Dunno. Probably the same place you got the text file. Look around, it
|
||||
should be real close to MBF.
|
||||
|
||||
== Long Explanation for People Brave Enough to Read this Far ================
|
||||
Okay, finally, a UAC Base not completely taken over by Hellspawn! Just a
|
||||
couple of Imps or Cyberdemons or mutant Commander Keens or something like
|
||||
that, I can't remember. Look around, take a couple of lessons in MBF physics.
|
||||
Read the signs carefully, and when you're done, nip out the back door to
|
||||
finish the level.
|
||||
|
||||
I'll give a short teaser on some of the rooms, in whatever order I feel like:
|
||||
|
||||
Outside: Not really a room, but what the heck. Shows some high-friction nukage
|
||||
and low-friction ice. These are a bit extreme examples of MBF friction, WAD
|
||||
authors might want to use more middle-of-the-road settings.
|
||||
|
||||
Note how the imps - and dogs, if you take them along - have fun trying to walk
|
||||
around, as they're also affected.
|
||||
|
||||
Grenade testing range: See Grenade fly. See Grenade bounce. See how Grenade
|
||||
goes up stairs, over small barricades, and around corners. See Grenade blow
|
||||
up and kill stupid marines who don't stand back. This room will give you a
|
||||
better idea of how to use grenades, should you ever want to use GRENADE.DEH
|
||||
(from EXAMPLES.ZIP) for spicing up regular levels, or for a WAD of yours.
|
||||
|
||||
Physics 101: Hit the switch, watch torque make the dead imp fall from his
|
||||
now unstable perch.
|
||||
|
||||
Physics 201: Hit the switch, and enjoy slightly more advanced uses of torque.
|
||||
No conveyors here, folks.
|
||||
|
||||
Unstable reactor waste: Hit the switch, watch torque make the barrel fall
|
||||
from its now unstable perch. But the torque isn't the big thing here, it's
|
||||
the TOUCHY DeHackEd flag I put on the barrel. Watch and learn.
|
||||
|
||||
Wind tunnel: Not only does friction now effect monsters, but the wind does too.
|
||||
|
||||
Stained Glass storage: A bit of a steal from Boomedit, but with a smoother
|
||||
twist. One side of the door is a fast (blazing) door trigger, one is a normal
|
||||
trigger, so you can see the effect at different speeds. Watch the room's
|
||||
lighting as the door moves.
|
||||
|
||||
Reactor control room: My, my. Doesn't that little valve look harmless, an
|
||||
easy kill.
|
||||
|
||||
Suicide Counseling: No comment. We all need a bit of suspense in our lives.:)
|
||||
|
||||
Len Pitre
|
||||
January 1,1999 A.D.
|
||||
|
BIN
examples/mbfedit.wad
Normal file
BIN
examples/mbfedit.wad
Normal file
Binary file not shown.
9
examples/mine.deh
Normal file
9
examples/mine.deh
Normal file
@ -0,0 +1,9 @@
|
||||
# Turn a rocket launcher into a minelayer
|
||||
# By Lee Killough
|
||||
# Works only with MBF
|
||||
|
||||
Thing 34
|
||||
Bits = BOUNCES | DROPOFF | TOUCHY
|
||||
Death frame = 969
|
||||
Hit points = 10
|
||||
Missile damage = 128
|
21
examples/mushroom.deh
Normal file
21
examples/mushroom.deh
Normal file
@ -0,0 +1,21 @@
|
||||
# Turns explosions into mushroom clouds
|
||||
# By Lee Killough
|
||||
|
||||
Thing 34
|
||||
Missile Damage = 20
|
||||
|
||||
Frame 127
|
||||
Unknown 1 = 0x00000000
|
||||
Unknown 2 = 0x00000000
|
||||
|
||||
Pointer 0 (x 127)
|
||||
Codep frame = 1075
|
||||
|
||||
Frame 969
|
||||
Unknown 1 = 0x00000000
|
||||
Unknown 2 = 0x00000000
|
||||
|
||||
Pointer 0 (x 969)
|
||||
Codep frame = 1075
|
||||
|
||||
|
169
examples/playbud.deh
Normal file
169
examples/playbud.deh
Normal file
@ -0,0 +1,169 @@
|
||||
Patch File for DeHackEd v3.0
|
||||
|
||||
# Note: Use the pound sign ('#') to start comment lines.
|
||||
|
||||
Doom version = 21
|
||||
Patch format = 6
|
||||
|
||||
|
||||
Thing 24 (SS Nazi)
|
||||
Alert sound = 36
|
||||
Death sound = 59
|
||||
Bits = 71303174
|
||||
|
||||
Thing 140 (Doggies)
|
||||
Initial frame = 726
|
||||
First moving frame = 728
|
||||
Alert sound = 36
|
||||
Attack sound = 0
|
||||
Injury frame = 742
|
||||
Pain chance = 170
|
||||
Pain sound = 27
|
||||
Close attack frame = 0
|
||||
Far attack frame = 736
|
||||
Death frame = 744
|
||||
Exploding frame = 749
|
||||
Death sound = 59
|
||||
Width = 1310720
|
||||
Height = 3670016
|
||||
Mass = 100
|
||||
Action sound = 75
|
||||
Bits = 138412038
|
||||
Respawn frame = 758
|
||||
|
||||
Frame 726
|
||||
Sprite number = 28
|
||||
|
||||
Frame 727
|
||||
Sprite number = 28
|
||||
|
||||
Frame 728
|
||||
Sprite number = 28
|
||||
|
||||
Frame 729
|
||||
Sprite number = 28
|
||||
|
||||
Frame 730
|
||||
Sprite number = 28
|
||||
|
||||
Frame 731
|
||||
Sprite number = 28
|
||||
|
||||
Frame 732
|
||||
Sprite number = 28
|
||||
|
||||
Frame 733
|
||||
Sprite number = 28
|
||||
|
||||
Frame 734
|
||||
Sprite number = 28
|
||||
|
||||
Frame 735
|
||||
Sprite number = 28
|
||||
|
||||
Frame 736
|
||||
Sprite number = 28
|
||||
|
||||
Frame 737
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 4
|
||||
|
||||
Frame 738
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 32773
|
||||
|
||||
Frame 739
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 4
|
||||
|
||||
Frame 740
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 32773
|
||||
|
||||
Frame 741
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 4
|
||||
|
||||
Frame 742
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 6
|
||||
|
||||
Frame 743
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 6
|
||||
|
||||
Frame 744
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 7
|
||||
|
||||
Frame 745
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 8
|
||||
|
||||
Frame 746
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 9
|
||||
|
||||
Frame 747
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 10
|
||||
|
||||
Frame 748
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 13
|
||||
|
||||
Frame 749
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 14
|
||||
|
||||
Frame 750
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 15
|
||||
|
||||
Frame 751
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 16
|
||||
|
||||
Frame 752
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 17
|
||||
|
||||
Frame 753
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 18
|
||||
|
||||
Frame 754
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 19
|
||||
|
||||
Frame 755
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 20
|
||||
|
||||
Frame 756
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 21
|
||||
|
||||
Frame 757
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 22
|
||||
|
||||
Frame 758
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 11
|
||||
|
||||
Frame 759
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 10
|
||||
|
||||
Frame 760
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 9
|
||||
|
||||
Frame 761
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 8
|
||||
|
||||
Frame 762
|
||||
Sprite number = 28
|
||||
Sprite subnumber = 7
|
184
examples/possbud.deh
Normal file
184
examples/possbud.deh
Normal file
@ -0,0 +1,184 @@
|
||||
Patch File for DeHackEd v3.0
|
||||
|
||||
# Note: Use the pound sign ('#') to start comment lines.
|
||||
|
||||
Doom version = 21
|
||||
Patch format = 6
|
||||
|
||||
|
||||
Thing 140 (Doggies)
|
||||
Initial frame = 726
|
||||
First moving frame = 728
|
||||
Alert sound = 36
|
||||
Attack sound = 0
|
||||
Injury frame = 742
|
||||
Pain chance = 170
|
||||
Pain sound = 27
|
||||
Close attack frame = 0
|
||||
Far attack frame = 736
|
||||
Death frame = 744
|
||||
Exploding frame = 749
|
||||
Death sound = 59
|
||||
Width = 1310720
|
||||
Height = 3670016
|
||||
Mass = 100
|
||||
Action sound = 75
|
||||
Bits = 71303174
|
||||
Respawn frame = 758
|
||||
|
||||
Thing 24 (SS Nazi)
|
||||
Attack sound = 0
|
||||
Initial frame = 726
|
||||
First moving frame = 728
|
||||
Alert sound = 36
|
||||
Injury frame = 742
|
||||
Pain chance = 170
|
||||
Pain sound = 27
|
||||
Close attack frame = 0
|
||||
Far attack frame = 736
|
||||
Death frame = 744
|
||||
Exploding frame = 749
|
||||
Death sound = 59
|
||||
Width = 1310720
|
||||
Height = 3670016
|
||||
Mass = 100
|
||||
Action sound = 75
|
||||
Respawn frame = 758
|
||||
Bits = 138412038
|
||||
|
||||
Frame 726
|
||||
Sprite number = 29
|
||||
|
||||
Frame 727
|
||||
Sprite number = 29
|
||||
|
||||
Frame 728
|
||||
Sprite number = 29
|
||||
|
||||
Frame 729
|
||||
Sprite number = 29
|
||||
|
||||
Frame 730
|
||||
Sprite number = 29
|
||||
|
||||
Frame 731
|
||||
Sprite number = 29
|
||||
|
||||
Frame 732
|
||||
Sprite number = 29
|
||||
|
||||
Frame 733
|
||||
Sprite number = 29
|
||||
|
||||
Frame 734
|
||||
Sprite number = 29
|
||||
|
||||
Frame 735
|
||||
Sprite number = 29
|
||||
|
||||
Frame 736
|
||||
Sprite number = 29
|
||||
|
||||
Frame 737
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 4
|
||||
|
||||
Frame 738
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 32773
|
||||
|
||||
Frame 739
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 4
|
||||
|
||||
Frame 740
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 32773
|
||||
|
||||
Frame 741
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 4
|
||||
|
||||
Frame 742
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 6
|
||||
|
||||
Frame 743
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 6
|
||||
|
||||
Frame 744
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 7
|
||||
|
||||
Frame 745
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 8
|
||||
|
||||
Frame 746
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 9
|
||||
|
||||
Frame 747
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 10
|
||||
|
||||
Frame 748
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 11
|
||||
|
||||
Frame 749
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 12
|
||||
|
||||
Frame 750
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 13
|
||||
|
||||
Frame 751
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 14
|
||||
|
||||
Frame 752
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 15
|
||||
|
||||
Frame 753
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 16
|
||||
|
||||
Frame 754
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 17
|
||||
|
||||
Frame 755
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 18
|
||||
|
||||
Frame 756
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 19
|
||||
|
||||
Frame 757
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 20
|
||||
|
||||
Frame 758
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 11
|
||||
|
||||
Frame 759
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 10
|
||||
|
||||
Frame 760
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 9
|
||||
|
||||
Frame 761
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 8
|
||||
|
||||
Frame 762
|
||||
Sprite number = 29
|
||||
Sprite subnumber = 7
|
BIN
examples/sky.wad
Normal file
BIN
examples/sky.wad
Normal file
Binary file not shown.
16
examples/touchy.deh
Normal file
16
examples/touchy.deh
Normal file
@ -0,0 +1,16 @@
|
||||
# Example of TOUCHY mobj flag
|
||||
#
|
||||
# Makes Pain Elementals die when touched by
|
||||
# anyone except themselves or their offspring
|
||||
#
|
||||
# By Lee Killough
|
||||
# Only works with MBF
|
||||
#
|
||||
# 2 = Trooper, 3 = Sergeant, 4 = Arch-Vile, 6 = Revenant, 9 = Mancubus
|
||||
# 11 = Commando, 12 = Imp, 13 = Demon, 14 = Spectre, 15 = Cacodemon,
|
||||
# 16 = Baron, 18 = Hell Knight, 19 = Lost Soul, 20 = Spider Mastermind,
|
||||
# 21 = Arachnotron, 22 = Cyberdemon, 23 = Pain Elemental, 24 = SS Soldier,
|
||||
# 25 = Keen, 27 = Boss Brain Spawner, 140 = Dog
|
||||
|
||||
Thing 23
|
||||
Bits = COUNTKILL | SHOOTABLE | SOLID | DROPOFF | FLOAT | NOGRAVITY | TOUCHY
|
6
toolsrc/Makefile.am
Normal file
6
toolsrc/Makefile.am
Normal file
@ -0,0 +1,6 @@
|
||||
EXTRA_DIST = \
|
||||
bin2c.c \
|
||||
bmp2c.c \
|
||||
defswani.dat \
|
||||
fakedate.asm \
|
||||
swantbls.c
|
34
toolsrc/bin2c.c
Normal file
34
toolsrc/bin2c.c
Normal file
@ -0,0 +1,34 @@
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
int main(int argc,char **argv)
|
||||
{
|
||||
char buf[256],s[100];
|
||||
int c;
|
||||
FILE *fp;
|
||||
if (argc!=2)
|
||||
{
|
||||
fprintf(stderr,"Usage: %s file\n",*argv);
|
||||
return 1;
|
||||
}
|
||||
if (!(fp = fopen(argv[1],"rb")))
|
||||
{
|
||||
fputs("Cannot open ",stderr);
|
||||
perror(argv[1]);
|
||||
return 1;
|
||||
}
|
||||
puts("static unsigned char data[] = {");
|
||||
strcpy(buf," ");
|
||||
while ((c=getc(fp))!=EOF)
|
||||
{
|
||||
sprintf(s,"%u,",(unsigned char) c);
|
||||
if (strlen(s)+strlen(buf) >= 80)
|
||||
puts(buf), strcpy(buf," ");
|
||||
strcat(buf,s);
|
||||
}
|
||||
if (*buf)
|
||||
strcat(buf,"\n");
|
||||
printf("%s};\n",buf);
|
||||
return 0;
|
||||
}
|
289
toolsrc/bmp2c.c
Normal file
289
toolsrc/bmp2c.c
Normal file
@ -0,0 +1,289 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <malloc.h>
|
||||
|
||||
#define XPARENT (0xf7) /* palette index representing transparent in BMP */
|
||||
|
||||
typedef struct stPicData
|
||||
{
|
||||
short pwid;
|
||||
short phgt;
|
||||
short pxoff;
|
||||
short pyoff;
|
||||
|
||||
long *coloffs;
|
||||
unsigned char *posts;
|
||||
long postlen;
|
||||
} PicData;
|
||||
|
||||
#define BI_RGB 0L
|
||||
#define BI_RLE8 1L
|
||||
#define BI_RLE4 2L
|
||||
|
||||
typedef unsigned short UINT;
|
||||
typedef unsigned short WORD;
|
||||
typedef unsigned long DWORD;
|
||||
typedef long LONG;
|
||||
typedef unsigned char BYTE;
|
||||
typedef unsigned char UBYTE;
|
||||
|
||||
typedef struct tagBITMAPFILEHEADER
|
||||
{
|
||||
UINT bfType; // 2
|
||||
DWORD bfSize; // 4
|
||||
UINT bfReserved1; // 2
|
||||
UINT bfReserved2; // 2
|
||||
DWORD bfOffBits; // 4
|
||||
} __attribute__ ((packed)) BITMAPFILEHEADER; // 14
|
||||
|
||||
typedef struct tagBITMAPINFOHEADER
|
||||
{
|
||||
DWORD biSize; // 4
|
||||
LONG biWidth; // 4
|
||||
LONG biHeight; // 4
|
||||
WORD biPlanes; // 2
|
||||
WORD biBitCount; // 2
|
||||
DWORD biCompression; // 4
|
||||
DWORD biSizeImage; // 4
|
||||
LONG biXPelsPerMeter; // 4
|
||||
LONG biYPelsPerMeter; // 4
|
||||
DWORD biClrUsed; // 4
|
||||
DWORD biClrImportant; // 4
|
||||
} __attribute__ ((packed)) BITMAPINFOHEADER; // 40
|
||||
|
||||
typedef struct tagRGBQUAD
|
||||
{
|
||||
UBYTE rgbBlue;
|
||||
UBYTE rgbGreen;
|
||||
UBYTE rgbRed;
|
||||
UBYTE rgbReserved;
|
||||
} __attribute__ ((packed)) RGBQUAD;
|
||||
|
||||
// Convert a rectangular array of numbers to a DOOM format picture
|
||||
// bytes 0-255 represent palette colors as usual, XPARENT is transparency.
|
||||
//
|
||||
// memory is allocated on p->coloffs and p->posts
|
||||
// max: 256k+rwid actual: postlen+4*(1+rwid)
|
||||
|
||||
void ConvertToPicture(BYTE *bytes,int logw,int rwid,int logh,PicData *p,int pf)
|
||||
{
|
||||
int i,j,n;
|
||||
int pixcnt;
|
||||
int postlen;
|
||||
|
||||
p->pwid = rwid;
|
||||
p->phgt = logh;
|
||||
p->pxoff = pf? rwid/2 - 1 : 0;
|
||||
p->pyoff = pf? logh - 5 : 0;
|
||||
|
||||
p->coloffs = (long *)malloc(logw*sizeof(int));
|
||||
p->posts = (unsigned char *)malloc(1024*256*sizeof(unsigned char));
|
||||
|
||||
n=postlen=0;
|
||||
for (j=0;j<rwid;j++) // do each column
|
||||
{
|
||||
p->coloffs[j] = 4*sizeof(short) + p->pwid*sizeof(int) + postlen;
|
||||
pixcnt = 0;
|
||||
for (i=0;i<logh;i++)
|
||||
{
|
||||
if (bytes[logw*i+j]==XPARENT)
|
||||
{
|
||||
if (pixcnt>0)
|
||||
{
|
||||
p->posts[postlen++]=0; // add fill byte at end
|
||||
pixcnt=0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pixcnt==0) // start a post
|
||||
{
|
||||
p->posts[postlen++] = i;
|
||||
n = postlen++;
|
||||
p->posts[n] = 1;
|
||||
p->posts[postlen++] = 0; // add fill byte at start
|
||||
}
|
||||
else p->posts[n]++;
|
||||
|
||||
// add pixel to current post
|
||||
|
||||
p->posts[postlen++] = bytes[logw*i+j];
|
||||
pixcnt++;
|
||||
}
|
||||
}
|
||||
if (pixcnt>0) // terminate last post
|
||||
p->posts[postlen++]=0;
|
||||
p->posts[postlen++]=255; // terminate column
|
||||
}
|
||||
p->posts = (unsigned char *)realloc(p->posts,postlen);
|
||||
p->postlen = postlen;
|
||||
}
|
||||
|
||||
// Reads BMP file
|
||||
// Header is read for real width, and logical height
|
||||
// Logical width is next multiple of 4 greater than or equal to real width
|
||||
// Bitmap is written to short array *out, allocated to fit
|
||||
// *out is allocated and read as logical width by logical height
|
||||
//
|
||||
// memory is allocated on *out
|
||||
// max: logw*logh*sizeof(short)
|
||||
|
||||
void ReadBMP(BYTE **out,int *logw,int *realw,int *logh,char *bmpname)
|
||||
{
|
||||
int i,n;
|
||||
BITMAPFILEHEADER bmfh;
|
||||
BITMAPINFOHEADER bmih;
|
||||
FILE *st;
|
||||
char *buffer=NULL;
|
||||
char *p=NULL;
|
||||
RGBQUAD pal[256];
|
||||
|
||||
*logw = *logh = *realw = 0;
|
||||
st = fopen(bmpname,"rb");
|
||||
if (st!=NULL)
|
||||
{
|
||||
fread(&bmfh.bfType,sizeof(bmfh.bfType),1,st);
|
||||
fread(&bmfh.bfSize,sizeof(bmfh.bfSize),1,st);
|
||||
fread(&bmfh.bfReserved1,sizeof(bmfh.bfReserved1),1,st);
|
||||
fread(&bmfh.bfReserved2,sizeof(bmfh.bfReserved2),1,st);
|
||||
fread(&bmfh.bfOffBits,sizeof(bmfh.bfOffBits),1,st);
|
||||
fread(&bmih.biSize,sizeof(bmih.biSize),1,st);
|
||||
fread(&bmih.biWidth,sizeof(bmih.biWidth),1,st);
|
||||
fread(&bmih.biHeight,sizeof(bmih.biHeight),1,st);
|
||||
fread(&bmih.biPlanes,sizeof(bmih.biPlanes),1,st);
|
||||
fread(&bmih.biBitCount,sizeof(bmih.biBitCount),1,st);
|
||||
fread(&bmih.biCompression,sizeof(bmih.biCompression),1,st);
|
||||
fread(&bmih.biSizeImage,sizeof(bmih.biSizeImage),1,st);
|
||||
fread(&bmih.biXPelsPerMeter,sizeof(bmih.biXPelsPerMeter),1,st);
|
||||
fread(&bmih.biYPelsPerMeter,sizeof(bmih.biYPelsPerMeter),1,st);
|
||||
fread(&bmih.biClrUsed,sizeof(bmih.biClrUsed),1,st);
|
||||
fread(&bmih.biClrImportant,sizeof(bmih.biClrImportant),1,st);
|
||||
fread(pal,sizeof(RGBQUAD),256,st);
|
||||
|
||||
*realw = bmih.biWidth;
|
||||
*logw = 4*((bmih.biWidth+3)/4);
|
||||
*logh = bmih.biHeight;
|
||||
|
||||
n = (*logw)*(*logh);
|
||||
|
||||
buffer = malloc(n);
|
||||
fseek(st,bmfh.bfOffBits,SEEK_SET);
|
||||
fread(buffer,n,1,st);
|
||||
|
||||
*out = (BYTE *)malloc(n);
|
||||
|
||||
for (i=(*logh)-1;i>=0;i--)
|
||||
memmove((*out)+((*logh)-1-i)*(*logw),buffer+(*logw)*i,*logw);
|
||||
fclose(st);
|
||||
free(buffer);
|
||||
}
|
||||
else fprintf(stderr,"ERROR: bitmap file %s not found\n",bmpname);
|
||||
}
|
||||
|
||||
// Read a .BMP file and embed in a wad as a DOOM picture
|
||||
// memory balanced except directory extension
|
||||
|
||||
void WritePic(char *path,FILE *st,int pf)
|
||||
{
|
||||
int n,t;
|
||||
BYTE *out = NULL;
|
||||
int logw=0,logh=0,rwid=0;
|
||||
PicData pic;
|
||||
char name[256],*p;
|
||||
BYTE *q;
|
||||
|
||||
if (path && *path)
|
||||
{
|
||||
ReadBMP(&out,&logw,&rwid,&logh,path); // allocs out
|
||||
if (logw>0)
|
||||
{
|
||||
ConvertToPicture(out,logw,rwid,logh,&pic,pf);
|
||||
|
||||
strcpy(name,path[1]==':'? path+2 : path); // strip drive, if any
|
||||
p = strrchr(name,'\\'); // strip dirs, if any
|
||||
if (p) strcpy(name,p+1);
|
||||
p = strrchr(name,'.'); // strip ext, if any
|
||||
if (p) *p='\0';
|
||||
|
||||
// code to write pic as C data here
|
||||
|
||||
fprintf(st,"static const char %s[]=\n{\n\t",name);
|
||||
|
||||
q = (BYTE *)&pic.pwid;
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,",*q++);
|
||||
fprintf(st,"%3d,\n\t",*q++);
|
||||
|
||||
q = (BYTE *)pic.coloffs;
|
||||
t = pic.pwid*sizeof(long);
|
||||
for (n=0;n<t;n++)
|
||||
{
|
||||
fprintf(st,"%3d,",*q++);
|
||||
if ((n&15)==15)
|
||||
fprintf(st,"\n\t");
|
||||
}
|
||||
|
||||
q = pic.posts;
|
||||
for (;n<pic.postlen+t;n++)
|
||||
{
|
||||
fprintf(st,"%3d,",*q++);
|
||||
if (n==t+pic.postlen-1)
|
||||
fprintf(st,"\n};\n\n");
|
||||
else if ((n&15)==15)
|
||||
fprintf(st,"\n\t");
|
||||
}
|
||||
free(pic.coloffs);
|
||||
free(pic.posts);
|
||||
}
|
||||
else
|
||||
{
|
||||
fprintf(stderr,"ERROR: Can't open file: %s\n",path);
|
||||
return;
|
||||
}
|
||||
free(out);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// write all .BMP files specified as input (possibly wildcarded)
|
||||
// as a collection of C arrays
|
||||
|
||||
int main(int argc,char **argv)
|
||||
{
|
||||
int i;
|
||||
char name[256];
|
||||
FILE *st;
|
||||
int pf;
|
||||
|
||||
if (argc<2)
|
||||
{
|
||||
printf("Usage: BMP2C [/p] name1.bmp...\n");
|
||||
printf("name may contain wildcards\n");
|
||||
printf("/p will insert patch style offsets, else 0\n");
|
||||
exit(1);
|
||||
}
|
||||
st = fopen("cdata.c","w");
|
||||
if (st)
|
||||
{
|
||||
pf = 0;
|
||||
if (argv[1][0] == '-' || argv[1][0]=='/' && tolower(argv[1][1])=='p')
|
||||
pf = 1;
|
||||
|
||||
for (i=1+pf;i<argc;i++)
|
||||
{
|
||||
strcpy(name,argv[i]);
|
||||
WritePic(name,st,pf);
|
||||
}
|
||||
}
|
||||
else
|
||||
fprintf(stderr,"Cannot open CDATA.C for output\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
86
toolsrc/defswani.dat
Normal file
86
toolsrc/defswani.dat
Normal file
@ -0,0 +1,86 @@
|
||||
#
|
||||
# This file is input for SWANTBLS.EXE, it specifies the switchnames
|
||||
# and animated textures and flats usable with BOOM. The output of
|
||||
# SWANTBLS is two lumps, SWITCHES.LMP and ANIMATED.LMP that should
|
||||
# be inserted in the PWAD as lumps.
|
||||
#
|
||||
#switches usable with each IWAD, 1=SW, 2=registered DOOM, 3=DOOM2
|
||||
[SWITCHES]
|
||||
#epi texture1 texture2
|
||||
1 SW1BRCOM SW2BRCOM
|
||||
1 SW1BRN1 SW2BRN1
|
||||
1 SW1BRN2 SW2BRN2
|
||||
1 SW1BRNGN SW2BRNGN
|
||||
1 SW1BROWN SW2BROWN
|
||||
1 SW1COMM SW2COMM
|
||||
1 SW1COMP SW2COMP
|
||||
1 SW1DIRT SW2DIRT
|
||||
1 SW1EXIT SW2EXIT
|
||||
1 SW1GRAY SW2GRAY
|
||||
1 SW1GRAY1 SW2GRAY1
|
||||
1 SW1METAL SW2METAL
|
||||
1 SW1PIPE SW2PIPE
|
||||
1 SW1SLAD SW2SLAD
|
||||
1 SW1STARG SW2STARG
|
||||
1 SW1STON1 SW2STON1
|
||||
1 SW1STON2 SW2STON2
|
||||
1 SW1STONE SW2STONE
|
||||
1 SW1STRTN SW2STRTN
|
||||
|
||||
2 SW1BLUE SW2BLUE
|
||||
2 SW1CMT SW2CMT
|
||||
2 SW1GARG SW2GARG
|
||||
2 SW1GSTON SW2GSTON
|
||||
2 SW1HOT SW2HOT
|
||||
2 SW1LION SW2LION
|
||||
2 SW1SATYR SW2SATYR
|
||||
2 SW1SKIN SW2SKIN
|
||||
2 SW1VINE SW2VINE
|
||||
2 SW1WOOD SW2WOOD
|
||||
|
||||
3 SW1PANEL SW2PANEL
|
||||
3 SW1ROCK SW2ROCK
|
||||
3 SW1MET2 SW2MET2
|
||||
3 SW1WDMET SW2WDMET
|
||||
3 SW1BRIK SW2BRIK
|
||||
3 SW1MOD1 SW2MOD1
|
||||
3 SW1ZIM SW2ZIM
|
||||
3 SW1STON6 SW2STON6
|
||||
3 SW1TEK SW2TEK
|
||||
3 SW1MARB SW2MARB
|
||||
3 SW1SKULL SW2SKULL
|
||||
|
||||
#animated flats, spd is number of frames between changes
|
||||
[FLATS]
|
||||
#spd last first
|
||||
8 NUKAGE3 NUKAGE1
|
||||
8 FWATER4 FWATER1
|
||||
8 SWATER4 SWATER1
|
||||
8 LAVA4 LAVA1
|
||||
8 BLOOD3 BLOOD1
|
||||
|
||||
8 RROCK08 RROCK05
|
||||
8 SLIME04 SLIME01
|
||||
8 SLIME08 SLIME05
|
||||
8 SLIME12 SLIME09
|
||||
|
||||
#animated textures, spd is number of frames between changes
|
||||
[TEXTURES]
|
||||
#spd last first
|
||||
8 BLODGR4 BLODGR1
|
||||
8 SLADRIP3 SLADRIP1
|
||||
|
||||
8 BLODRIP4 BLODRIP1
|
||||
8 FIREWALL FIREWALA
|
||||
8 GSTFONT3 GSTFONT1
|
||||
8 FIRELAVA FIRELAV3
|
||||
8 FIREMAG3 FIREMAG1
|
||||
8 FIREBLU2 FIREBLU1
|
||||
8 ROCKRED3 ROCKRED1
|
||||
|
||||
8 BFALL4 BFALL1
|
||||
8 SFALL4 SFALL1
|
||||
8 WFALL4 WFALL1
|
||||
8 DBRAIN4 DBRAIN1
|
||||
|
||||
|
130
toolsrc/fakedate.asm
Normal file
130
toolsrc/fakedate.asm
Normal file
@ -0,0 +1,130 @@
|
||||
.386
|
||||
NEED segment use16 at 0
|
||||
zero proc far
|
||||
zero endp
|
||||
NEED ends
|
||||
|
||||
cseg segment use16
|
||||
org 100H
|
||||
assume cs:cseg,ds:cseg
|
||||
BEGIN proc near
|
||||
jmp INIT
|
||||
|
||||
setter:
|
||||
cmp ah,2ah
|
||||
jne dosjmp
|
||||
mov cx,1993
|
||||
mov dx,0a0ah
|
||||
iret
|
||||
dosjmp: jmp zero
|
||||
|
||||
INIT:
|
||||
push cs
|
||||
pop ds
|
||||
|
||||
mov ah,9
|
||||
mov dx,offset fakedate
|
||||
int 21h
|
||||
|
||||
mov ax,3521h
|
||||
int 21h
|
||||
|
||||
mov si,80h
|
||||
mov cl,byte ptr [si]
|
||||
lp:
|
||||
dec cl
|
||||
jle load
|
||||
inc si
|
||||
cmp byte ptr [si],20h
|
||||
je lp
|
||||
cmp byte ptr [si],'/'
|
||||
jne load
|
||||
cmp byte ptr [si+1],'u'
|
||||
je ul
|
||||
cmp byte ptr [si+1],'U'
|
||||
jne load
|
||||
ul:
|
||||
call instaled
|
||||
mov dx,offset unist
|
||||
jne sc
|
||||
push bx
|
||||
push es
|
||||
mov dx,word ptr es:[bx+dosjmp-setter+1]
|
||||
mov ds,word ptr es:[bx+dosjmp-setter+3]
|
||||
mov ax,2521h
|
||||
int 21h
|
||||
push cs
|
||||
pop ds
|
||||
mov dx,offset unist
|
||||
mov ah,9
|
||||
int 21h
|
||||
pop ax
|
||||
pop dx
|
||||
push cs
|
||||
pop cx
|
||||
sub dx,offset setter
|
||||
jnc f
|
||||
sub ax,1000h
|
||||
f:
|
||||
sub cx,ax
|
||||
shl cx,4
|
||||
sub cx,dx
|
||||
cmp cx,offset INIT
|
||||
jne noul
|
||||
|
||||
mov ds,ax
|
||||
int 27h
|
||||
|
||||
|
||||
load:
|
||||
call instaled
|
||||
jne notinst
|
||||
mov ah,9
|
||||
mov dx,offset already
|
||||
int 21h
|
||||
mov dx,offset ulinst
|
||||
sc:
|
||||
mov ah,9
|
||||
int 21h
|
||||
noul: int 20h
|
||||
|
||||
notinst:
|
||||
mov word ptr dosjmp+1,bx
|
||||
mov word ptr dosjmp+3,es
|
||||
mov dx,offset setter
|
||||
mov ax,2521h
|
||||
int 21h
|
||||
mov dx,offset inst
|
||||
mov ah,9
|
||||
int 21h
|
||||
mov dx,offset ulinst
|
||||
int 21h
|
||||
mov dx,offset INIT
|
||||
int 27h
|
||||
|
||||
instaled:
|
||||
mov ax,word ptr es:[bx]
|
||||
cmp ax,word ptr cs:[setter]
|
||||
jne no
|
||||
mov ax,word ptr es:[bx+2]
|
||||
cmp ax,word ptr cs:[setter+2]
|
||||
jne no
|
||||
mov ax,word ptr es:[bx+4]
|
||||
cmp ax,word ptr cs:[setter+4]
|
||||
jne no
|
||||
mov ax,word ptr es:[bx+6]
|
||||
cmp ax,word ptr cs:[setter+6]
|
||||
jne no
|
||||
mov ax,word ptr es:[bx+8]
|
||||
cmp ax,word ptr cs:[setter+8]
|
||||
no: ret
|
||||
|
||||
fakedate db 'Doom Press Release Version FakeDate by Lee Killough',0ah,0dh,'$'
|
||||
already db 'FakeDate is already installed.',0ah,0dh,'$'
|
||||
ulinst db 'Type FakeDate /u to uninstall.',0ah,0dh,'$'
|
||||
inst db 'FakeDate installed.',0ah,0dh,'You can now play the Doom Press Release Version.',0ah,0dh,'$'
|
||||
unist db 'FakeDate uninstalled.',0ah,0dh,'$'
|
||||
|
||||
BEGIN endp
|
||||
cseg ends
|
||||
end BEGIN
|
315
toolsrc/swantbls.c
Normal file
315
toolsrc/swantbls.c
Normal file
@ -0,0 +1,315 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
|
||||
// trim spaces off left of string
|
||||
|
||||
void LeftTrim(char *str)
|
||||
{
|
||||
int k,n;
|
||||
|
||||
k = strlen(str);
|
||||
if (k)
|
||||
{
|
||||
n = strspn(str," \t");
|
||||
memmove(str,str+n, k-n+1);
|
||||
}
|
||||
}
|
||||
|
||||
// trim spaces off right of string
|
||||
|
||||
void RightTrim(char *str)
|
||||
{
|
||||
int k,n;
|
||||
|
||||
n = k = strlen(str);
|
||||
if (k)
|
||||
{
|
||||
n--;
|
||||
while (n>=0 && (str[n]==' ' || str[n]=='\t')) n--;
|
||||
str[n+1]='\0';
|
||||
}
|
||||
}
|
||||
|
||||
// trim spaces off both ends of a string
|
||||
|
||||
void Trim(char *str)
|
||||
{
|
||||
RightTrim(str);
|
||||
LeftTrim(str);
|
||||
}
|
||||
|
||||
// If the extension is missing, add the extension ext
|
||||
// If the extension is present, leave it be
|
||||
|
||||
void SupplyExt(char *str,char *ext)
|
||||
{
|
||||
char *p,*q;
|
||||
|
||||
if (!str || !*str)
|
||||
return;
|
||||
|
||||
p = strrchr(str,'\\'); // last backslash
|
||||
q = strrchr(str,'.'); // last period
|
||||
if (p && q && q<p) // if is a backslash, and the . is before it
|
||||
strcat(str,ext); // add an extension, since there is none
|
||||
else if (!q)
|
||||
strcat(str,ext); // if no period, add the extension
|
||||
}
|
||||
|
||||
int main(int argc,char **argv)
|
||||
{
|
||||
char inpname[256],*p,*q,*tok;
|
||||
char secname[256]="";
|
||||
char string1[9],string2[9];
|
||||
char buffer[256];
|
||||
int lineno=0,inum;
|
||||
short num;
|
||||
char true=1,false=0;
|
||||
char zero[9]={0,0,0,0,0,0,0,0,0};
|
||||
FILE *st=NULL,*outst=NULL;
|
||||
|
||||
if (argc<2)
|
||||
{
|
||||
printf("\nUsage: SWANTBL swanfile[.DAT]\n");
|
||||
printf("Creates SWITCHES.LMP and ANIMATED.LMP from text input file\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
strcpy(inpname,argv[1]);
|
||||
SupplyExt(inpname,".DAT");
|
||||
|
||||
st = fopen(inpname,"r");
|
||||
if (st)
|
||||
{
|
||||
while ((p=fgets(buffer,256,st)))
|
||||
{
|
||||
lineno++;
|
||||
Trim(p);
|
||||
if (p[strlen(p)-1]=='\n') p[strlen(p)-1]='\0';
|
||||
if (*p=='[')
|
||||
{
|
||||
q = strchr(p,']');
|
||||
if (!q)
|
||||
{
|
||||
printf("Unclosed section delimiter in line %d, missing ]\n",lineno);
|
||||
fclose(st);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
*q = '\0';
|
||||
strcpy(secname,p+1);
|
||||
if (!stricmp(secname,"SWITCHES"))
|
||||
{
|
||||
outst=fopen("SWITCHES.LMP","wb");
|
||||
}
|
||||
else if (!stricmp(secname,"FLATS"))
|
||||
{
|
||||
;
|
||||
}
|
||||
else if (!stricmp(secname,"TEXTURES"))
|
||||
{
|
||||
;
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Bad or duplicate section header in line %d, use [SWITCHES], [FLATS], or [TEXTURES] once\n",lineno);
|
||||
fclose(st);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
else if (*p=='\n' || *p=='\r' || *p=='#' || *p==';' || *p==0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else if (!isdigit(*p))
|
||||
{
|
||||
printf("Bad syntax, line %d does not begin with a number\n",lineno);
|
||||
exit(1);
|
||||
}
|
||||
else if (!stricmp("SWITCHES",secname))
|
||||
{
|
||||
tok = strtok(p," \t,");
|
||||
if (!tok)
|
||||
{
|
||||
printf("Bad syntax on line %d, missing first token\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
num = inum = atoi(tok);
|
||||
tok = strtok(NULL," \t,");
|
||||
if (!tok)
|
||||
{
|
||||
printf("Bad syntax on line %d, missing second token\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy(string1,tok,9);
|
||||
tok = strtok(NULL," \t,");
|
||||
if (!tok)
|
||||
{
|
||||
printf("Bad syntax on line %d, missing third token\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
else strncpy(string2,tok,9);
|
||||
}
|
||||
}
|
||||
if (!stricmp(secname,"SWITCHES"))
|
||||
{
|
||||
fwrite(string1,9,1,outst);
|
||||
fwrite(string2,9,1,outst);
|
||||
fwrite(&num,2,1,outst);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Error: data at line %d found outside section\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (stricmp("SWITCHES",secname))
|
||||
{
|
||||
fwrite(zero,9,1,outst);
|
||||
fwrite(zero,9,1,outst);
|
||||
fwrite(zero,2,1,outst);
|
||||
}
|
||||
if (outst) fclose(outst);
|
||||
outst=NULL;
|
||||
|
||||
fclose(st);
|
||||
st = fopen(inpname,"r");
|
||||
while (st && (p=fgets(buffer,256,st)))
|
||||
{
|
||||
lineno++;
|
||||
Trim(p);
|
||||
if (p[strlen(p)-1]=='\n') p[strlen(p)-1]='\0';
|
||||
if (*p=='[')
|
||||
{
|
||||
q = strchr(p,']');
|
||||
if (!q)
|
||||
{
|
||||
printf("Unclosed section delimiter in line %d, missing ]\n",lineno);
|
||||
fclose(st);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
*q = '\0';
|
||||
strcpy(secname,p+1);
|
||||
if (!stricmp(secname,"SWITCHES"))
|
||||
{
|
||||
;
|
||||
}
|
||||
else if (!stricmp(secname,"FLATS"))
|
||||
{
|
||||
if (!outst)
|
||||
outst=fopen("ANIMATED.LMP","wb");
|
||||
}
|
||||
else if (!stricmp(secname,"TEXTURES"))
|
||||
{
|
||||
if (!outst)
|
||||
outst=fopen("ANIMATED.LMP","wb");
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Bad or section header in line %d, use [SWITCHES], [FLATS], or [TEXTURES] once\n",lineno);
|
||||
fclose(st);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
else if (*p=='\n' || *p=='\r' || *p=='#' || *p==';' || *p==0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else if (!isdigit(*p))
|
||||
{
|
||||
printf("Bad syntax, line %d does not begin with a number\n",lineno);
|
||||
exit(1);
|
||||
}
|
||||
else if (!stricmp("FLATS",secname) || !stricmp("TEXTURES",secname))
|
||||
{
|
||||
tok = strtok(p," \t,");
|
||||
if (!tok)
|
||||
{
|
||||
printf("Bad syntax on line %d, missing first token\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
num = inum = atoi(tok);
|
||||
tok = strtok(NULL," \t,");
|
||||
if (!tok)
|
||||
{
|
||||
printf("Bad syntax on line %d, missing second token\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy(string1,tok,9);
|
||||
tok = strtok(NULL," \t,");
|
||||
if (!tok)
|
||||
{
|
||||
printf("Bad syntax on line %d, missing third token\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
else strncpy(string2,tok,9);
|
||||
}
|
||||
}
|
||||
if (!stricmp(secname,"FLATS"))
|
||||
{
|
||||
fwrite(&false,1,1,outst);
|
||||
fwrite(string1,9,1,outst);
|
||||
fwrite(string2,9,1,outst);
|
||||
fwrite(&inum,4,1,outst);
|
||||
}
|
||||
else if (!stricmp(secname,"TEXTURES"))
|
||||
{
|
||||
fwrite(&true,1,1,outst);
|
||||
fwrite(string1,9,1,outst);
|
||||
fwrite(string2,9,1,outst);
|
||||
fwrite(&inum,4,1,outst);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Error: data at line %d found outside section\n",lineno);
|
||||
fclose(st);
|
||||
fclose(outst);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!stricmp(secname,"FLATS"))
|
||||
{
|
||||
fwrite("\xff\xff\xff\xff",4,1,outst);
|
||||
}
|
||||
else if (!stricmp(secname,"TEXTURES"))
|
||||
{
|
||||
fwrite("\xff\xff\xff\xff",4,1,outst);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Cannot open %s for reading\n",inpname);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if (st) fclose(st);
|
||||
if (outst)
|
||||
fclose(outst);
|
||||
return 0;
|
||||
}
|
BIN
watermap.wad
Normal file
BIN
watermap.wad
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user