mirror of
https://github.com/fabiangreffrath/woof.git
synced 2025-08-03 12:47:01 -04:00

* Convert all DOS-format text files to Unix-format * pkg/win32: fix clean target to remove staging directory * pkg/win32: Include docs and examples directories
389 lines
16 KiB
Plaintext
389 lines
16 KiB
Plaintext
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
|