home *** CD-ROM | disk | FTP | other *** search
- ==================== Options Quick Reference =========================
-
- A full list of the available options, with a short explanation of the function
- of each, is given below.
-
- NOTE: options marked with & gained new syntax in v2.1;
- options marked with + are new to v2.1;
- options marked with ! can cause problems in combination with PREPROCESS.
-
- # Marks a comment line in the option file
- + BAND Makes æbandsÆ of blindness/ safety
- &! BLIND Makes sector(s) blind (or partially so)
- BLOCK Stops monsters seeing through a pair of specified lines
- DISTANCE Specifies how far (on the ground) monsters can see generally
- DOOR Specifies the max. # of doors monsters can see through generally
- EnMy Marks start of options for a particular Doom1 level
- & EXCLUDE Forces exclusion of view from one sector to another
- + GROUP Merges sectors into one. (Sectors get the same reject maps)
- & INCLUDE Forces inclusion of view from one sector to another
- & INV BLIND Makes sector(s) long-sighted
- & INV SAFE Makes sector(s) invisible to close monsters (but not far ones)
- LEFT Makes a 2s line one-way see-through (from left to right)
- ! LENGTH Specifies how far (by sector) monsters can see generally
- LINE Makes a 2s line impossible to look through for monsters
- MAPxx Marks start of options for a particular Doom2 map
- & NODOOR Marks sector(s) as not being a door [used only with DOOR option]
- NOMAP Removes the graphical display; reports progress as dots instead
- + NOPROCESS Only apply special effects no processing done. Very fast.
- ONE Same as BLOCK, but only operates in one direction
- PERFECT Generates a perfect REJECT map: forces processing of all sectors
- + PREPROCESS Groups sectors to gain processing speed. (The efficiency drops)
- & PROCESS Forces processing of specified sector(s)
- REPORT Reports all detected distances >=DISTANCE setting to file
- RIGHT Makes a 2s line one-way see-through (from right to left)
- &! SAFE Makes sector(s) invisible to far monsters
-
- INV is short for INVERT. Any option can be abbreviated to itÆs shortest unique
- form. If you wish SAFE can be abbreviated S, as no other options start with S.
- Equivalently PREPROCESS can be abbreviated PRE, but not PR as PROCESS also
- starts with PR.
-
- Because many of these options alter RMB's processing methodology, their use
- will have implications for the time taken by RMB to build the REJECT map.
- Below is a list of all the options, graded by their effect on the program's
- processing speed.
-
- These options speed RMB up (greatest first):
- NOPROCESS [<Wadfile> [<Level id>]]
- PREPROCESS <Number>
- LENGTH <Distance>
- DISTANCE <Map distance>
- DOOR <Number>
- GROUP <Sector> <Sector list>
- BLIND <Distance> <Sector list>
- LINE <Line no>
- LEFT <Line no>
- RIGHT <Line no>
- BLOCK <Line no> <Line no>
- ONE <Line no> <Line no>
-
- These options have no effect on speed:
- # <Comment>
- EnMy
- MAPxx
- NOMAP
- INCLUDE <Sector> <Sector>
- EXCLUDE <Sector> <Sector>
- SAFE <Distance> <Sector list>
- INV SAFE <Distance> <Sector list>
- INV BLIND <Distance> <Sector list>
- BAND {SAFE, BLIND} <Distance> <Distance> <Sector list>
- INV BAND {SAFE, BLIND} <Distance> <Distance> <Sector list>
-
- These options cause RMB to slow down (greatest last):
- REPORT <Distance>
- NODOOR <Sector list>
- PROCESS <Sector list>
- PERFECT
-
- Bear in mind that the longer RMB works, the greater the final efficiency of
- the REJECT table (and the better the final speed-up) is likely to be.
- Nevertheless, there will come a point where the additional return will not be
- worth the extra effort.
-
- The following terms are used to describe the arguments which RMB options take:
-
- <Comment> Any text, terminated by end-of-line.
-
- <Distance> A distance, measured in sectors, including the specified sector,
- so that 0 means "no distance"; 1 means "this sector only";
- 2 means "this and all immediately adjacent sectors" and so on.
-
- <Line no> The identification number of a 2-sided LINEDEF bordering two
- different sectors. E.g. a line with the 2s bit set and two
- sidedefs that point to two different sectors. You will find the
- linedef number in your WAD editor. (If yours won't tell you,
- you're using the wrong one!)
-
- <Map distance> Distance as measured in Doom map co-ordinates. Opinions
- vary as to how this equates to distance in the real world: a
- good rule of thumb seems to be 1 map unit is equivalent to 2cm.
-
- <Number> A positive integer.
-
- <Sector> The identification number of a SECTOR, determined from a WAD
- editor.
-
- <Sector list> A list of <sectors>, separated from each other by spaces
- and surrounded by brackets. e.g. (1 2 5 7 9)
-
-
-
-