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4-Ever Doomed
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4-everdoomedcypresssoftware1994.iso
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ewt.inf
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1994-04-03
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360 lines
##############################################################################
##
# WAD description file for EWT (Extended WAD tools)
#
# Author : Vladimir Lobak (vels@aldan.cs.biu.ac.il)
# Date : March '94
#
# Most of it was taken from unofficial DOOM specs - great work by
# Matt Fell and Hank Leukart.
#
# You can edit this file with any text editor.
# The format is as follows:
#
# a) All text that starts on the new line at the FIRST column is
# treated as 'match expression'. It will be used to determine
# the type of directory entry & to supply info about it.
#
# b) All text that doesn't start from the first column is treated
# as info or comment.
#
# c) Comments can also be started with '#' at the first column.
##
##############################################################################
##
#
# Resource types
# ________________________________
# Resource No.| Resource Name
# ------------|-------------------
# 1 | Palette
# 2 | Colormap
# 3 | ASCII Text
# 4 | Builtin Demo (LMP)
# 5 | Map data
# 6 | Texture
# 7 | Wall patch
# 8 | Music
# 9 | Sound effect
# 10 | Picture
# 11 | Resource separator
# 0 | Any other...
#
##
##############################################################################
# Here starts WAD directory description:
# Format is:
# <Match expression>: Resource type
# Description....
PLAYPAL: 1
Contains fourteen 256 color palettes, used while
playing Doom.
While showing:
Use <Left> & <Right> to change current palette.
COLORMAP: 2
Maps colors in the palette down to darker ones,
for areas of less than maximum brightness (quite
a few of these places, huh?).
While showing:
Use <Left> & <Right> to change current colormap.
ENDOOM: 3
Text message displayed when you exit to DOS.
DEMO*: 4
Demo which will play if you just sit and watch.
E?M?: 11
Along with its 10 subsequent entries, defines the
map data for a single level or mission.
THINGS: 5
Things data for map.
LINEDEFS: 5
Linedefs - defines walls, uncrossable areas etc.
Defined by two vertexes.
SIDEDEFS: 5
A sidedef is a definition of what wall
meta-textures to draw along a LINEDEF, and a
group of sidedefs define a SECTOR.
VERTEXES: 5
These are the beginnings and ends for LINEDEFS
and SEGS.
SEGS: 5
The SEGS are in a sequential order determined by
the SSECTORS, which are part of the NODES
recursive tree.
SSECTORS: 5
Ssector stands for sub-sector. These divide up
all the SECTORS into non-convex polygons. They
are then referenced through the NODES resources.
NODES: 5
This is what we need to figure out !
SECTORS: 5
A SECTOR is a horizontal (east-west and
north-south) area of the map where a floor
height and ceiling height is defined, so a doom
player may go there. Any change in floor or
ceiling "altitude" or texture requires a new
SECTOR.
REJECT: 5
"It is used for optimization and all the bits may
be set to 0" - this is a quote from John Carmack
at id software.
BLOCKMAP: 5
The BLOCKMAP is a pre-calculated structure that
the game engine uses to simplify collision-
detection between moving things and walls. It is
possible to make an algorithm that generates the
BLOCKMAP, given the locations of all the LINEDEFS.
If you don't have a BLOCKMAP, the level displays
fine, but everybody walks through walls, and no
one can hurt anyone else with their gunfire.
TEXTURE1: 6
Is a list of wall type names used in the SIDEDEF
portion of each level data, and their
composition data, i.e. what wall patches make
up each "meta-wall".
TEXTURE2: 6
Contains the walls that are only in the
registered version.
PNAMES: 7
Is the list of wall patches, which are referenced
by number in the TEXTURE1/2 resources.
GENMIDI: 0
Has the names of every General Midi standard
instrument in order from 0-127.
Anyone know more...?
DMXGUS: 0
Obviously has to do with Gravis Ultra Sound...
D_E?M?: 8
For ExMy this is music for episode x level y.
D_INTER: 8
Music played on the summary screen between
levels.
D_INTRO: 8
The 4 second music played when the game starts.
D_INTROA: 8
Introductory music.
D_VICTOR: 8
Music played on the victory text-screen after an
episode.
D_BUNNY: 8
Music for while a certain rabbit has his story
told...
DP*: 9
The sound card sound effect.
# Add more details about each sound
DS*: 9
The PC speaker sound.
HELP1: 10
The ad-screen that says Register!, with some
screen shots.
HELP2: 10
The actual help, all the controls explained.
TITLEPIC: 10
The cool title screen :)
CREDIT: 10
The credits, the people at id Software who
created this great game.
VICTORY2: 10
The screen shown after a victorious end to
episode 2.
PFUB1: 10
A nice little rabbit minding his own peas and
queues...
PFUB2: 10
...maybe a hint of what's waiting in Doom
Commercial version.
END*: 10
For ENDx - "THE END" text, with (x) bullet holes.
AMMNUM?: 10
Grey digits used in the status bar for ammo
count.
SKY*: 10
Sky that you can see through windows.
STBAR: 10
Picture of status bar.
STG*: 10
Small grey digits.
STT*: 10
Big red digits.
STY*: 10
Small yellow digits used on the AMMO panel to
show what ammo you have.
STKEYS*: 10
Keys showed on status bar.
STDISK: 10
Picture of floppy showed when game accesses
hard disk.
STARMS: 10
ARMOR panel. This is optional part of status bar.
When in DEATHMATCH it's replaced with FRAG.
STC*: 10
Characters. Font used for messages.
STFB*: 10
Boxes. (?)
STPB*: 10
More boxes. (?)
STF*: 10
Different faces of space marine.
M_*: 10
Text message (yes, in picture format) used in the
menus.
BRDR_*: 10
Tiny two pixel wide picture used to frame the
viewing window when it is not full screen.
WIMAP?: 10
For WIMAPx - the summary-screen map used by
episode (x).
WIA*: 10
Add-ons for WIMAP to make things on map move.
S_START: 11
Start of the item/enemy section.
# Insert enemy/item descriptions
S_END: 11
End of the item/enemy section.
P_START: 11
Beginning of the wall patches.
P1_START: 11
Beginning of the shareware wall patches.
P1_END: 11
End of the shareware wall patches.
P2_START: 11
Beginning of the registered wall patches.
P2_END: 11
End of the registered wall patches.
P_END: 11
End of the wall patches.
F_START: 11
Beginning of the floors.
F1_START: 11
Beginning of the shareware floor texture.
FLOOR*: 6
Floor.
STEP*: 6
.
TLITE*: 6
.
?FLR*: 6
.
DEM*: 6
.
CEIL*: 6
Ceiling.
FLAT*: 6
.
CONS*: 6
.
NUKAGE*: 6
.
F_SKY1: 6
This texture is not used, since the game engine
interprets that "special" ceiling as see-thru
to the SKY texture beyond.
GATE*: 6
.
FWATER*: 6
.
LAVA*: 6
.
BLOOD*: 6
.
CRATOP*: 6
.
COMP01: 6
.
F1_END: 11
End of the shareware wall floor texture.
F2_START: 11
Beginning of the registered floor texture.
F2_END: 11
End of the registered wall floor texture.
F_END: 11
End of the floors.
And that is the end of the directory...
*: 10
Picture (?)