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lndfs.txt
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1994-10-16
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=====================================================================
=====================================================================
All linedef types by number and function
Based on Wadspec1.3, Deu help, and DMLINDEF.TXT
Thanks to Matt Fell, Raphaël Quinet and Brendon Wyber, and Dr. Sleep.
Note this document frequently uses the word linedef where the phrase
linedef type is technically correct. Some editors refer to these as
"Line Specials" or "Triggers" or "Platforms". Its purpose is to categorize
the functions on sectors permitted by the Doom engines 1.2 and 1.666.
The Doom 1 linedefs 1-104 (except 99) have been tried by me in experiments
using Wadspec1.3 and Deu help as guide but not bible. (Many descriptions
proved wrong, but an impossible task without these). The descriptions
below are the result. Complete accuracy is not guarenteed, all I can say
is they behaved as I describe in the environments I tested them in.
Ambiguities exist in reference to WHICH neighbor sector defines an action.
A document named LINTYP10.TXT by Brian McKimens was briefly available and
gave the most cogent definitions of neighbor and sector matching I've seen
to date.
Linedef 99,100 and most above 104 are from Dr. Sleep's DMLINDEF.TXT and I
have not done experiments on ALL of them though I tried to fill out the
question marks in his document. I was not able to reproduce the S2/R
behaviour for 122 (I get S1), or the "Closes 3 secs after leaving door
sector" description for 112, (I get stays open). All these linedefs only
work with the 1.666 engine. Dr. Sleep's descriptions were paraphrased to
keep linedefs with identical functions described indentically.
The following tables also show the number of times the linedef type was
used in Doom1 and Doom2. This may help authors decide between similar line
types, and warn against possibly buggy ones. No unusable ones have been
found except possibly the three types still unknown: 72, 78, and 85. I
have not attempted to explicate the 9 linedef type with a single line
description, which all the rest are. Refer to the chainsaw pillar in E1M2
or the yellow key room of E2M2 in Doom 1 for an example.
Note that the linedef list is reproduced twice - organized by number
and by function.
Jim F. Flynn, CIS: 72713,3334
This document should be viewed as preliminary, and I would appreciate
any and all corrections/inputs/comments at the address above so a more
correct, complete, and useful document can be produced as a reference
for wad writing. I hope there aren't "numerous errors" but if there are
I will fix them IF you report them. I also hope this proves useful.
=====================================================================
---------------------------------------------------------------------
Linedef types by number
---------------------------------------------------------------------
Note n. abbreviates neighbor, min and max mean minimum and maximum.
u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2.
txt abbreviates texture, and typ stands for "sector type". Sw is used
place of "switch sector".
The trigger letters are as follows:
D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector.
S - switch trigger, first sidedef must be used with spacebar to activate
W - walkover trigger, only teleport linedefs req. approach from 1st sidedef
M - monster walkover, activated only when a monster walks over the line
G - gun trigger, activated when line hit (fists,chain,bullet,shell only)
(Note: monster bullets/shells activate gun linedefs too!). Shots do
not elevate/depress when shooting at a gun linedef.
# u1 u2 TR Brief function description
---------------------------------------------------------------
0 0 0 -- Null tag indicating no function is assigned
1 281 220 DR Open door - closes in 6 sec
2 114 64 W1 Open door - stays open
3 2 9 W1 Close door
4 0 1 W1 Open door - closes in 6 sec
5 1 3 W1 Set floor to min n. ceil
6 0 0 W1 Start fast crusher ceil (slow damage)
7 11 6 S1 Rising staircase
8 2 1 W1 Rising staircase
9 2 0 S1 Complex floor action? (function not fully understood by me)
10 1 0 W1 Lower lift
11 15 19 S- End level. Goto next level
12 0 0 W1 Light level to max n. light level
13 4 1 W1 Light level to 255
14 1 0 S1 Floor rises 32 txt & typ chg to sw
15 0 1 S1 Floor rises 24 txt & typ chg to sw
16 3 2 W1 Close door - opens in 30 sec
17 0 0 W1 Start blinking lights (every 1 sec)
18 10 8 S1 Floor rises to first n. floor or 0 hgt
19 11 22 W1 Set floor to max n. floor
20 13 12 S1 Raise floor to next floor or 0 hgt, txt & typ chg to sw
21 1 0 S1 Lower lift
22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec.
23 16 12 S1 Floor lowers to min n. floor
24 1 0 G1 Set floor to min n. ceil
25 0 0 W1 Start slow crusher ceil (fast damage)
26 22 14 DR Open blue door - closes in 6 sec
27 26 12 DR Open yellow door - closes in 6 sec
28 10 9 DR Open red door - closes in 6 sec
29 1 0 S1 Open door - closes in 6 sec
30 2 2 W1 Floor rises 128? (sometimes less)
31 76 45 D1 Open door - stays open
32 15 40 D1 Open blue door - stays open
33 19 27 D1 Open yellow door - stays open
34 14 24 D1 Open red door - stays open
35 3 14 W1 Light level to 0
36 8 27 W1 Set floor to 8 above max n. floor
37 31 11 W1 Floor lowers to min n. floor txt & typ chg to min n.
38 23 37 W1 Floor lowers to min n. floor
39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing)
40 4 0 W1 Ceil rises to max n. ceil
41 0 0 S1 Lower ceil to floor
42 6 1 SR Close door
43 0 0 SR Lower ceil to floor
44 1 0 W1 Lower ceil to 8 above floor
45 0 2 SR Set floor to max n. floor
46 13 22 G1 Open door - stays open
47 0 2 G1 Raise floor to next floor or 0 hgt, match txt & typ to 1st sec.
48 99 103 -- Animated wall (number/level is limited)
49 0 1 S1 Lower ceil to 8 above floor
50 0 0 S1 Open door - stays open
51 3 1 S- End level. Goto secret level.
52 19 55 W- End level. Goto next level.
53 0 0 W1 Start moving floor (up/down 5 sec)
54 0 0 W1 Stop moving floor
55 0 0 S1 Set floor to 8 under min n. ceil.
56 5 0 W1 Crusher floor rises to 8 below ceiling
57 0 0 W1 Stop crusher ceil
58 5 0 W1 Floor rises 24
59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector
60 0 4 SR Floor lowers to min n. floor
61 9 36 SR Open door - stays open
62 51 143 SR Lower lift
63 38 15 SR Open door - closes in 6 sec
64 0 0 SR Set floor to min n. ceil
65 0 0 SR Set floor to 8 under min n. ceil
66 0 0 SR Floor rises 24 txt & typ chg to sw
67 0 9 SR Floor rises 32 txt & typ chg to sw
68 0 2 SR Raise floor to next floor, match txt & typ at sw [1]
69 0 0 SR Floor rises to first n. floor or 0 hgt
70 3 2 SR Set floor to 8 above max n. floor
72 0 0 ?? ????????????????????????????????????????????
71 0 24 S1 Set floor to 8 above max n. floor
73 17 6 WR Start slow crusher ceil (fast damage)
74 24 13 WR Stop crusher ceil
75 6 0 WR Close door
76 2 0 WR Close door - opens in 30 sec
77 6 3 WR Start fast crusher ceil (slow damage)
78 0 0 ?? ????????????????????????????????????????????
79 0 0 WR Light level to 0
80 0 0 WR Light level to max n. light level
81 0 0 WR Light level to 255
82 6 0 WR Set floor to min n. floor.
83 0 7 WR Set floor to max n. floor
84 0 0 WR Set floor to min n. floor txt & typ chg to min n.
85 0 0 ?? ????????????????????????????????????????????
86 9 3 WR Open door - stays open
87 6 4 WR Start moving floor (up/down 5 sec)
88 65 51 WR Lower lift
89 10 5 WR Stop moving floor
90 21 17 WR Open door - closes in 6 sec
91 18 1 WR Set floor to min n. ceil
92 0 0 WR Floor rises 24
93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector
94 0 1 WR Set floor to 8 under min n. ceil
95 0 0 W1 Raise floor to next floor txt & typ chg to 1st side sec. [2]
96 0 0 WR Floor rises 128
97 125 411 WR Teleport to a sector ( " " " " " " )
98 4 0 WR Set floor to 8 above max n. floor
99 0 2 SR Fast Open Door (stays open) Blue Key [1.666]
100 0 1 W1 Fast Raise Stair [1.666jff]
101 0 0 S1 Set floor to min n. ceil
102 14 22 S1 Set floor to max n. floor
103 41 32 S1 Open door - stays open
104 2 0 W1 Light level to min n. light level
--------------Doom2 & 1.666 only below----------------------------------------
105 0 23 WR Fast Open Door (closes after 3 seconds) [1.666]
106 0 6 WR Fast Open Door (stays open) [1.666]
107 0 0 WR Fast Close Door [1.666]
108 0 0 W1 Fast Open Door (closes after 3 seconds) [1.666]
109 0 99 W1 Fast Open Door (stays open) [1.666]
110 0 1 W1 Fast Close Door [1.666jff]
111 0 0 S1 Fast Open Door (closes after 3 seconds) [1.666]
112 0 4 S1 Fast Open Door (stays open) [1.666jff]
113 0 0 S1 Fast Close Door [1.666jff]
114 0 51 SR Fast Open Door (closes after 3 seconds) [1.666]
115 0 11 SR Fast Open Door (stays open) [1.666]
116 0 1 SR Fast Close Door [1.666]
117 0 47 DR Fast Open Door (closes after 3 seconds) [1.666]
118 0 8 D1 Fast Open Door (stays open) [1.666]
119 0 13 W1 Raise floor to next floor [1.666]
120 0 58 WR Fast Lower Lift (raise after 3 seconds) [1.666]
121 0 0 W1 Fast Lower Lift (raise after 3 seconds) [1.666jff]
122 0 0 S1 Fast Lower Lift (raise after 3 seconds) [1.666jff]
123 0 162 SR Fast Lower Lift (raise after 3 seconds) [1.666]
124 0 4 W- End Level. Goto secret [1.666]
125 0 4 M1 Monster only teleporter [jff]
126 0 20 MR Monster only teleporter [jff]
127 0 6 S1 Fast Raise Stair [jff]
128 0 0 WR Raise floor to next floor [jff]
129 0 0 WR Raise floor to next floor [jff]
130 0 0 W1 Raise floor to next floor [jff]
131 0 2 S1 Raise floor to next floor [jff]
132 0 0 SR Raise floor to next floor [jff]
133 0 0 S1 Fast Open Door (stays open) Blue Key [jff]
134 0 4 SR Fast Open Door (stays open) Red Key [jff]
135 0 16 S1 Fast Open Door (stays open) Red Key [1.666jff]
136 0 4 SR Fast Open Door (stays open) Yellow Key [jff]
137 0 6 S1 Fast Open Door (stays open) Yellow Key [jff]
138 0 2 SR Light Level goes to 255 [1.666]
139 0 2 SR Light Level goes to 0 [1.666]
140 0 1 S1 Floor rises 512 [jff]
141 0 1 W1 Start Crushing Ceiling [1.666]
Notes:
[1] If above all floors, set to 0 hgt.
[2] If no higher n. exists floor acts bad.
[1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep
[1.666jff] 1.666 engine, from Dr. Sleep, modified after experiment
[jff] Determined by experiment with 1.666 engine Doom 1 wad.
=====================================================================
---------------------------------------------------------------------
Linedef types by function
---------------------------------------------------------------------
Note n. abbreviates neighbor, min and max mean minimum and maximum.
u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2.
txt abbreviates texture, and typ stands for "sector type". Sw is used
place of "switch sector".
The trigger letters are as follows:
D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector.
S - switch trigger, first sidedef must be used with spacebar to activate
W - walkover trigger, only teleport linedefs req. approach from 1st sidedef
M - monster walkover, activated only when a monster walks over the line
G - gun trigger, activated when line hit (fists,chain,bullet,shell only)
(Note: monster bullets/shells activate gun linedefs too!). Shots do
not elevate/depress when shooting at a gun linedef.
-----------------------------------------------------------------
Doors
---------------------------------------------------------------
Special door linedefs (no sector tag req.):
# u1 u2 TR Brief function description
-------------------------------------------
1 281 220 DR Open door - closes in 6 sec
26 22 14 DR Open blue door - closes in 6 sec
27 26 12 DR Open yellow door - closes in 6 sec
28 10 9 DR Open red door - closes in 6 sec
117 0 47 DR Fast Open Door (closes after 3 seconds) [1.666]
31 76 45 D1 Open door - stays open
32 15 40 D1 Open blue door - stays open
33 19 27 D1 Open yellow door - stays open
34 14 24 D1 Open red door - stays open
118 0 8 D1 Fast Open Door (stays open) [1.666]
-----------------------------------------------------------------
Door linedefs requiring sector tag:
# u1 u2 TR Brief function description
------------------------------------
29 1 0 S1 Open door - closes in 6 sec
63 38 15 SR Open door - closes in 6 sec
4 0 1 W1 Open door - closes in 6 sec
90 21 17 WR Open door - closes in 6 sec
50 0 0 S1 Open door - stays open
103 41 32 S1 Open door - stays open
61 9 36 SR Open door - stays open
2 114 64 W1 Open door - stays open
86 9 3 WR Open door - stays open
46 13 22 G1 Open door - stays open
111 0 0 S1 Fast Open Door (closes after 3 seconds) [1.666]
114 0 51 SR Fast Open Door (closes after 3 seconds) [1.666]
108 0 0 W1 Fast Open Door (closes after 3 seconds) [1.666]
105 0 23 WR Fast Open Door (closes after 3 seconds) [1.666]
112 0 4 S1 Fast Open Door (stays open) [1.666jff]
115 0 11 SR Fast Open Door (stays open) [1.666]
109 0 99 W1 Fast Open Door (stays open) [1.666]
106 0 6 WR Fast Open Door (stays open) [1.666]
133 0 0 S1 Fast Open Door (stays open) Blue Key [jff]
99 0 2 SR Fast Open Door (stays open) Blue Key [1.666jff]
135 0 16 S1 Fast Open Door (stays open) Red Key [1.666jff]
134 0 4 SR Fast Open Door (stays open) Red Key [jff]
137 0 6 S1 Fast Open Door (stays open) Yellow Key [jff]
136 0 4 SR Fast Open Door (stays open) Yellow Key [jff]
42 6 1 SR Close door [Note Close door = lower ceil to floor]
3 2 9 W1 Close door
75 6 0 WR Close door
16 3 2 W1 Close door - opens in 30 sec
76 2 0 WR Close door - opens in 30 sec
113 0 0 S1 Fast Close Door [1.666jff]
116 0 1 SR Fast Close Door [1.666]
110 0 1 W1 Fast Close Door [1.666jff]
107 0 0 WR Fast Close Door [1.666]
---------------------------------------------------------------
Lifts
# u1 u2 TR Brief function description
---------------------------------------------------------------
21 1 0 S1 Lower lift (raise after 3 seconds)
62 51 143 SR Lower lift (raise after 3 seconds)
10 1 0 W1 Lower lift (raise after 3 seconds)
88 65 51 WR Lower lift (raise after 3 seconds)
122 0 0 S1 Fast Lower Lift (raise after 3 seconds) [1.666jff]
123 0 162 SR Fast Lower Lift (raise after 3 seconds) [1.666]
121 0 0 W1 Fast Lower Lift (raise after 3 seconds) [1.666]
120 0 58 WR Fast Lower Lift (raise after 3 seconds) [1.666]
---------------------------------------------------------------
Crushers
# u1 u2 TR Brief function description
---------------------------------------------------------------
6 0 0 W1 Start fast crusher ceil (slow damage)
77 6 3 WR Start fast crusher ceil (slow damage)
25 0 0 W1 Start slow crusher ceil (fast damage)
73 17 6 WR Start slow crusher ceil (fast damage)
141 0 1 W1 Start slow quiet crusher ceil (fast damage) [1.666jff]
57 0 0 W1 Stop crusher ceil
74 24 13 WR Stop crusher ceil
56 5 0 W1 Crusher floor rises to 8 below ceiling
---------------------------------------------------------------
Stairs
# u1 u2 TR Brief function description
---------------------------------------------------------------
7 11 6 S1 Raise stair (rise 8)
8 2 1 W1 Raise stair (rise 8)
127 0 6 S1 Fast raise stair (rise 16) [jff]
100 0 1 W1 Fast raise stair (rise 16) [1.666jff]
---------------------------------------------------------------
Floors
# u1 u2 TR Brief function description
---------------------------------------------------------------
9 2 0 S1 Complex floor action? (function not fully understood by me)
101 0 0 S1 Set floor to min n. ceil
64 0 0 SR Set floor to min n. ceil
5 1 3 W1 Set floor to min n. ceil
91 18 1 WR Set floor to min n. ceil
24 1 0 G1 Set floor to min n. ceil
58 5 0 W1 Floor rises 24
92 0 0 WR Floor rises 24
15 0 1 S1 Floor rises 24 txt & typ chg to sw
66 0 0 SR Floor rises 24 txt & typ chg to sw
59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector
93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector
14 1 0 S1 Floor rises 32 txt & typ chg to sw
67 0 9 SR Floor rises 32 txt & typ chg to sw
30 2 2 W1 Floor rises 128? (sometimes less)
96 0 0 WR Floor rises 128
140 0 1 S1 Floor rises 512 [jff]
102 14 22 S1 Set floor to max n. floor
45 0 2 SR Set floor to max n. floor
19 11 22 W1 Set floor to max n. floor
83 0 7 WR Set floor to max n. floor
82 6 0 WR Set floor to min n. floor.
84 0 0 WR Set floor to min n. floor txt & typ chg to min n.
55 0 0 S1 Set floor to 8 under min n. ceil.
65 0 0 SR Set floor to 8 under min n. ceil
94 0 1 WR Set floor to 8 under min n. ceil
71 0 24 S1 Set floor to 8 above max n. floor
70 3 2 SR Set floor to 8 above max n. floor
36 8 27 W1 Set floor to 8 above max n. floor
98 4 0 WR Set floor to 8 above max n. floor
69 0 0 SR Floor rises to first n. floor or 0 hgt
18 10 8 S1 Floor rises to first n. floor or 0 hgt
95 0 0 W1 Raise floor to next floor txt & typ chg to 1st side sec. [2]
22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec.
20 13 12 S1 Raise floor to next floor or 0 hgt, txt & typ chg to sw
47 0 2 G1 Raise floor to next floor or 0 hgt, match txt & typ to 1st sec.
68 0 2 SR Raise floor to next floor, match txt & typ at sw [1]
131 0 2 S1 Raise floor to next floor [jff]
132 0 0 SR Raise floor to next floor [jff]
130 0 0 W1 Raise floor to next floor [jff]
119 0 13 W1 Raise floor to next floor [1.666]
128 0 0 WR Raise floor to next floor [jff]
129 0 0 WR Raise floor to next floor [jff]
23 16 12 S1 Floor lowers to min n. floor
38 23 37 W1 Floor lowers to min n. floor
60 0 4 SR Floor lowers to min n. floor
37 31 11 W1 Floor lowers to min n. floor txt & typ chg to min n.
53 0 0 W1 Start moving floor (up/down 5 sec)
87 6 4 WR Start moving floor (up/down 5 sec)
89 10 5 WR Stop moving floor
54 0 0 W1 Stop moving floor
---------------------------------------------------------------
Ceilings
# u1 u2 TR Brief function description
---------------------------------------------------------------
40 4 0 W1 Ceil rises to max n. ceil
41 0 0 S1 Lower ceil to floor
43 0 0 SR Lower ceil to floor
49 0 1 S1 Lower ceil to 8 above floor
44 1 0 W1 Lower ceil to 8 above floor
---------------------------------------------------------------
Lighting
# u1 u2 TR Brief function description
---------------------------------------------------------------
139 0 2 SR Light level to 0 [1.666]
35 3 14 W1 Light level to 0
79 0 0 WR Light level to 0
138 0 2 SR Light level to 255 [1.666]
13 4 1 W1 Light level to 255
81 0 0 WR Light level to 255
12 0 0 W1 Light level to max n. light level
80 0 0 WR Light level to max n. light level
104 2 0 W1 Light level to min n. light level
17 0 0 W1 Start blinking lights (every 1 sec)
---------------------------------------------------------------
Teleporters
# u1 u2 TR Brief function description
---------------------------------------------------------------
39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing)
97 125 411 WR Teleport to a sector ( " " " " " " )
125 0 4 M1 Monster only teleporter [jff]
126 0 20 MR Monster only teleporter [jff]
---------------------------------------------------------------
End Level
# u1 u2 TR Brief function description
---------------------------------------------------------------
11 15 19 S- End level. Goto next level
52 19 55 W- End level. Goto next level.
51 3 1 S- End level. Goto secret level.
124 0 4 W- End Level. Goto secret level [1.666]
---------------------------------------------------------------
Misc.
# u1 u2 TR Brief function description
---------------------------------------------------------------
0 0 0 -- Null tag indicating no function is assigned
48 99 103 -- Animated wall (number/level is limited)
Notes:
[1] If above all floors, set to 0 hgt.
[2] If no higher n. exists floor acts bad.
[1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep
[1.666jff] 1.666 engine, from Dr. Sleep, modified after experiment
[jff] 1.666 engine, by experiment with 1.666 engine Doom 1 wad.
-----------------------------------------------------------------------------
===============================================================================
Special sector tags:
0 Tag used to specify no tag assigned. However, a linedef assigned to
tag 0 (none) will attempt to carry its function out on all 0 tagged
sectors unless it also has 0 linedef type. This usually causes the
game to crash and is always weird - don't do it.
99 Artifact created by bug/feature of Id's BSP that collapses sectors
that touch and have identical sector attributes. Used to prevent
this. Has no effect on rising stairs other than this. Not necessary
at all with Colin Reed's BSP.
666 When last boss dies - Lower sector floor to n. floor, if ExM8 and
no 666 tagged sector exists then level ends.