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1994-12-06
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1,362 lines
-----------------------------------------------------------------------------
T H E U N O F F I C I A L *-D-*-*-O-*-*-O-*-*-M-* S P E C S
Release v1.2 - March 6, 1994 EST
Written by: Matt Fell (matt.burnett@acebbs.com)
Released by: Hank Leukart (ap641@cleveland.freenet.edu)
"DOOM: Where hackers gnaw the bones left from the banquet
of data prepared by the mighty wizards of id."
"The poets talk about love, but what I talk about is DOOM,
because in the end, DOOM is all that counts."
- Alex Machine/George Stark/Stephen King, _The Dark Half_
-----------------------------------------------------------------------------
----------
DISCLAIMER
----------
These specs are to aid in informing the public about the game DOOM,
by id Software. In no way should this promote your killing yourself, killing
others, or killing in any other fashion. Additionally, neither Hank Leukart
nor Matt Fell claim ANY responsibility regarding ANY illegal activity
concerning this file, or indirectly related to this file. The information
contained in this file only reflects id Software indirectly, and questioning
id Software regarding any information in this file is not recommended.
---------
COPYRIGHT
---------
You may NOT distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogs, and speech. You may NOT distribute this work in electronic
magazines, or within computer software without prior written explicit
permission. These rights are temporary and revocable upon written, oral,
or other notice by Hank Leukart. This copyright notice shall be governed
by the laws of the state of Ohio.
If you would like additional rights beyond those granted above,
write to the distributor at "ap641@cleveland.freenet.edu" on the Internet.
------------
INTRODUCTION
------------
Here are the long awaited unofficial specs for DOOM. These specs
should be used for creating add-on software for the game. I would like to
request that these specs be used in making utilities that ONLY work on the
registered version of DOOM.
I do not understand much of what is contained in this file, so if
you have any questions about the information, write to Matt Fell at
"matt.burnett@acebbs.com" on the Internet. If you would like to request a
copy of this file, or have any questions about its distribution, write to me,
Hank Leukart, at "ap641@cleveland.freenet.edu" on the Internet.
--------
CONTENTS
--------
[1] Author's Notes
[1-1] Acknowledgements
[2] Basics
[3] Directory Overview
[4] The Maps, The Levels
[4-1] ExMy
[4-2] THINGS
[4-2-1] Thing Types
[4-3] LINEDEFS
[4-3-1] Linedef Attributes
[4-3-2] Linedef Types
[4-4] SIDEDEFS
[4-5] VERTEXES
[4-6] SEGS
[4-7] SSECTORS
[4-8] NODES
[4-9] SECTORS
[4-10] REJECT
[4-11] BLOCKMAP
[5] Pictures' Format
[5-1] Headers
[5-2] Pointers
[5-3] Pixel Data
[6] Floor and Ceiling Textures
[6-1] Animated floors
[7] Songs and Sounds
[7-1] Songs
[7-2] Sounds
[8] Miscellaneous Non-Picture Resources
[8-1] PLAYPAL
[8-2] COLORMAP
[8-3] DEMOs
[8-4] TEXTURE1 and TEXTURE2
[8-4-1] Animated walls
[8-5] PNAMES
---------------------------
CHAPTER [1]: Author's Notes
---------------------------
I didn't want to release another incomplete version of the specs, but
the NODES structure is so much more difficult than all of the other stuff,
I'm not sure how much longer it will be until either I or someone
helping me can figure it out. Since I have almost complete information
on everything else, I felt I should go ahead and release this now.
Without knowing how to do the NODES, we still can't create levels from
scratch. So these specs will have to undergo another revision. I've heard
rumors of the hint book, with the official specs, being released "soon";
if anyone knows more about this, or if they get the book, please contact me.
I haven't kept track of all the minor revisions that have been made since
1.1, sorry. You can get rid of the 1.1 specs, as this has everything it
had except the errors :-)
id SOFTWARE'S COPYRIGHT AND THE SHAREWARE VERSION:
I'm moving the location of the soapbox I had in the 1.1 Specs to here. I'm
certainly not an official spokesman for id. I have made some inquiries to
them regarding specific questions on third-party additions. Until they
respond, though, I'll just make a couple excerpts from the official
documents we have at this time:
The LICENSE.DOC says
"You may not: rent, lease, modify, translate, disassemble,
decompile, reverse engineer, or create derivative works based
upon the Software. Notwithstanding the foregoing, you may create
a map editor, modify maps and make your own maps (collectively
referenced as the "Permitted Derivative Works") for the Software.
You may not sell or distribute any Permitted Derivative Works but
you may exchange the Permitted Derivative Works at no charge
amongst other end-users."
It also says
(except for backup purposes) "You may not otherwise reproduce,
copy or disclose to others, in whole or in any part, the Software."
I think this is clear. You may not distribute a WAD file that contains
any of the original entries from DOOM.WAD.
Then how can you just make a new set of THINGS for a level? Simple. Have
a pwad file that has only two entries - E3M1 for example, and THINGS.
The README.EXE says
"id Software respectfully requests that you do not modify the
levels for the shareware version of DOOM. We feel that the
distribution of new levels that work with the shareware version
of DOOM will lessen a potential user's incentive to purchase the
registered version.
"If you would like to work with modified levels of DOOM, we
encourage you to purchase the registered version of the game."
I feel that this is also pretty clear: if you distribute levels, they should
not work with the shareware version. This is easily accomplished: do
not distribute ANY episode one maps! The shareware version cannot work
with episode 2 or 3 pwads, but it can work with episode 1 pwads (they
should have disabled the -file feature in the shareware).
If you are writing a utility that will operate on DOOM, have it first check
the WAD file for the existence of an "E3M1" entry in the directory (explained
below), or some other entry that will only be in the registered version.
If it's not there, the program should quit. You should not be making
programs that will work on the shareware version.
The point is that the regular shareware players shouldn't be able to exceed
their rights. They are getting a complete game as it is!
[1-1]: Acknowledgements
=======================
I have received much assistance lately from the following people. They
either brought mistakes to my attention, or provided additional information
that I've incorporated into these specs:
Ted (tedv@geom.umn.ed) - I had the THING angles wrong. Unforgivable.
Matt Tagliaferri (matt.tagliaferri@pcohio.com) - I forgot to describe the
TEXTURE1/2 pointer table. Also, gave lots of help with linedef types.
Raphael Quinet (quinet@montefiore.ulg.ac.be) - The author of the NEWDEU
editor; new info on linedef types and attributes, special sectors.
Robert Fenske (fenske@swri.edu) - part of the VERDA team, gave lots of help
on linedef attributes and types, blockmap list, special sectors,
and other stuff
John A. Matzen (jamatzen@cs.twsu.edu) - instrument names in GENMIDI.
Jeff Bird (jeff@wench.ece.jcu.edu.au) - good ideas and suggestions about
the nodes.