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doom.wcf
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Text File
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1996-07-25
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13KB
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392 lines
; Defines general parameters of the game for which wadfiles are intended.
;
; Name textual name for internal use
; IWAD standard 8.3 base name and extension of main wadfile
; NewMap default name for new map -- dictates format for all maps
; Directory directory in which main wadfile (and game files) reside
; Run command to execute (from the directory) for running a map
[WadGame]
Name=DOOM
IWAD=DOOM.WAD
NewMap=E1M1
Directory=C:\DOOM
Run=doom.exe -file $_Wadfile -warp $_Wadmap
; Defines parameters of the default sector motif created when no motif
; file can be located at startup.
[Default.Sector]
Above=STARTAN2
Main=STARTAN2
Below=STARTAN2
Ceiling=CEIL3_5
Floor=FLOOR4_8
CeilingHeight=128
FloorHeight=0
Lighting=160
; Defines parameters of the default door motif created when no motif
; file can be located at startup.
[Default.Door]
Base=FLAT1
Door=BIGDOOR2
Track=DOORTRAK
Type=1
; Defines parameters of the default stair motif created when no motif
; file can be located at startup.
[Default.Stair]
FloorRunner=STEP1
CeilingRunner=STEP1
Stairwell=METAL
FloorInc=8
CeilingInc=0
LightingInc=0
; ID used to classify things
; Flags supplies some additional information:
; 0x0001 - indicate thing facing angle
; Red red value for drawing things of said class
; Green green value for drawing things of said class
; Blue blue value for drawing things of said class
; Name textual description of class
[Things.Classes]
0x001 0x0001 255 255 255 Start
0x002 0x0000 128 128 0 Weapon
0x003 0x0001 255 0 0 Enemy
0x004 0x0000 128 128 0 Ammo
0x005 0x0000 0 255 255 Powerup
0x006 0x0000 255 255 0 Key
0x007 0x0000 192 192 192 Scenery
0x008 0x0001 255 0 255 Teleport
0x009 0x0000 192 0 0 Hazard
0x00a 0x0000 0 192 0 Armor
0x00b 0x0000 0 0 255 Healing
; ID used to uniquely identify things in a map
; Class classification (defined above)
; Size approximate thing size (in map units)
; Sprite name of the sprite to use for display purposes
; Name textual description of thing
[Things.Types]
0x001 1 32 playa1 Player 1
0x002 1 32 playa1 Player 2
0x003 1 32 playa1 Player 3
0x004 1 32 playa1 Player 4
0x005 6 20 bkeya0 Blue card
0x006 6 20 ykeya0 Yellow card
0x007 3 256 spida1d1 Spider demon
0x008 4 20 bpaka0 Backpack
0x009 3 40 sposa1 Former sergeant
0x00a 7 20 sposu0 Body of sergeant (shredded)
0x00b 1 32 playf1 Deathmatch
0x00c 7 20 troou0 Body of imp (shredded)
0x00d 6 20 rkeya0 Red card
0x00e 8 20 bfe2b0 Destination
0x00f 7 20 playm0 Body of player
0x010 3 80 cybra1 Cyberdemon
0x011 4 20 celpa0 Bulk cell (100)
0x012 7 20 possl0 Body of former human
0x013 7 20 sposl0 Body of former sergeant
0x014 7 20 troom0 Body of imp
0x015 7 20 sargn0 Body of demon
0x016 7 20 headl0 Body of cacodemon
0x018 7 20 pol5a0 Body of lost soul (blood)
0x019 7 20 pol6a0 Pole w/dead player
0x01a 7 20 pol6a0 Pole w/dying player
0x01b 7 20 treda0 Pole w/head
0x01c 7 20 pol2a0 Pole w/heads
0x01d 7 20 pol3a0 Skulls and candles
0x01e 7 20 col1a0 Column (tall/green)
0x01f 7 20 col2a0 Column (short/green)
0x020 7 20 col3a0 Column (tall/red)
0x021 7 20 col4a0 Column (short/red)
0x022 7 20 canda0 Candle
0x023 7 20 cbraa0 Candelabra
0x024 7 20 col5a0 Column w/heart
0x025 7 20 col6a0 Column w/skull
0x026 6 20 rskua0 Red skull
0x027 6 20 yskua0 Yellow skull
0x028 6 20 bskua0 Blue skull
0x029 7 20 ceyea0 Eye
0x02a 7 20 fskua0 Floating skull
0x02b 7 20 tre1a0 Tree (short)
0x02c 7 20 tblua0 Torch (tall/blue)
0x02d 7 20 tgrna0 Torch (tall/green)
0x02e 7 20 treda0 Torch (tall/red)
0x02f 7 20 smita0 Tree (thorny)
0x030 7 20 eleca0 Column (electric)
0x031 7 20 gor1a0 Chain w/dying player hung by neck (block player)
0x032 7 20 gor2a0 Chain w/player hung by ankles (block player)
0x033 7 20 gor3a0 Chain w/one legged player hung by ankle (block player)
0x034 7 20 gor4a0 Chain w/half player torso and legs (block player)
0x035 7 20 gor5a0 Chain w/player leg (block player)
0x036 7 20 tre2a0 Tree (large)
0x037 7 20 smbta0 Torch (short/blue)
0x038 7 20 smgta0 Torch (short/green)
0x039 7 20 smrta0 Torch (short/red)
0x03a 3 60 sarga5 Spectre
0x03b 7 20 gor2a0 Chain w/player hung by ankles (no block)
0x03c 7 20 gor4a0 Chain w/half player torso and legs (no block)
0x03d 7 20 gor3a0 Chain w/one legged player hung by ankle (no block)
0x03e 7 20 gor5a0 Chain w/half player torso and one leg (no block)
0x03f 7 20 gor1a0 Chain w/dying player hung by neck (no block)
0x7d1 2 20 shota0 Shotgun
0x7d2 2 20 mguna0 Chaingun
0x7d3 2 20 launa0 Rocket launcher
0x7d4 2 20 plasa0 Plasma rifle
0x7d5 2 20 csawa0 Chainsaw
0x7d6 2 20 bfuga0 BFG 9000
0x7d7 4 20 clipa0 Ammo clip (4)
0x7d8 4 20 shela0 Shotgun shells (4)
0x7da 4 20 rocka0 Rocket
0x7db 11 20 stima0 Stimpak (10)
0x7dc 11 20 media0 Medipak (25)
0x7dd 5 20 soula0 Soul sphere
0x7de 11 20 bon1a0 Potion (1)
0x7df 10 20 bon2a0 Helmet (1)
0x7e2 10 20 arm1a0 Green (100)
0x7e3 10 20 arm2a0 Blue (200)
0x7e6 5 20 pinva0 Invunerability
0x7e7 5 20 pstra0 Berserk
0x7e8 5 20 pinsa0 Invisibility
0x7e9 5 20 suita0 Radiation suit
0x7ea 5 20 pmapa0 Computer map
0x7ec 7 20 colua0 Electric lamp
0x7f3 9 20 bar1a0 Barrel
0x7fd 5 20 pvisa0 Light amplification goggles
0x7fe 4 20 broka0 Box of rockets (8)
0x7ff 4 20 cella0 Energy cell (20)
0x800 4 20 ammoa0 Box of bullets (50)
0x801 4 20 sboxa0 Box of shells (24)
0xbb9 3 40 trooa1 Imp
0xbba 3 60 sarga1 Demon
0xbbb 3 48 bossa1 Baron of hell
0xbbc 3 40 possa1 Former human
0xbbd 3 62 heada1 Cacodemon
0xbbe 3 32 skula1 Lost soul
; ID used to classify linedefs
; Name textual description of class
;
; Note: When converting a sector to a door, the linedef types
; available are those in class number two.
[LineDefs.Classes]
0x001 Special
0x002 Local door
0x003 Remote door
0x004 Ceiling
0x005 Crushing ceiling
0x006 Lift
0x007 Floor
0x008 Moving floor
0x009 Stairs
0x00a Exit
0x00b Teleport
0x00c Lighting
; ID
; class
; codes
; n does NOT require a tag number
; W walk-over activation
; S switch (triggered by player use)
; G gunfire (pistol, shotgun, chaingun) cross or hit line
; 1 the line may be activated once only
; R potentially repeatable activation
; & affected sectors locked out from further changes
; m monster actions can activate the line's effect
; speed
; (slow=1, medium = 2, fast = 3, turbo = 4)
; time
; texture changes
; description
[LineDefs.Types]
; special
0x030 1 n - - - scrolling wall (left)
; Local door
0x001 2 nSRm 2 4 - open/close
0x01a 2 nSR 2 4 - open/close (blue key required)
0x01c 2 nSR 2 4 - open/close (red key required)
0x01b 2 nSR 2 4 - open/close (yellow key required)
0x01f 2 nS1 2 - - open
0x020 2 nS1 2 - - open (blue key required)
0x021 2 nS1 2 - - open (red key required)
0x022 2 nS1 2 - - open (yellow key required)
0x02e 2 nG1 2 - - open
0x075 2 nSR 4 4 - open/close (turbo)
0x076 2 nS1 4 - - open (turbo)
; Remote door
0x004 3 W1 2 4 - open/close
0x01d 3 S1 2 4 - open/close
0x05a 3 WR 2 4 - open/close
0x03f 3 SR 2 4 - open/close
0x002 3 W1 2 - - open
0x067 3 S1 2 - - open
0x056 3 WR 2 - - open
0x03d 3 SR 2 - - open
0x003 3 W1 2 - - close
0x032 3 S1 2 - - close
0x04b 3 WR 2 - - close
0x02a 3 SR 2 - - close
0x010 3 W1 2 30 - close/open (30 seconds)
0x04c 3 WR 2 30 - close/open (30 seconds)
0x06c 3 W1 4 4 - open/close (turbo)
0x06f 3 WR 4 4 - open/close (turbo)
0x069 3 S1 4 4 - open/close (turbo)
0x072 3 SR 4 4 - open/close (turbo)
0x06d 3 W1 4 - - open (turbo)
0x070 3 S1 4 - - open (turbo)
0x06a 3 WR 4 - - open (turbo)
0x073 3 SR 4 - - open (turbo)
0x06e 3 W1 4 - - close (turbo)
0x071 3 S1 4 - - close (turbo)
0x06b 3 WR 4 - - close (turbo)
0x074 3 SR 4 - - close (turbo)
0x085 3 S1 4 - - open (turbo, blue key required)
0x063 3 SR 4 - - open (turbo, blue key required)
0x087 3 S1 4 - - open (turbo, red key required)
0x086 3 SR 4 - - open (turbo, red key required)
0x089 3 S1 4 - - open (turbo, yellow key required)
0x088 3 SR 4 - - open (turbo, yellow key required)
; Ceiling
0x028 4 W1 1 - - up to highest ceiling
0x029 4 S1 1 - - down to floor
0x02b 4 SR 1 - - down to floor
0x02c 4 W1 1 - - down to floor + 8
0x031 4 S1 1 - - down to floor + 8
0x048 4 WR 1 - - down to floor + 8
; Crushing ceiling
0x006 5 W1& 2 0 - start fast crush
0x019 5 W1& 2 0 - start slow crush
0x049 5 WR& 1 0 - start slow crush
0x04d 5 WR& 2 0 - start fast crush
0x039 5 W1& - - - stop crush
0x04a 5 WR& - - - stop crush
0x08d 5 W1& 1 0 - start slow crush (silent)
; Lift
0x00a 6 W1 3 3 - lift (fast)
0x015 6 S1 3 3 - lift (fast)
0x058 6 WRm 3 3 - lift (fast)
0x03e 6 SR 3 3 - lift (fast)
0x079 6 W1 4 3 - lift (turbo)
0x07a 6 S1 4 3 - lift (turbo)
0x078 6 WR 4 3 - lift (turbo)
0x07b 6 SR 4 3 - lift (turbo)
; Floor
0x077 7 W1 1 - - up to next highest floor
0x080 7 WR 1 - - up to next highest floor
0x012 7 S1 1 - - up to next highest floor
0x045 7 SR 1 - - up to next highest floor
0x016 7 W1& 1 - TX up to next highest floor + texture
0x05f 7 WR& 1 - TX up to next highest floor + texture
0x014 7 S1& 1 - TX up to next highest floor + texture
0x044 7 SR& 1 - TX up to next highest floor + texture
0x02f 7 G1& 1 - TX up to next highest floor + texture
0x005 7 W1 1 - - up to lowest ceiling
0x05b 7 WR 1 - - up to lowest ceiling
0x065 7 S1 1 - - up to lowest ceiling
0x040 7 SR 1 - - up to lowest ceiling
0x018 7 G1 1 - - up to lowest ceiling
0x082 7 W1 4 - - up to next highest floor (turbo)
0x083 7 S1 4 - - up to next highest floor (turbo)
0x081 7 WR 4 - - up to next highest floor (turbo)
0x084 7 SR 4 - - up to next highest floor (turbo)
0x038 7 W1& 1 - - up to lowest ceiling - 8, crush
0x05e 7 WR& 1 - - up to lowest ceiling - 8, crush
0x037 7 S1 1 - - up to lowest ceiling - 8, crush
0x041 7 SR 1 - - up to lowest ceiling - 8, crush
0x03a 7 W1 1 - - up 24
0x05c 7 WR 1 - - up 24
0x00f 7 S1& 1 - TX up 24 + texture
0x042 7 SR& 1 - TX up 24 + texture
0x03b 7 W1& 1 - TXP up 24 + sector texture
0x05d 7 WR& 1 - TXP up 24 + sector texture
0x00e 7 S1& 1 - TX up 32 + texture
0x043 7 SR& 1 - TX up 32 + texture
0x08c 7 S1 2 - - up 512
0x01e 7 W1 1 - - up by shortest lower texture
0x060 7 WR 1 - - up by shortest lower texture
0x026 7 W1 1 - - down to lowest floor
0x017 7 S1 1 - - down to lowest floor
0x052 7 WR 1 - - down to lowest floor
0x03c 7 SR 1 - - down to lowest floor
0x025 7 W1 1 - NXP down to lowest floor + sector texture
0x054 7 WR 1 - NXP down to lowest floor + sector texture
0x013 7 W1 1 - - down to highest floor
0x066 7 S1 1 - - down to highest floor
0x053 7 WR 1 - - down to highest floor
0x02d 7 SR 1 - - down to highest floor
0x024 7 W1 3 - - down to highest floor + 8
0x047 7 S1 3 - - down to highest floor + 8
0x062 7 WR 3 - - down to highest floor + 8
0x046 7 SR 3 - - down to highest floor + 8
0x009 7 S1 1 - NXP donut + sector texture
; Moving floor
0x035 8 W1& 1 3 - start moving floor
0x036 8 W1& - - - stop moving floor
0x057 8 WR& 1 3 - start moving floor
0x059 8 WR& - - - stop moving floor
; Stairs
0x008 9 W1 1 - - stairs (8)
0x007 9 S1 1 - - stairs (8)
0x064 9 W1 4 - - stairs (16) + crush
0x07f 9 S1 4 - - stairs (16) + crush
; Exit
0x00b 10 nS1 - - - end level, go to next
0x033 10 nS1 - - - end level, go to secret
0x034 10 nW1 - - - end level, go to next
0x07c 10 nW1 - - - end level, go to secret
; Teleport
0x027 11 W1m - - - teleport
0x061 11 WRm - - - teleport
0x07d 11 W1m - - - teleport monsters only
0x07e 11 WRm - - - teleport monsters only
; Lighting
0x023 12 W1 - - - off
0x068 12 W1 - - - set to dimmest near
0x00c 12 W1 - - - set to brightest near
0x00d 12 W1 - - - on maximum
0x04f 12 WR - - - off
0x050 12 WR - - - set to brightest near
0x051 12 WR - - - on maximum
0x011 12 W1 - - - start blinking
0x08a 12 SR - - - on maximum
0x08b 12 SR - - - off
[Sectors.Types]
0x001 Blink (random)
0x002 Blink (1/2 second)
0x003 Blink (1 second)
0x004 -10/20% health, blink (1/2 second)
0x005 -5/10% health
0x007 -2/5% health
0x008 Light oscillates
0x009 Secret
0x00a Ceiling drops (after 30 seconds)
0x00b -10/20% health, end level/game
0x00c Blink (1 second sync.)
0x00d Blink (1/2 second sync.)
0x010 -10/20% health
0x011 Light flickers randomly