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- @ME.FORMAT R
- *MotifEdit
- Motifs
-
- Motifs
- ------
-
- A Motif is a set of defaults that DCK uses to decorate new areas
- that you create on the map. Each motif contains data for
- information like Wall textures, Floor and Ceiling textures and
- light levels. When you create a new area, DCK uses the Current
- Motif to decorate it with the settings you've entered for the
- floor and wall textures, etc.
-
- You can create as many motifs as you like using the Motif Editor
- (Alt+M, or select it from the Edit menu.) You also use the
- Editor to select a motif to be used with the new areas.
-
- > The current Motif is displayed on the Main status bar next
- to the current zoom size.
-
- DCK maintains a separate list of Motifs for each game that you
- work with. You can import a list of Motifs from one game into
- another, but make sure that the textures in the motifs are
- available in the game you import them to.
-
- *GRID
- Grid Commands
-
- Using the grid
- --------------
-
- The map grid helps you design symmetrical maps easily. There
- are two different settings that affect the grid: Grid
- Display, and Snap to Grid.
-
- > You can change the size of the grid with the [ and ] keys.
-
- When the grid display is on, DCK draws each grid line in blue
- under the map. Grid display does not affect the "snap to grid"
- mode.
-
- > Press 'G' to toggle the grid display.
-
- When Snap to Grid is on, new objects (such as new lines and
- new things) are moved to the nearest grid point.
-
- > Press 'P' to change the snap mode.
-
- There are three snap to grid modes: None, Grid, and Vertices.
- "None" performs no snapping at all, "Grid" means snap only to
- grid points, and "Vertices" means snap to the closest grid
- point or vertex.
-
- *RECTPOLY
- Rectangle and Polygon tools
-
- Using the Rectangle and Polygon tools
- -------------------------------------
-
- Press 'R' to access the rectangle tool, and 'N' to access the
- polygon tool. Alternately, use the right button-toolbox and
- select either the rectangle or the polygon icons.
-
- Rectangles:
-
- To create a rectangle, click the left mouse button and drag
- the mouse to draw the outline of the rectangle. Release the
- left mouse button when you want to finish the rectangle, or
- press ESC to abort it.
-
- Polygons:
-
- To create a polygon, click the left mouse button and drag
- the mouse to draw the outline of the polygon. Polygons are
- automatically centered on the starting position. Release
- the left mouse button to finish drawing the polygon, or
- press ESC to abort it.
-
- You can change the number of sides in the polygon using the
- 'Q' and 'W' keys.
-
- Using either tool, hold down the right mouse button to drag the
- shape around, and release it to continue drawing using the new
- position.
-
-
- *WADMANAGER
- WAD Management Utilities
-
- |F8┌──────────────────────────────────────────────────────────────┐
- |F8│ The WAD manager │
- |F8└──────────────────────────────────────────────────────────────┘
-
- WAD files are used by id games as a tidy method of storing
- collections of data used by the games. A WAD is much like a
- directory on your computer: it contains data (like files), and a
- list of entries that describe that data (like file NAMES.)
-
- Each entry in the WAD file has a name, like "MAP03" - which, for
- example, is the data used in the third map in DOOM 2. Along
- with the name are two numbers, one that says where the data
- starts in the WAD file, and one that says how long (that is, how
- many bytes) the data is.
-
- Each of the games looks for entries with certain names and uses
- the data from the entry for a specific purpose - for example,
- DOOM uses the data named "BOSSA1" for animating the Baron of
- Hell - BOSSA1 is one of the pictures of the Baron walking
- around.
-
- Note: A complete list of what each of the entries is used for
- in DOOM can be found in "The Unofficial DOOM Specs", Written by
- Matthew S. Fell (msfell@aol.com).
-
-
- |90Here's how it works:
-
- With the manager, you create a list of data objects to go in a
- WAD you're working with - data objects can be files from your
- disk, or entries from existing .WAD files.
-
- The list is called the "destination list", because all the
- objects in it can be saved to disk in a WADfile.
-
- - You can also rename entries in the destination list, so
- creating a series of maps, for example, from a bunch of PWADs
- with individual maps in them is very easy.
-
- - You can load existing WADfiles into the destination by
- pressing Alt+L. The destination list will be cleared and
- updated with all the entries from the wad you load.
-
- - Nothing is saved to disk until you tell the manager to do so,
- either by pressing Alt+S or by exiting the manager when, if
- you've made any changes, it'll ask you if you'd like to save
- them.
-
- - The manager can work with patch wads (PWADs) or the initial
- wad (IWAD), such as DOOM.WAD.
-
-
- |90Using the manager:
-
- The WAD manager is a dialog box with two lists; the source and
- the destination list.
-
- The source list is a list of files in the current directory, or
- a list of entries in a .WAD file.
-
- The destination list is the list of data to save to the final
- .WAD file.
-
- Moving around the two lists is easy: Use the up and down arrow
- keys, Page Up and Page Down, and Home and End to move the
- highlight bar.
-
- The following keys work in both lists:
-
- [X] : Extracts the highlighted item to a raw file (that
- is, just dumps its data into a plain file - not a
- WADfile.)
-
- [Alt+L] : Loads an existing WADfile into the destination list.
- If you've made any changes to the WAD you're working
- with, the manager asks you if you'd like to save
- them before loading the new WAD.
-
- [Alt+S] : Saves the destination list to a WADfile.
-
-
- The following keys work in the SOURCE LIST:
-
- [Enter] : If the highlighted item is a drive or directory, the
- manager changes to the new location and displays the
- files there.
-
- If the highlighted item is a WAD file, the manager
- displays all the entries in the .WAD.
-
- If the highlighted item is a file or an entry in a
- WADfile, [Enter] views the item. Maps are
- automatically viewed in a preview window. Other
- types of data can be viewed as game pictures, or a
- hexadecimal dump (for advanced uses.)
-
- [P] : Puts the highlighted item in the destination list.
-
-
- The following keys work in the DESTINATION LIST:
-
- [Enter] : Views the highlighted item.
-
- [E] : Edits the highlighted item - so you can rename it.
-
- [Del] : Removes the highlighted item from the list.
-
-
- *DESIGNING
- Designing Tips
-
- |F8┌──────────────────────────────────────────────────────────────┐
- |F8│ Designing with DCK │
- |F8└──────────────────────────────────────────────────────────────┘
-
- There are two main methods involved in designing a map with DCK:
- Adding to the map, and modifying the existing parts of it. DCK
- allows you to do both very quickly.
-
- Note: Unlike other editors, DCK does not use vertices as a basis
- for drawing maps. All drawing is done from line mode, where you
- can create new sectors with a few clicks of the mouse buttons.
-
-
- |F8┌───────────────────┐
- |F8│ Adding to the map │
- |F8└───────────────────┘
-
- There are two ways you can create a new area in DCK: by adding
- on to an existing sector, or by creating an entirely new sector
- (a Third, "Splitting a Sector", is discussed in the next
- section.)
-
- It all depends on where you start drawing; If you start on an
- existing line, DCK will assume you want to create an extension
- of that line's sector. If you start drawing in a clear area
- (including areas within, but not touching, existing sectors),
- DCK will assume you want to create a new sector.
-
- Usage:
- - To start drawing anywhere, double-click the left mouse button.
- - To finish the current line and start a new one, press the
- left mouse button once.
- - To complete an _independent_ sector, click the right mouse
- button after drawing at least two lines. The third line will
- automatically be connected to the first.
- - To complete an _extension_ off an existing sector, click the
- right mouse button once on the line you started on (but in a
- different position from the starting point.)
-
-
- |F8 ┌──────────────────────────────────────────────┐
- |F8 │ Method 1: Creating an independent new sector │
- |F8 └──────────────────────────────────────────────┘
-
- 1. Start drawing here (double-left click)
- /
- + - - - - - - + <- 2. single left click
- |
- 5. Single |
- Right -> |
- Click |
- |
- + - - - - - - + <- 3. single left click
- \
- 4. single left click
-
- After the right mouse button is pressed in step (5), DCK
- will complete the new sector by:
-
- If the new sector was created INSIDE an existing sector
- (the parent sector):
-
- - Setting the new sector with the same attributes as
- its parent sector.
- - Making all the drawn lines "two-sided" and "passable",
- so the player may enter the new area.
-
- Otherwise:
-
- - Setting the new sector with the default attributes.
- - Making all the drawn lines single-sided and
- "impassable".
-
- |F8 ┌────────────────────────────────────────────────────────┐
- |F8 │ Method 2: Creating an extension off an existing sector │
- |F8 └────────────────────────────────────────────────────────┘
-
- Example:
-
- 1. Start drawing here (double-left click)
- /
- +-------------+ - - - - - + <- 2. single left click
- | |
- | | | (the dashed lines represent
- | Sector A |<- Line 1 drawn lines.)
- | | |
- | |
- +-------------+ - - - - - + <- 3. single left click
- \
- 4. End drawing here (right click)
-
- After the right mouse button is pressed in step (4), DCK
- will complete the new sector by:
-
- - Creating a new sector with the same attributes as
- Sector A.
- - Making line 1 two-sided and "passable", so the player
- can cross through to the other sector.
-
- NOTE: Although this example uses existing vertices as the
- start- and end-points for the new region, this is no longer
- necessary in v2.0.
-
- |F8┌───────────────────┐
- |F8│ Modifying the map │
- |F8└───────────────────┘
-
- This section deals primarily with modifying existing parts of
- your map.
-
- |F8 ┌───────────────┐
- |F8 │ Drag and drop │
- |F8 └───────────────┘
-
- DCK features a powerful "drag-and-drop" facility, which allows
- you to pick up any number of objects and drag them to a
- different location. In THING edit mode, a variation on drag
- and drop allows you to quickly make a copy of the objects.
-
- To drag a series of objects, first mark all the objects you
- want to move (or copy, in thing mode) by clicking the left
- mouse button once on each object.
-
- When you're done marking the objects, highlight any one of
- them and hold down the left mouse button. Drag the objects to
- the new location and release the left mouse button to drop
- them there.
-
- Tip: While you're dragging the objects, all the basic
- features of DCK can still be used, such as zooming and
- repositioning the map, turning on and off the grid and snap
- to grid, and so on.
-
- Tip: In THING mode, you can "drag-and-copy" the marked
- objects (or a single object) simply by double-clicking and
- dragging; that is: Click the left mouse button down, up, and
- down in rapid succession, and while the button is still
- down, moving the cursor. When you release the left button,
- a copy of the objects will be made at the new location.
-
- |F8 ┌────────────────────┐
- |F8 │ Splitting a Sector │
- |F8 └────────────────────┘
-
- This is one of the most often-used features in creating a map,
- but is NOT done from Sector Mode - it's done from Line Mode.
-
- Splitting a Sector is simply that: Using a single line that
- you draw, DCK will split the sector that you drew it in by
- creating a new sector and setting the lines on one side of the
- split-line to reference that new sector, while leaving the
- other lines alone.
-
- You must draw only a single line to split a sector, and that
- line's end-points must reside on lines that reference the
- sector you want to split.
-
- Consider the following example:
-
- i. The Original Sector
- +-------------+
- | |
- | |
- | Sector A |
- | |
- | |
- +-------------+
-
- ii. The Split Sectors (A and B)
- +-------------+
- 1. double | |
- left | Sector A |
- click -> + - - - - - - + <- 2. single right click
- | Sector B |
- | |
- +-------------+
-
-
- *FPAINTER
- Format Painter
-
- The format painter allows you to copy an object's attributes
- to all the marked objects.
-
- For example, suppose you wanted to make a series of sectors
- look the same as a sector that exists somewhere on your map.
- With the format painter, it's easy :
-
- 1. Mark all the sectors that you want to change.
- 2. Press Ctrl+P to start the format painter.
- 3. Highlight the sector that you want to copy from
- and click the left mouse button once.
-
- DCK will then present you with the following menu:
-
- |90 Copy What?
- |90 ---------------
- |90 Appearance only
- |90 Floor height
- |90 Ceiling height
- |90 Both heights
-
- Select one of the options and press ENTER; DCK will then update
- all the marked sectors with the appropriate information from the
- sector you just clicked on.
-
- The format painter is available in all three major edit modes
- (Thing, Line, and Sector.)
-
- Tip: You can press F1 in the "Copy What?" menu for detailed
- information on exactly what is copied.
-
- *MN_FPAINT_LINE
- Format Painter - Line Copy
-
- The menu you see on your screen is the set of choices that tell
- DCK which parts of the "source" line you want to copy:
-
- |90 Attributes only:
- Copies the line's attributes (ie: the settings for "Blocks
- Monsters", "Blocks Sound", etc.) Note that the following
- attributes are NOT copied:
-
- - Impassable
- - Two-Sided
-
- |90 Textures only:
- Where both lines (one of the marked lines and the source line)
- require a certain texture position, the source line's texture
- will be copied to the marked line's.
-
- |90 Sector tag and line type:
- Copies the source line's sector tag and line type.
-
- |90 Sector tag only:
- Copies the source line's sector tag.
-
- *MN_FPAINT_SECTOR
- Format Painter - Sector Copy
-
- The menu you see on your screen is the set of choices that tell
- DCK which parts of the "source" sector you want to copy:
-
- |90 Appearance only:
- Copies the following parts of the source sector to all the
- marked sectors:
-
- - its Floor and Ceiling textures
- - its Light Level
- - its Type (Secret, Blinks, etc)
-
- |90 Floor height:
- Copies the source sector's floor height.
-
- |90 Ceiling height:
- Copies the source sector's ceiling height.
-
- |90 Both heights:
- Guess!
-
- Note: If you select one of the last three options, DCK will ask
- you if you'd like to "fix" the textures where it's required.
- If, by changing some of the heights, different textures are
- required on the lines that "belong" to the sectors, DCK will add
- the textures automatically.
-
- *MN_FPAINT_THING
- Format Painter - Thing Copy
-
- The menu you see on your screen is the set of choices that tell
- DCK which parts of the "source" thing you want to copy:
-
- |90 Everything:
- Copies everything (type, attributes, angle, etc) from the
- source object to the marked objects.
-
- |90 Attributes only:
- Copies the source thing's attributes: When it appears, its
- "Deaf" setting, and its "Netgame" setting.
-
- |90 Angle only:
- Copies the source thing's angle.
-
- *MN_ONELINE
- Create Sector Split or Double-Sided Line?
-
- Since you've drawn just one line, you have the option of
- creating a sector split or simply a double-sided line.
-
- A sector split uses the line you've drawn to "split" the sector
- that you drew it in into two sectors. This is useful for
- cutting out parts off an existing sector to make areas with less
- light, or a higher floor, among other things.
-
- A double-sided line is just a line with two sides, both of which
- reference the sector that you drew the line in. This is useful
- for making "trigger" lines - lines that activate sectors by
- walking over the line.
-
- *MN_MKDOOR
- Creating a Door
-
- ###
-
- *KEYHELP
- DCK Map Editor Key Help
-
- |F8 Display Commands / Toggles
- + / - Zoom/unzoom map
- 1 - 9 Fast-zoom presets
- Z Fast-zoom in/out on cursor position
- ] / [ Increase/decrease grid scale
- Arrows Move map around
- Ctrl+G Center map
-
- G Toggle grid on/off
- ' Toggle fine mode on/off
- J Toggle auto-join mode on/off
- P Toggle snap to grid on/off
- B Toggle clipboard rectangle on/off
- * Toggle cursor crosshairs on/off
- , and . Decrease / increase selection leniency
-
- |F8 Marking Commands
- Space Mark/unmark object under cursor
- Left-Click Mark/unmark object
- C Clear all marks
- Alt+F Find and mark objects
-
- |F8 Clipboard Commands
- Ctrl+Ins Copy marked objects to clipboard
- Ctrl+Del Cut marked objects to clipboard
- Ins Copy clipboard to map
-
- |F8 Texture field commands
- The following commands work in any dialog box field
- that requires a wall or floor/ceiling texture.
-
- F2 Access texture browser
- Alt+F Search for a texture
- / Search again forward
- \ Search again backward
-
- |F8 Edit Commands
- The following commands are starred with a * if they
- operate on marked objects as well as the cursor object.
-
- L Line tool / edit
- V Vertex tool
- R Rectangle tool
- N Polygon tool
-
- T Thing edit
- S Sector edit
-
- Home/End Previous / Next mode
- Del * Delete objects
- Alt+BkSp UNDO last map operation (drag/drop,
- rotate/scale, line, rectangle, polygon.)
-
- Ctrl+A * Scale objects
- Ctrl+O * Rotate objects
- Ctrl+X * Align objects to cursor (X axis)
- Ctrl+Y * Align objects to cursor (Y axis)
- Ctrl+V * Snap objects to grid
- Ctrl+P * Format painter
-
- Alt+C Run Consistency checker
- Alt+G Go to object number
- Alt+M Select motif
- Alt+F Find and mark objects
-
- Right Button * Edit object / Activate toolbox
- or [Enter]
-
-
- |C0 Rectangle / Polygon tool
- Click-and-Drag starts a new rectangle / polygon. While
- drawing, use the following commands to change what you've
- drawn:
-
- Hold down the right mouse button to move what you've drawn,
- and release it to continue resizing.
-
- Hold down the CTRL key while drawing a polygon to constrain
- it to a circle instead of an oval.
-
- Release the left mouse button to complete the new object, or
- press ESC to abort it.
-
- The polygon tool also uses the following keys:
-
- Q Decrease the number of sides in the polygon
- W Increase the number of sides in the polygon
-
- |C0 Thing Edit
- Double-Click Create a new thing
- Double-Click Copy things to a new location
- and Drag
- O Place origin at cursor
- T Toggle graphical display
- D Adjust thing display mask
-
- |C0 Vertex Tool
- Double-clicking with the vertex tool creates a new vertex on
- the line close to the cursor. If no line is nearby, no
- vertex is created.
-
- Ctrl+J * Delete vertex and join lines
- or Del
-
- |C0 Line Tool / Edit
- Ctrl+B Combine lines
- Ctrl+C * Split line(s) in center
- Ctrl+E * Apply current motif to line
- Ctrl+F * Flip lines
- Ctrl+I * Add required textures
- Ctrl+J * Delete line and join sectors
- Ctrl+N * Normalize (removes tags/types)
- Ctrl+R * Flip sidedefs
- Ctrl+T * Automatic tag set
- Ctrl+U * Remove unrequired textures
- Ctrl+W * Align textures
- Ctrl+Z Create stairZ
- Alt+1 * Edit side 1
- Alt+2 * Edit side 2
- Alt+R * Search and replace textures
-
- |C0 Sector Edit
- Ctrl+D * Create door from sector
- Ctrl+E * Apply current motif to sector
- Ctrl+H * Raise / lower sector
- Ctrl+L * Create lift from sector
- Ctrl+N * Normalize (removes tags)
- Ctrl+T * Automatic tag set
- Ctrl+W * Align textures
- Alt+O * Apply sector object
-
- |F8 File Commands
- Alt+S Save the current map
- Alt+E Edit a different map
- Alt+X Exit DCK
-
- Alt+W WAD manager
- F9 Run map in DOOM
- Alt+N Configuration
-
- |F8 Menu System
- ESC Activate menu bar
-
- Alt+F File Menu
- Alt+D Edit Menu
- Alt+B Object Menu
- Alt+I Miscellaneous Menu
- Alt+T Texture Menu
- Alt+H Help Menu
-
- |F8 Mouse Control
- Click and release the left mouse button to mark/unmark
- the object under the cursor. To drag the object (and all
- marked objects), hold the button down and move the objects
- to the desired location before releasing it. You can press
- ESC at any time to abort the drag operation.
-
- To mark a box of objects, click and drag the left button
- while not on an object.
-
- If you click and release the left mouse button when NOT on
- an object, all the marks will be cleared.
-
- |90 Double-left click:
- Thing : Create a new thing.
- Vertex: Split line and add vertex, otherwise nothing.
- Line : Create new region (see documentation.)
- Sector: No effect.
-
- Click and release the right mouse button to edit the marked
- object(s), or move the mouse to select a feature from the
- "right button toolbox."
-
- *TEXHELP
- Texture browser keys
-
- Up/Dn Scroll through textures
- Home/End First / last in list
- Enter Choose this texture
- ESC Keep original texture
- Alt+F Begin a new search forward
- / Search again forward
- \ Search again backward
-
- *CS_L_2SNOSD2
- "Line is 2S but has no second sidedef"
-
- In order for a line to be two-sided, it must
- have its 2S flag set AND have a second
- sidedef. If one of these conditions is set
- without the other, the DOOM engine will
- behave strangely.
-
- Fix: Removes the line's 2S bit, and sets the
- impassable bit if not already set.
-
- *CS_L_NO2SSD2
- "Line is NOT 2S but has a second sidedef"
-
- This line has a second sidedef but its 2S
- flag is not set. This means that the line
- will block projectiles, but will be
- see-through.
-
- Fix: Sets the line's 2S bit.
-
- *CS_SD_FTOOHIGH
- "Sidedef's transparent full tex too high"
-
- A sidedef's transparent full texture will
- "bleed" through the floor if the entire
- texture is higher than the side's sector.
-
- Fix: Removes the full texture
-
- *CS_L_VSAME
- "Line's vertex references are the same"
-
- The line in question starts and ends at the
- same VERTEX. This is a leftover product
- from other editors.
-
- Fix: Deletes the line.
-
- *CS_L_NOSD1
- "Line has no first sidedef"
-
- In order for the DOOM engine to function
- properly, every line must have a first
- (or "right") sidedef.
-
- Fix: If the line has a second sidedef and is
- impassable/not 2S, reverses the sidedefs.
- Otherwise, does nothing.
-
- *CS_L_TYPENOTAG
- "Line has a type but no sector tag"
-
- In order for this line's type field to
- operate properly, it must have a sector tag
- of greater than 0, and at least one sector
- must have the same tag.
-
- Fix: Sets the line type to "Normal." If
- this is not desired, press 'G' to go to the
- object and set the sector tag.
-
- *CS_L_TAGNOTYPE
- "Line has a sector tag but no type"
-
- This is just a reminder that a sector tag
- has been set, but the line's type will not
- use that tag.
-
- Fix: Removes the line's sector tag.
-
- *CS_L_TAGNOSEC
- "Linedef's sector tag is not shared by a sector."
-
- The line's sector tag has been set, but there is
- no sector with the same tag.
-
- You may have forgotten to set the desired
- sector's tag.
-
- Fix: Removes the line's sector tag and sets
- the line's type to Normal.
-
- *CS_SD_MISSTEX
- "Sidedef is missing [...] texture"
-
- This sidedef may require the missing
- texture(s).
-
- Fix: Adds the required textures to the
- sidedef.
-
- *CS_S_NOTCLOSED
- "Sector is not closed."
-
- Fatal error.
-
- This sector is not closed. For the DOOM
- engine to display a level correctly, all
- sectors must start and end on the same
- vertex, with a series of linedefs and
- sidedefs that reference the sector along a
- path.
-
- Fix: This error cannot be fixed
- automatically.
-
- *CS_SD_FULLNOTTRANS
- "Sidedef's full texture is not transparent-able."
-
- In order for a two-sided linedef's sidedef to have
- a full (normal) texture, that texture must be made
- up of no more than one wall patch (marked as TRANS
- in the texture browser.)
-
- Fix: Removes the full texture.
-
- *CS_S_G1000
- "Sector's ceil/floor diff is greater than 1000."
-
- The DOOM engine can handle a difference of
- approximately 1000 between a sector's floor
- and ceiling heights.
-
- Fix: Lowers the ceiling height to accommodate
- this limit.
-
- *CS_S_TAGNOLINE
- "Sector's tag is not shared by a linedef."
-
- The sector's tag has been set, but there is no
- linedef with the same tag.
-
- You may have forgotten to set the desired
- linedef's tag.
-
- Fix: Removes the sector's tag.
-
- *CS_T_NOSECTOR
- "Thing is not in a sector."
-
- Now, how did it get out there?
-
- Fix: Deletes the thing.
-
- *CS_T_TOOHIGH
- "Thing is too high for its sector."
-
- The thing is too high for its sector, and
- will likely be displayed incorrectly and/or
- not move correctly if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_T_COLLIDE
- "Thing collides with other things."
-
- The thing's radius extends into the area of
- the surrounding things. This will cause the
- thing to be "stuck" if it's a monster.
-
- Please note: Sometimes this error is not
- serious - for example, when a monster is at
- the same location as a "gettable" item such
- as a medkit or soul sphere. The monster will
- not be stuck, because the item can be passed
- through.
-
- Fix: Deletes the thing.
-
- *CS_T_INWALL
- "Thing is partially inside a wall."
-
- The thing's radius extends into a
- surrounding wall (line.) This will cause
- the thing to be "stuck" if it's a monster.
-
- If it's not a monster, it probably doesn't
- matter.
-
- Fix: Deletes the thing.
-
- *CS_M_NOP1
- "No player 1 start."
-
- Well, you need one of these.
-
- *CS_M_NOP234
- "Too few player starts."
-
- There are fewer than four player starts in
- this level. The level will not be playable
- in networked cooperative mode.
-
- *CS_M_NODM
- "Too few DEATHMATCH starts."
-
- There are fewer than four deathmatch starts
- in the level. It will not be playable in
- networked DEATHMATCH mode.
-
- *CS_M_NOEXIT
- "Missing an exit line."
-
- There is no exit line in this level. You
- should add one.
-
- *CS_M_NOTEXIT
- "Teleporter line has no tele-exit."
-
- In order for a teleporter line to work
- properly, the sector that shares its tag
- must have a "teleporter exit" THING in it.
-
- This line's tagged sector does not.
-
- *CS_S_BADTEX
- "Sector's [floor/ceiling] texture is invalid."
-
- DCK couldn't find the sector's floor or
- ceiling texture.
-
- Fix: Sets the bad texture to the current
- default.
-
- *CS_F_VSAME
- "Object n is at the same point as object n"
-
- Two vertices are at the same point.
-
- Fix: Replaces one with the other and deletes
- the remaining.
-