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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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DMAPEDIT.INI
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1996-02-15
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* This file controls the default settings of DMapEdit and will be used if
*it is located in either the current directory, or the same directory as the
*dmapedit.exe file. If both are present, it will use the one in the current
*directory, so it is possible to have different setups in various different
*directories. Please note that settings in this file will override previous
*editing state settings, if you've told DMapEdit to load them at startup.
* All comment lines must start with a '*'. A comment may begin partway
*into a line too, however. Basically, a comment starts at the first '*' in
*a line and ends at the end of that line. Blank lines and comments are not
*processed by DMapEdit.
* Listed below are descriptions of all the different variables that can
*be set, along with the valid settings, if checked for accuracy. The basic
*format of all parameters look like this:
* variable=setting
* Spaces and tabs are ignored when processing.
* You may list parameters in any order whatsoever you wish. DMapEdit
*doesn't care what order they are in. Keep in mind that the file is
*processed from top to bottom, however, so later lines can cause earlier
*lines to be ignored.
* Any setting that you don't define in an INI file will use the default
*settings defined in dmapedit.exe.
*---------------------------- Variable listings ------------------------------
* You can set the path to Doom and Doom II's IWAD's to point to either the
*directory of doom.wad (or doom2.wad), or point to the doom.wad (or doom2.wad)
*itself. Note that you can use '/' or '\' in all path statements. They will
*all be converted to work properly.
* If you don't have one of these games, simply comment out the line of
*what you don't have by placing a '*' in front that line.
doom path = c:\games\doom
doom 2 path = c:\games\doom2
*VIDEO MODE is the video mode number, which can be 0 - 4. Mode 0, however,
*is not supported by DMapEdit, as it is simply too low a resolution. The
*modes are as follows:
* 0 - 320 x 200 (Can't use with DMapEdit, though. Too low resolution)
* 1 - 640 x 400
* 2 - 640 x 480 (recommended, and default)
* 3 - 800 x 600 (alternate recommended mode)
* 4 -1024 x 768
video mode = 2
*DMapEdit makes a backup of any PWAD you try to save over. If you set backup
*to no, DMapEdit will delete this backup after it has successfully saved the
*new PWAD. This can help save some disk space if you have a lot of pwads
*around. Otherwise, it's recommended to set backup to yes. If an attempt to
*save a PWAD fails, your old PWAD can be found as the same name with the
*extension '.bak'. It is highly recommended that you make backups of
*important work from time to time, especially when you accomplish something
*significant that you'd rather not have to redo, should you lose the file.
*Usually saving a copy of the file to another hard drive partition or a floppy
*works well for me.
backup = yes
*SKIP INTRO bypasses the intro screen. (Not recommended if you don't have a
*registered version of DMapEdit. :)
*skip intro = yes
*LEFT MOUSE BUTTON, MIDDLE MOUSE BUTTON, and RIGHT MOUSE BUTTON define the
*function of each of the mouse buttons at startup. Valid settings are add,
*delete, edit, or mark. The default settings are:
* left mouse button = add
* middle mouse button = edit
* right mouse button = delete
left mouse button = add
middle mouse button = edit
right mouse button = mark
*DRAW WALL TEXTURES is for anyone who is still experiencing the texture
*picklist drawing bug. Though I believe I have solved this bug, if it
*happens to occur on your machine still, you can disable the drawing,
*allowing to you still use DMapEdit until it gets fixed. The trade-off is
*that you won't get to see what the textures will look like.
draw wall textures = yes
*FLASH MODE allows you to use either the old v2.1- method of hilighting, or
*the new pulsating green method of hilighting. Valid settings are old and
*new.
flash mode = new
*BRIGHTEN COLORS controls how much colors are brightened when displaying
*Doom textures (wall or floor/ceiling). The reason for this is that Doom
*colors are normally too dark to see well (in my opinion anyway). If they
*still seem to dark, raise this value some.
brighten doom colors = 10
*PWAD DIRECTORY PATH, if present (or not commented out) is the default
*location to look for PWADs. This means when you start DMapEdit up and select
*load file from the menu, it will display files from this directory, instead
*of whatever directory you were in when you ran DMapEdit.
pwad directory path = c:\dme
*CURRENT MAP SLOT is the map slot loaded and displayed at startup. Basically,
*it is the active map slot, and was the slot active when you left DMapEdit
*during the last editing session (assuming you have it set to save the editor
*state upon exit). Valid values are 0-9. 0 would be the clipboard, which
*will be empty at startup.
current map slot = 1
*--------------------------------- Groups ------------------------------------
* Groups (or blocks) are identified by the '{' and '}' symbols, which
*surround the group variables. It is also recommended that group variables
*be indented, to help people reading this file identify them more easily.
*Variables not within groups (such as all of the variables that have been
*listed thus far in the file) are called global variables.
*The groups are normally automatically generated by DMapEdit, and record the
*state of the editor when you exit, so that it can be restored when you run
*DMapEdit the next time. It is recorded here, however, to allow you to edit
*the editing state if you wish. Unless you have a good reason for doing so,
*however, there really is no reason to change any of it.
* At present, there are only 2 types of groups: Map slots and map data.
*An example of each follows. Because they are examples, they are commented
*out. DMapEdit will, in the course of events, add and remove entire groups
*when it saves the state, so it reflects the current slot/map usage. Thus,
*instead of commenting an actual slot and map group, which DMapEdit might
*end up removing later, examples are shown, commented out. DMapEdit leaves
*all comments intact.
*Map Slot groups: The variable name will be 'map slot X', where X is a number
*from 1 to 9, identifying the slot it represents.
*map slot 1 = {
*LINK INDEX is the map data group which this map slot information goes with.
*Since more than one slot may act as a 'window' into the same map, more than
*one map slot may be linked to the same map data group. Changing the map
*itself from any one of these map slots actually changes the map data group
*they are linked to (like lets say you add a line). Since all the other
*map slots are linked to that map data group, they will all see the changes
*this one map slot made. LINK INDEX should either be the same number as the
*map slot number, or the number of another map data group, as long as that
*map data group has another slot pointing to it as well, and one of them is
*is the same as the number you use.
* link index = 1
*X OFFSET and Y OFFSET map coordinates of the (0, 0) screen coordinates.
* x offset = 384
* y offset = 864
*EDIT MODE selects the initial edit mode to start in. You can set this to
*either things, vertexes, lines, sectors, rectangle, or sidedefs. The default
*is things.
* edit mode = Lines
*ZOOM sets the initial zoom factor. This can be any value from 1 to 15. The
*default is 8.
* zoom = 8
*CROSSHAIR controls the visibility of the crosshair, 'on' or 'off'.
* crosshair = on
*GRID can either be 'on' or 'off', and controls whether or not the grid is
*being displayed.
* grid = off
*GRID BRIGHTNESS sets the intensity value of the grid. It must be a value in
*the range of 1 to 3.
* grid brightness = 1
*GRID SIZE is the translated