P1 PR S1 SR W1 WR G1 GROften linedef actions depend on values in neighboring sectors. A neighboring sector is one that shares a linedef in common, just sharing a vertex is not sufficient.
Section 1. Doors
A door is a sector, usually placed between two rooms, whose
ceiling raises to open, and lowers to close.
A door is fully closed when its ceiling height is equal to its
floor height.
A door is fully open when its ceiling height is 4 less than the
lowest neighbor ceiling adjacent to it.
A door may be set to an intermediate state initially, or thru the
action of a linedef trigger that affects ceilings or floors. The
door is passable to a player when its ceiling is at least 56
units higher than its floor. In general the door is passable to a
monster or a thing when its ceiling is at least the monster or
thing's height above the floor.
If a door has a ceiling height ABOVE the fully open height, then
an open door action moves the ceiling to the fully open height
instantly.
If a door has a ceiling height BELOW the fully closed height
(that is the ceiling of the door sector is lower than the floor
of the door sector) a close door action moves the ceiling to the
fully closed height instantly.
Section 1.2 Varieties of doors
A door can be triggered by pushing on it, walking over or
pressing a linedef trigger tagged to it, or shooting a linedef
tagged to it. These are called manual, walkover, switched, or gun
doors resp.
Since a push door (P1/PR) has no use for its tag, BOOM has
extended the functionality to include changing any tagged sectors
to maximum neighbor lighting on fully opening, then to minimum
neighbor lighting on fully closing. This is true for regular,
extended, and generalized doors with push triggers.
A door trigger can be locked. This means that the door function
will only operate if the player is in possession of the right
key(s). Regular and extended door triggers only care if the
player has a key of the right color, they do not care which.
Generalized door triggers can distinguish between skull and card
keys, and can also require any key, or all keys in order to
activate.
A door can have different speeds, slow, normal, fast or turbo.
A door can wait for different amounts of time.
A door may or may not be activatable by monsters.
Any door function except Close and Stay Closed, when closing and
encountering a monster or player's head will bounce harmlessly
off that head and return to fully open. A Close and Stay Closed
will rest on the head until it leaves the door sector.
Section 1.3 Door linedef types
Regular and Extended Door Types --------------------------------------------------------------- # Class Trig Lock Speed Wait Monst Function 1 Reg PR No Slow 4s Yes Open, Wait, Then Close 117 Reg PR No Fast 4s No Open, Wait, Then Close 63 Reg SR No Slow 4s No Open, Wait, Then Close 114 Reg SR No Fast 4s No Open, Wait, Then Close 29 Reg S1 No Slow 4s No Open, Wait, Then Close 111 Reg S1 No Fast 4s No Open, Wait, Then Close 90 Reg WR No Slow 4s No Open, Wait, Then Close 105 Reg WR No Fast 4s No Open, Wait, Then Close 4 Reg W1 No Slow 4s No Open, Wait, Then Close 108 Reg W1 No Fast 4s No Open, Wait, Then Close 31 Reg P1 No Slow -- No Open and Stay Open 118 Reg P1 No Fast -- No Open and Stay Open 61 Reg SR No Slow -- No Open and Stay Open 115 Reg SR No Fast -- No Open and Stay Open 103 Reg S1 No Slow -- No Open and Stay Open 112 Reg S1 No Fast -- No Open and Stay Open 86 Reg WR No Slow -- No Open and Stay Open 106 Reg WR No Fast -- No Open and Stay Open 2 Reg W1 No Slow -- No Open and Stay Open 109 Reg W1 No Fast -- No Open and Stay Open 46 Reg GR No Slow -- No Open and Stay Open 42 Reg SR No Slow -- No Close and Stay Closed 116 Reg SR No Fast -- No Close and Stay Closed 50 Reg S1 No Slow -- No Close and Stay Closed 113 Reg S1 No Fast -- No Close and Stay Closed 75 Reg WR No Slow -- No Close and Stay Closed 107 Reg WR No Fast -- No Close and Stay Closed 3 Reg W1 No Slow -- No Close and Stay Closed 110 Reg W1 No Fast -- No Close and Stay Closed 196 Ext SR No Slow 30s No Close, Wait, Then Open 175 Ext S1 No Slow 30s No Close, Wait, Then Open 76 Reg WR No Slow 30s No Close, Wait, Then Open 16 Reg W1 No Slow 30s No Close, Wait, Then Open Regular and Extended Locked Door Types --------------------------------------------------------------- # Class Trig Lock Speed Wait Monst Function 26 Reg PR Blue Slow 4s No Open, Wait, Then Close 28 Reg PR Red Slow 4s No Open, Wait, Then Close 27 Reg PR Yell Slow 4s No Open, Wait, Then Close 32 Reg P1 Blue Slow -- No Open and Stay Open 33 Reg P1 Red Slow -- No Open and Stay Open 34 Reg P1 Yell Slow -- No Open and Stay Open 99 Reg SR Blue Fast -- No Open and Stay Open 134 Reg SR Red Fast -- No Open and Stay Open 136 Reg SR Yell Fast -- No Open and Stay Open 133 Reg S1 Blue Fast -- No Open and Stay Open 135 Reg S1 Red Fast -- No Open and Stay Open 137 Reg S1 Yell Fast -- No Open and Stay OpenThere are two generalized door linedef types, Generalized Door, and Generalized Locked Door. The following tables show the possibilities for each parameter, any combination of parameters is allowed:
Generalized Door Types --------------------------------------------------------------- # Class Trig Lock Speed Wait Monst Function 3C00H- Gen P1/PR No Slow 1s Yes Open, Wait, Then Close 4000H S1/SR Normal 4s No Open and Stay Open W1/WR Fast 9s Close and Stay Closed G1/GR Turbo 30s Close, Wait, Then Open
Generalized Locked Door Types --------------------------------------------------------------- # Class Trig Lock Speed Wait Monst Function 3800H- Gen P1/PR Any Slow 1s No Open, Wait, Then Close 3C00H S1/SR Blue Normal 4s Open and Stay Open W1/WR Red Fast 9s Close and Stay Closed G1/GR Yell Turbo 30s Close, Wait, Then Open BlueC RedC YellC BlueS RedS YellS All3 All6Return to Table of Contents
Section 2. Floors
Section 2.1 Floor targets
Section 2.2 Varieties of floors
A floor can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same
tag as the floor sector, or by walking over a linedef with the
same tag as the floor, or by shooting a linedef with the same tag
as the floor with an impact weapon.
A floor can move either Up or Down.
A floor can move with speeds of Slow, Normal, Fast, or Turbo. If
the target height specified by the floor function (see Floor
Targets above) is in the opposite direction to the floor's
motion, then travel is instantaneous, otherwise its at the speed
specified.
A floor action can be a texture change type, in which case after
the action the floor texture of the affected floor, and possibly
the sector type of the affected floor are changed to those of a
model sector. The sector type may be zeroed instead of copied
from the model, or not changed at all. These change types are
referred to below as Tx (texture only), Tx0 (type zeroed), and
TxTy (texture and type changed). The model sector for the change
may be the sector on the first sidedef of the trigger (trigger
model) or the sector with floor at destination height across the
lowest numbered two-sided linedef surrounding the affected sector
(numeric model). If no model sector exists, no change occurs. If
a change occurs, floor texture is always affected, lighting is
never affected, even that corresponding to the sector's type, nor
is any other sector property other than the sector's type.
Numeric model algorithm:
1) Find all floors adjacent to the tagged floor at destination
height
2) Find the lowest numbered linedef separating those floors from
that tagged
3) The sector on the other side of that linedef is the model
A floor action can have the crush property, in which case players
and monsters are crushed when the floor tries to move above the
point where they fit exactly underneath the ceiling. This means
they take damage until they die, leave the sector, or the floor
action is stopped. A floor action never reverses on encountering
an obstacle, even if the crush property is not true, the floor
merely remains in the same position until the obstacle is removed
or dies, then continues.
Section 2.3 Floor linedef types
Regular and Extended Floor Types ------------------------------------------------------------------- # Class Trig Dir Spd Chg Mdl Mon Crsh Target 60 Reg SR Dn Slow None -- No No Lowest Neighbor Floor 23 Reg S1 Dn Slow None -- No No Lowest Neighbor Floor 82 Reg WR Dn Slow None -- No No Lowest Neighbor Floor 38 Reg W1 Dn Slow None -- No No Lowest Neighbor Floor 177 Ext SR Dn Slow TxTy Num No No Lowest Neighbor Floor 159 Ext S1 Dn Slow TxTy Num No No Lowest Neighbor Floor 84 Reg WR Dn Slow TxTy Num No No Lowest Neighbor Floor 37 Reg W1 Dn Slow TxTy Num No No Lowest Neighbor Floor 69 Reg SR Up Slow None -- No No Next Neighbor Floor 18 Reg S1 Up Slow None -- No No Next Neighbor Floor 128 Reg WR Up Slow None -- No No Next Neighbor Floor 119 Reg W1 Up Slow None -- No No Next Neighbor Floor 132 Reg SR Up Fast None -- No No Next Neighbor Floor 131 Reg S1 Up Fast None -- No No Next Neighbor Floor 129 Reg WR Up Fast None -- No No Next Neighbor Floor 130 Reg W1 Up Fast None -- No No Next Neighbor Floor 222 Ext SR Dn Slow None -- No No Next Neighbor Floor 221 Ext S1 Dn Slow None -- No No Next Neighbor Floor 220 Ext WR Dn Slow None -- No No Next Neighbor Floor 219 Ext W1 Dn Slow None -- No No Next Neighbor Floor 64 Reg SR Up Slow None -- No No Lowest Neighbor Ceiling 101 Reg S1 Up Slow None -- No No Lowest Neighbor Ceiling 91 Reg WR Up Slow None -- No No Lowest Neighbor Ceiling 5 Reg W1 Up Slow None -- No No Lowest Neighbor Ceiling 24 Reg G1 Up Slow None -- No No Lowest Neighbor Ceiling 65 Reg SR Up Slow None -- No Yes Lowest Neighbor Ceiling - 8 55 Reg S1 Up Slow None -- No Yes Lowest Neighbor Ceiling - 8 94 Reg WR Up Slow None -- No Yes Lowest Neighbor Ceiling - 8 56 Reg W1 Up Slow None -- No Yes Lowest Neighbor Ceiling - 8 45 Reg SR Dn Slow None -- No No Highest Neighbor Floor 102 Reg S1 Dn Slow None -- No No Highest Neighbor Floor 83 Reg WR Dn Slow None -- No No Highest Neighbor Floor 19 Reg W1 Dn Slow None -- No No Highest Neighbor Floor 70 Reg SR Dn Fast None -- No No Highest Neighbor Floor + 8 71 Reg S1 Dn Fast None -- No No Highest Neighbor Floor + 8 98 Reg WR Dn Fast None -- No No Highest Neighbor Floor + 8 36 Reg W1 Dn Fast None -- No No Highest Neighbor Floor + 8 180 Ext SR Up Slow None -- No No Absolute 24 161 Ext S1 Up Slow None -- No No Absolute 24 92 Reg WR Up Slow None -- No No Absolute 24 58 Reg W1 Up Slow None -- No No Absolute 24 179 Ext SR Up Slow TxTy Trg No No Absolute 24 160 Ext S1 Up Slow TxTy Trg No No Absolute 24 93 Reg WR Up Slow TxTy Trg No No Absolute 24 59 Reg W1 Up Slow TxTy Trg No No Absolute 24 176 Ext SR Up Slow None -- No No Abs Shortest Lower Texture 158 Ext S1 Up Slow None -- No No Abs Shortest Lower Texture 96 Reg WR Up Slow None -- No No Abs Shortest Lower Texture 30 Reg W1 Up Slow None -- No No Abs Shortest Lower Texture 178 Ext SR Up Slow None -- No No Absolute 512 140 Reg S1 Up Slow None -- No No Absolute 512 147 Ext WR Up Slow None -- No No Absolute 512 142 Ext W1 Up Slow None -- No No Absolute 512 190 Ext SR -- ---- TxTy Trg No No None 189 Ext S1 -- ---- TxTy Trg No No None 154 Ext WR -- ---- TxTy Trg No No None 153 Ext W1 -- ---- TxTy Trg No No None 78 Ext SR -- ---- TxTy Num No No None 241 Ext S1 -- ---- TxTy Num No No None 240 Ext WR -- ---- TxTy Num No No None 239 Ext W1 -- ---- TxTy Num No No NoneThe following tables show the possibilities for generalized floor linedef type parameters. Any combination of parameters is allowed:
Generalized Floor Types --------------------------------------------------------------------------- # Class Trig Dir Spd *Chg *Mdl Mon Crsh Target 6000H- Gen P1/PR Up Slow None Trg Yes Yes Lowest Neighbor Floor 7FFFH S1/SR Dn Normal Tx Num No No Next Neighbor Floor W1/WR Fast Tx0 Lowest Neighbor Ceiling G1/GR Turbo TxTy Highest Neighbor Floor Ceiling 24 32 *Mon(ster) enabled must be No if Shortest Lower Texture Chg field is not None Tx = Texture copied only Trg = Trigger Model Tx0 = Texture copied and Type->0 Num = Numeric Model TxTy = Texture and Type copiedReturn to Table of Contents
Section 3. Ceilings
Section 3.1 Ceiling Targets
Section 3.2 Varieties of ceilings
A ceiling can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same
tag as the ceiling sector, or by walking over a linedef with the
same tag as the ceiling, or by shooting a linedef with the same
tag as the ceiling with an impact weapon (generalized types
only).
A ceiling can move either Up or Down.
A ceiling can move with speeds of Slow, Normal, Fast, or Turbo.
If the target height specified by the ceiling function (see
Ceiling Targets above) is in the opposite direction to the
ceiling's motion, then travel is instantaneous, otherwise its at
the speed specified.
A ceiling action can be a texture change type, in which case
after the action the ceiling texture of the affected ceiling, and
possibly the sector type of the affected ceiling are changed to
those of a model sector. The sector type may be zeroed instead of
copied from the model, or not changed at all. These change types
are referred to below as Tx (texture only), Tx0 (type set to 0),
and TxTy (texture and type copied from model). The model sector
for the change may be the sector on the first sidedef of the
trigger (trigger model) or the sector with ceiling at destination
height across the lowest numbered two-sided linedef surrounding
the affected sector (numeric model). If no model sector exists,
no change occurs. If a change occurs, ceiling texture is always
affected, lighting is never affected, even that corresponding to
the sector's type, nor is any other sector property other than
the sector's type.
Numeric model algorithm:
1) Find all ceilings adjacent to the tagged ceiling at
destination height
2) Find the lowest numbered linedef separating those ceilings
from that tagged
3) The sector on the other side of that linedef is the model
A ceiling action can have the crush property (generalized types
only), in which case players and monsters are crushed when the
ceiling tries to move below the point where they fit exactly
underneath the ceiling. This means they take damage until they
die, leave the sector, or the ceiling action is stopped. A
ceiling action never reverses on encountering an obstacle, even
if the crush property is not true, the ceiling merely remains in
the same position until the obstacle is removed or dies, then
continues.
Section 3.3 Ceiling linedef types
Regular and Extended Ceiling Types ------------------------------------------------------------------- # Class Trig Dir Spd *Chg *Mdl Mon Crsh Target 43 Reg SR Dn Fast None -- No No Floor 41 Reg S1 Dn Fast None -- No No Floor 152 Ext WR Dn Fast None -- No No Floor 145 Ext W1 Dn Fast None -- No No Floor 186 Ext SR Up Slow None -- No No Highest Neighbor Ceiling 166 Ext S1 Up Slow None -- No No Highest Neighbor Ceiling 151 Ext WR Up Slow None -- No No Highest Neighbor Ceiling 40 Reg W1 Up Slow None -- No No Highest Neighbor Ceiling 187 Ext SR Dn Slow None -- No No 8 Above Floor 167 Ext S1 Dn Slow None -- No No 8 Above Floor 72 Reg WR Dn Slow None -- No No 8 Above Floor 44 Reg W1 Dn Slow None -- No No 8 Above Floor 205 Ext SR Dn Slow None -- No No Lowest Neighbor Ceiling 203 Ext S1 Dn Slow None -- No No Lowest Neighbor Ceiling 201 Ext WR Dn Slow None -- No No Lowest Neighbor Ceiling 199 Ext W1 Dn Slow None -- No No Lowest Neighbor Ceiling 206 Ext SR Dn Slow None -- No No Highest Neighbor Floor 204 Ext S1 Dn Slow None -- No No Highest Neighbor Floor 202 Ext WR Dn Slow None -- No No Highest Neighbor Floor 200 Ext W1 Dn Slow None -- No No Highest Neighbor Floor Generalized Ceiling Types --------------------------------------------------------------------------- # Class Trig Dir Spd *Chg *Mdl Mon Crsh Target 4000H- Gen P1/PR Up Slow None Trg Yes Yes Highest Neighbor Ceiling 5FFFH S1/SR Dn Normal Tx Num No No Next Neighbor Ceiling W1/WR Fast Tx0 Lowest Neighbor Ceiling G1/GR Turbo TxTy Highest Neighbor Floor Floor 24 32 *Mon(ster) enabled must be No if Shortest Upper Texture Chg field is not None Tx = Texture copied only Trg = Trigger Model Tx0 = Texture copied and Type->0 Num = Numeric Model TxTy = Texture and Type copiedReturn to Table of Contents
Section 4. Platforms (Lifts)
A platform is basically a floor action involving two heights. The
simple raise platform actions, for example, differ from the
corresponding floor actions in that if they encounter an
obstacle, they reverse direction and return to their former
height.
The most often used kind of platform is a lift which travels from
its current height to the target height, then waits a specified
time and returns to it former height.
Section 4.2 Varieties of Platforms
A platform can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same
tag as the platform sector, or by walking over a linedef with the
same tag as the platform, or by shooting a linedef with the same
tag as the platform with an impact weapon.
A platform can move with speeds of Slow, Normal, Fast, or Turbo.
Only the instant toggle platform moves instantly, all others move
at the platform's speed.
A platform can have a delay, in between when it reaches
"high" height and returns to "low" height, or
at both ends of the motion in the case of perpetual lifts.
A platform action can be a texture change type, in which case
after the action the floor texture of the affected floor, and
possibly the sector type of the affected floor are changed to
those of a model sector. The sector type may be zeroed instead of
copied from the model, or not changed at all. These change types
are referred to below as Tx (texture only), Tx0 (type zeroed),
and TxTy (texture and type changed). The model sector for the
change is always the sector on the first sidedef of the trigger
(trigger model). If a change occurs, floor texture is always
affected, lighting is never affected, even that corresponding to
the sector's type, nor is any other sector property other than
the sector's type.
Section 4.3 Platform Linedef types
Regular and Extended Platform Types ------------------------------------------------------------------- # Class Trig Dly Spd Chg Mdl Mon Target 66 Reg SR -- Slow Tx Trg No Raise 24 Units 15 Reg S1 -- Slow Tx Trg No Raise 24 Units 148 Ext WR -- Slow Tx Trg No Raise 24 Units 143 Ext W1 -- Slow Tx Trg No Raise 24 Units 67 Reg SR -- Slow Tx0 Trg No Raise 32 Units 14 Reg S1 -- Slow Tx0 Trg No Raise 32 Units 149 Ext WR -- Slow Tx0 Trg No Raise 32 Units 144 Ext W1 -- Slow Tx0 Trg No Raise 32 Units 68 Reg SR -- Slow Tx0 Trg No Raise Next Floor 20 Reg S1 -- Slow Tx0 Trg No Raise Next Floor 95 Reg WR -- Slow Tx0 Trg No Raise Next Floor 22 Reg W1 -- Slow Tx0 Trg No Raise Next Floor 47 Reg G1 -- Slow Tx0 Trg No Raise Next Floor 181 Ext SR 3s Slow None -- No Lowest and Highest Floor (perpetual) 162 Ext S1 3s Slow None -- No Lowest and Highest Floor (perpetual) 87 Reg WR 3s Slow None -- No Lowest and Highest Floor (perpetual) 53 Reg W1 3s Slow None -- No Lowest and Highest Floor (perpetual) 182 Ext SR -- ---- ---- -- -- Stop 163 Ext S1 -- ---- ---- -- -- Stop 89 Reg WR -- ---- ---- -- -- Stop 54 Reg W1 -- ---- ---- -- -- Stop 62 Reg SR 3s Slow None -- No Lowest Neighbor Floor (lift) 21 Reg S1 3s Slow None -- No Lowest Neighbor Floor (lift) 88 Reg WR 3s Slow None -- No Lowest Neighbor Floor (lift) 10 Reg W1 3s Slow None -- No Lowest Neighbor Floor (lift) 123 Reg SR 3s Fast None -- No Lowest Neighbor Floor (lift) 122 Reg S1 3s Fast None -- No Lowest Neighbor Floor (lift) 120 Reg WR 3s Fast None -- No Lowest Neighbor Floor (lift) 121 Reg W1 3s Fast None -- No Lowest Neighbor Floor (lift) 211 Ext SR -- Inst None -- No Ceiling (toggle) 212 Ext WR -- Inst None -- No Ceiling (toggle) Generalized Lift Types --------------------------------------------------------------------------- # Class Trig Dly Spd Mon Target 3400H- Gen P1/PR 1s Slow Yes Lowest Neighbor Floor 37FFH S1/SR 3s Normal No Next Lowest Neighbor Floor W1/WR 5s Fast Lowest Neighbor Ceiling G1/GR 10s Turbo Lowest and Highest Floor (perpetual)Return to Table of Contents
Section 5. Crusher Ceilings
A crusher ceiling is a linedef type that causes the ceiling to
cycle between its starting height and 8 above the floor, damaging
monsters and players that happen to be in between. Barrels
explode when crushed.
Once a crusher ceiling is started it remains running for the
remainder of the level even if temporarily suspended with a stop
type. No other ceiling action can be used in that sector
thereafter.
Section 5.1 Varieties of Crushers
A crusher can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same
tag as the crusher sector, or by walking over a linedef with the
same tag as the crusher, or by shooting a linedef with the same
tag as the crusher with an impact weapon (generalized types
only).
A crusher has a speed: slow, normal, fast, or turbo. The slower
the speed, the more damage the crusher does when crushing, simply
thru being applied longer. When a slow or normal crusher is
moving down and encounters something to crush, it slows down even
more, by a factor of 8. This persists until it reaches bottom of
stroke and starts up again. Fast and turbo crushers do not slow
down.
A crusher can be silent. The regular silent crusher makes
platform stop and start noises at top and bottom of stroke. The
generalized silent crusher is completely quiet.
A crusher linedef is provided to stop a crusher in its current
position. Care should be used that this doesn't lock the player
out of an area of the wad if the crusher is too low to pass. A
crusher can be restarted, but not changed, with any crusher
linedef.
Section 5.2 Crusher Linedef Types
Regular and Extended Crusher Types ------------------------------------------------------------------- # Class Trig Spd Mon Silent Action 184 Ext SR Slow No No Start 49 Reg S1 Slow No No Start 73 Reg WR Slow No No Start 25 Reg W1 Slow No No Start 183 Ext SR Fast No No Start 164 Ext S1 Fast No No Start 77 Reg WR Fast No No Start 6 Reg W1 Fast No No Start 185 Ext SR Slow No Yes Start 165 Ext S1 Slow No Yes Start 150 Ext WR Slow No Yes Start 141 Reg W1 Slow No Yes Start 188 Ext SR ---- -- -- Stop 168 Ext S1 ---- -- -- Stop 74, Reg WR ---- -- -- Stop 57, Reg W1 ---- -- -- Stop Generalized Crusher Types --------------------------------------------------------------------------- # Class Trig Spd Mon Silent 2F80H- Gen P1/PR Slow Yes Yes 2FFFH S1/SR Normal No No W1/WR Fast G1/GR TurboReturn to Table of Contents
Section 6. Stair Builders
A stair builder is a linedef type that sets a sequence of sectors
defined by a complex rule to an ascending or descending sequence
of heights.
The rule for stair building is as follows:
1) The first step to rise or fall is the tagged sector. It rises
or falls by the stair stepsize, at the stair speed.
2) To find the next step (sector) affected examine all two-sided
linedefs with first sidedef facing into the previous step for the
one with lowest linedef number. The sector on the other side of
this linedef is the next step. If no such linedef exists, stair
building ceases.
3) If the next step is already moving, or has already risen as
part of the stair, stair building ceases. Optionally if the floor
texture of the next step is different from the previous step's
the stair building stops. Otherwise the next step moves to the
height of the previous step plus or minus the stepsize depending
on the direction the stairs build, up or down. If the motion is
in the same direction as the stairs build, it occurs at stair
build speed, otherwise it is instant.
4) Repeat from step 2 until stair building ceases.
Section 6.1 Varieties of Stair Builders
A stair can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same
tag as the stair sector, or by walking over a linedef with the
same tag as the stair, or by shooting a linedef with the same tag
as the stair with an impact weapon (generalized types only).
Only extended and generalized stair types are retriggerable. The
extended retriggerable stairs are mostly useless, though
triggering a stair with stepsize 8 twice might be used. The
generalized retriggerable stairs alternate building up and down
on each activation which is much more useful.
A stair can build up or down (generalized types only).
A stair can have a step size of 4, 8, 16, or 24. Only generalized
types support stepsize of 4 or 24.
A stair can have build speeds of slow, normal, fast or turbo.
Only generalized types support speeds of normal or turbo.
A stair can stop on encountering a different texture or ignore
(generalized types only) different textures and continue.
Only the regular build fast, stepsize 16 stair has the property
that monsters and players can be crushed by the motion, all
others do not crush.
Section 6.2 Regular and Extended Stair Builder Types
Regular and Extended Stairs Types ------------------------------------------------------------------- # Class Trig Dir Spd Step Ignore Mon 258 Ext SR Up Slow 8 No No 7 Reg S1 Up Slow 8 No No 256 Ext WR Up Slow 8 No No 8 Reg W1 Up Slow 8 No No 259 Ext SR Up Fast 16 No No 127 Reg S1 Up Fast 16 No No 257 Ext WR Up Fast 16 No No 100 Reg W1 Up Fast 16 No No Generalized Stairs Types --------------------------------------------------------------------------- # Class Trig Dir Spd Step Ignore Mon 3000H- Gen P1/PR Up Slow 4 Yes Yes 33FFH S1/SR Dn Normal 8 No No W1/WR Fast 16 G1/GR Turbo 24Return to Table of Contents
Section 7. Elevators
An elevator is a linedef type that moves both floor and ceiling
together. All elevator linedefs are extended, there are no
regular or generalized elevator types. Instant elevator motion is
not possible, and monsters cannot activate elevators. All
elevator triggers are either switched or walkover.
Section 7.2 Elevator Linedef Types
Extended Elevator types ------------------------------------------------------------------- # Class Trig Spd Target 230 Ext SR Fast Next Highest Floor 229 Ext S1 Fast Next Highest Floor 228 Ext WR Fast Next Highest Floor 227 Ext W1 Fast Next Highest Floor 234 Ext SR Fast Next Lowest Floor 233 Ext S1 Fast Next Lowest Floor 232 Ext WR Fast Next Lowest Floor 231 Ext W1 Fast Next Lowest Floor 238 Ext SR Fast Current Floor 237 Ext S1 Fast Current Floor 236 Ext WR Fast Current Floor 235 Ext W1 Fast Current FloorReturn to Table of Contents
Section 7a. Lighting
The lighting linedef types change the lighting in the tagged
sector. All are regular or extended types, there are no
generalized lighting types. All are switched or walkovers.
Section 7a.2 Lighting Linedef Types
Regular and Extended Lighting types ------------------------------------------------------------------- # Class Trig Target 139 Reg SR 35 Units 170 Ext S1 35 Units 79 Reg WR 35 Units 35 Reg W1 35 Units 138 Reg SR 255 Units 171 Ext S1 255 Units 81 Reg WR 255 Units 13 Reg W1 255 Units 192 Ext SR Maximum Neighbor 169 Ext S1 Maximum Neighbor 80 Reg WR Maximum Neighbor 12 Reg W1 Maximum Neighbor 194 Ext SR Minimum Neighbor 173 Ext S1 Minimum Neighbor 157 Ext WR Minimum Neighbor 104 Reg W1 Minimum Neighbor 193 Ext SR Blinking 172 Ext S1 Blinking 156 Ext WR Blinking 17 Reg W1 BlinkingReturn to Table of Contents
Section 8. Exits
An exit linedef type ends the current level bringing up the
intermission screen with its report of kills/items/secrets or
frags in the case of deathmatch. Obviously, none are
retriggerable, and none require tags, since no sector is
affected.
Section 8.1 Exit Varieties
An exit can be activated by pushing on a switch with the exit
type or by walking over a linedef with the exit type, or by
shooting a linedef with the exit type with an impact weapon.
An exit can be normal or secret. The normal exit simply ends the
level and takes you to the next level via the intermission
screen. A secret exit only works in a special level depending on
the IWAD being played. In DOOM the secret exits can be on E1M3,
E2M5, or E3M6. In DOOM II they can be in levels 15 and 31. If a
secret exit is used in any other level, it brings you back to the
start of the current level. In DOOM the secret exits go from E1M3
to E1M9, E2M5 to E2M9, and E3M6 to E3M9. In DOOM II they go from
15 to 31 and from 31 to 32. In DOOM II a normal exit from 31 or
32 goes to level 16.
Section 8.2 Exit Linedef Types
Regular and Extended Exit types ------------------------------------------------------------------- # Class Trig Type 11 Reg S1 Normal 52 Reg W1 Normal 197 Ext G1 Normal 51 Reg S1 Secret 124 Reg W1 Secret 198 Ext G1 SecretReturn to Table of Contents
Section 9. Teleporters
A teleporter is a linedef that when crossed or switched makes the
player or monster appear elsewhere in the level. There are only
regular and extended teleporters, no generalized teleporters
exist (yet). Teleporters are the only direction sensitive
walkover triggers in DOOM (to allow them to be exited without
teleporting again). They must be crossed from the first sidedef
side in order to work.
The place that the player or monster appears is set in one of two
ways. The more common is by a teleport thing in the sector tagged
to the teleport line. The newer completely player preserving
line-line silent teleport makes the player appear relative to the
exit line (identified by having the same tag as the entry line)
with the same orientation, position, momentum and height that
they had relative to the entry line just before teleportation. A
special kind of line-line teleporter is also provided that
reverses the player's orientation by 180 degrees.
In the case of several lines tagged the same as the teleport
line, or several sectors tagged the same, or several teleport
things in the tagged sector, in all cases the lowest numbered one
is used.
In DOOM crossing a W1 teleport line in the wrong direction used
it up, and it was never activatable. In BOOM this is not the
case, it does not teleport but remains active until next crossed
in the right direction.
If the exit of a teleporter is blocked a monster (or anything
besides a player) will not teleport thru it. However if the exit
of teleporter is blocked a player will, including into a down
crusher, a monster, or another player. In the latter two cases
the monster/player occupying the spot dies messily, and this is
called a telefrag.
Section 9.1 Teleport Varieties
A teleporter can be walkover or switched, and retriggerable or
not.
A teleporter can have destination set by a teleport thing in the
tagged sector, or by a line tagged the same as the teleport line.
These are called thing teleporters and line teleporters resp.
A teleporter can preserve orientation or set orientation from the
position, height, and angle of the teleport thing. Note a thing
destination teleporter always sets position, though it may
preserve orientation otherwise.
A teleporter can produce green fog and a whoosh noise, or it can
be silent, in which case it does neither.
A teleporter can transport monsters only, or both players and
monsters.
Section 9.2 Teleport Linedef types
Regular and Extended Teleport types ------------------------------------------------------------------- # Class Trig Silent Mon Plyr Orient Dest 195 Ext SR No Yes Yes Set TP thing in tagged sector 174 Ext S1 No Yes Yes Set TP thing in tagged sector 97 Reg WR No Yes Yes Set TP thing in tagged sector 39 Reg W1 No Yes Yes Set TP thing in tagged sector 126 Reg WR No Yes No Set TP thing in tagged sector 125 Reg W1 No Yes No Set TP thing in tagged sector 269 Ext WR Yes Yes No Set TP thing in tagged sector 268 Ext W1 Yes Yes No Set TP thing in tagged sector 210 Ext SR Yes Yes Yes Preserve TP thing in tagged sector 209 Ext S1 Yes Yes Yes Preserve TP thing in tagged sector 208 Ext WR Yes Yes Yes Preserve TP thing in tagged sector 207 Ext W1 Yes Yes Yes Preserve TP thing in tagged sector 244 Ext WR Yes Yes Yes Preserve Line with same tag 243 Ext W1 Yes Yes Yes Preserve Line with same tag 263 Ext WR Yes Yes Yes Preserve Line with same tag (reversed) 262 Ext W1 Yes Yes Yes Preserve Line with same tag (reversed) 267 Ext WR Yes Yes No Preserve Line with same tag 266 Ext W1 Yes Yes No Preserve Line with same tag 265 Ext WR Yes Yes No Preserve Line with same tag (reversed) 264 Ext W1 Yes Yes No Preserve Line with same tag (reversed)Return to Table of Contents
Section 10. Donuts
A donut is a very specialized linedef type that lowers a pillar
in a surrounding pool, while raising the pool and changing its
texture and type.
The tagged sector is the pillar, and its lowest numbered line
must be two-sided. The sector on the other side of that is the
pool. The pool must have a two-sided line whose second sidedef
does not adjoin the pillar, and the sector on the second side of
the lowest numbered such linedef is the model for the pool's
texture change. The model sector floor also provides the
destination height both for lowering the pillar and raising the
pool.
No generalized donut linedefs exist, and all are switched or
walkover.
Section 10.1 Donut Linedef types
Regular and Extended Donut types ------------------------------------------------------------------- # Class Trig 191 Ext SR 9 Reg S1 155 Ext WR 146 Ext W1Return to Table of Contents
Section 11. Property Transfer
These linedefs are special purpose and are used to transfer
properties from the linedef itself or the sector on its first
sidedef to the tagged sector(s). None are triggered, they simply
exist.
Extended Property Transfer Linedefs ------------------------------------------------------------------- # Class Trig Description
213 Ext -- Set Tagged Floor Lighting to Lighting on 1st Sidedef's SectorUsed to give the floor of a sector a different light level from the remainder of the sector. For example bright lava in a dark room.
261 Ext -- Set Tagged Ceiling Lighting to Lighting on 1st Sidedef's SectorUsed to give the ceiling of a sector a different light level from the remainder of the sector.
260 Ext -- Make Tagged Lines (or this line if tag==0) TranslucentUsed to make 2s normal textures translucent. If tag==0, then this linedef's normal texture is made translucent if it's 2s, and the default translucency map TRANMAP is used as the filter. If tag!=0, then all similarly-tagged 2s linedefs' normal textures are made translucent, and if this linedef's first sidedef contains a valid lump name for its middle texture (as opposed to a texture name), and the lump is 64K long, then that lump will be used as the translucency filter instead of the default TRANMAP, allowing different filters to be used in different parts of the same maps. If the first side's normal texture is not a valid translucency filter lump name, it must be a valid texture name, and will be displayed as such on this linedef.
242 Ext -- Set Tagged Lighting, Flats Heights to 1st Sidedef's Sector, and set colormap based on sidedef textures.This allows the tagged sector to have two levels -- an actual floor and ceiling, and another floor or ceiling where more flats are rendered. Things will stand on the actual floor or hang from the actual ceiling, while this function provides another rendered floor and ceiling at the heights of the sector on the first sidedef of the linedef. Typical use is "deep water" that can be over the player's head.
---------------------------------- < real sector's ceiling height | real ceiling | < control sector's ceiling texture | | | | < control sector's lightlevel | A | | | < upper texture as colormap | | | | < control sector's floor texture ---------------------------------- < control sector's ceiling height | fake ceiling | < real sector's ceiling texture | | | | < real sector's lightlevel | B | | | < normal texture as colormap | | | fake floor | < real sector's floor texture ---------------------------------- < control sector's floor height | | < control sector's ceiling texture | | | | < control sector's lightlevel | C | | | < lower texture as colormap | | | real floor | < control sector's floor texture ---------------------------------- < real sector's floor heightBoom sectors controlled by a 242 linedef are partitioned into 3 spaces. The viewer's xyz coordinates uniquely determine which space they are in.
---------------------------------- < real sector's ceiling texture | real ceiling = fake ceiling | | | | | | B | < real sector's lightlevel | | < normal texture's colormap | | | real floor | ---------------------------------- < invisible, no texture drawn | | | | | | < real sector's lightlevel | C | < normal texture's colormap | | | | | fake floor | < real sector's floor texture ---------------------------------- < fake sector's floor heightIn this case, since the viewer is always at or above the fake floor, no colormap/lighting/texture changes occur -- the fake floor just gets drawn at the control sector's height, but at the real sector's lighting and texture, while objects stand on the higher height of the real floor.
223 Ext -- Length Sets Friction in tagged Sector,Sludge<100, Ice>100The length of the linedef with type 223 controls the amount of friction experienced by the player in the tagged sector, when in contact with the floor. Lengths less than 100 are sticker than normal, lengths greater than 100 are slipperier than normal. The effect is only present in the tagged sector when its friction enable bit (bit 8) in the sector type is set. This allows the flat to be changed in conjunction with turning the effect on or off thru texture/type changes.
=== New to MBF ===
271 Ext -- Transfer sky texture to tagged sectors
272 Ext -- Transfer sky texture to tagged sectors, flipped
These linedefs transfer wall textures to skies. F_SKY1 must still
be used as the floor or ceiling texture in the sectors for which
sky is desired, but the presence of a 271 or 272
property-transfer linedef can change the sky texture to something
other than a level-based default.
Every sector with F_SKY1 floor or ceiling which shares the same
sector tag as the 271 or 272 linedef will use a sky texture based
on the upper texture of the first sidedef in the 271 or 272
linedef. Sectors with F_SKY1 floors or ceilings which are not
tagged with 271 or 272 linedefs, behave just like Doom.
Horizontal offsets or scrolling in the transferred texture, is
converted into rotation of the sky texture. Vertical offsets or
scrolling is transferred as well, allowing for precise
adjustments of sky position. Unpegging in the sky transfer
linedef does not affect the sky texture.
Horizontal scrolling of the transferred upper wall texture is
converted into rotation of the sky texture, but it occurs at a
very slow speed relative to the moving texture, allowing for
long-period rotations (such as one complete revolution per Doom
real-time hour).
Effects other than sky-transfer effects are not excluded from the
affected sector(s), and tags can be shared so long as the effects
are unambiguous. For example, a wall-scrolling linedef can share
a sector tag with both its affectee linedef (the one being
scrolled), and with the sector that the latter controls. There is
no ambiguity because one effect (scrolling) applies to a linedef,
while the other effect (sky transfer) applies to a sector.
If a sector underneath a special sky needs to be set up to have a
different purpose (for example, if it is a lift or a
stairbuilder), then two tags will need to be created, and the
transfer linedef and any scrolling linedefs will need to be
duplicated as well, so that the same effect as far as the sky
goes, is duplicated in two separate sector tags. This will not
affect sky appearance, but it will allow a special sector which
needs a unique tag, to sit under such a sky.
Animated textures may be transferred to skies as well.
In Doom, skies were flipped horizontally. To maintain
compatibility with this practice, the 272 linedef flips the wall
image horizontally. The 271 linedef does not flip the wall image,
and it is intended to make it easier to take existing non-flipped
wall textures and transfer them to skies.
Sky textures which are different must be separated by non-sky
textures, or else the results are undefined.
Constant pushers
Two types of constant pushers are available, wind and current.
Depending on whether you are above, on, or below (special water
sectors) the ground level, the amount of force varies.
The length of the linedef defines the 'full' magnitude of the
force, and the linedef's angle defines the direction.
line type above on under --------- ----- -- ----- wind 224 full half none current 225 none full full
224 Ext -- Length/Direction Sets Wind Force in tagged Sectors 225 Ext -- Length/Direction Sets Current Force in tagged Sectors
226 Ext -- Length Sets Point Source Wind/Current Force in Tagged Sectors=== New to Eternity ===
281 Ext -- Floor movement of sector on 1st side is transferred to all like-tagged 3DMidTex lines as vertical scrolling 282 Ext -- Ceiling movement of sector on 1st side is transferred to all like-tagged 3DMidTex lines as vertical scrolling
Heretic Sector Type Equivalent Line Setup --------------------------------------------------------------------------- 4 294, East (0 degrees), length 112 20 - 24 294, East (0 degrees), lengths 20, 40, 100, 120, 140 25 - 29 294, North (90 deg.), lengths 20, 40, 100, 120, 140 30 - 34 294, South (270 deg.), lengths 20, 40, 100, 120, 140 35 - 39 294, West (180 deg.), lengths 20, 40, 100, 120, 140 40 - 42 293, East (0 degrees), lengths 20, 40, 100 43 - 45 293, North (90 deg.), lengths 20, 40, 100 46 - 48 293, South (270 deg.), lengths 20, 40, 100 49 - 51 293, West (180 deg.), lengths 20, 40, 100 ---------------------------------------------------------------------------The new linedefs are as follows:
293 Ext -- Heretic wind in line direction with push magnitude proportional to line length. 294 Ext -- Heretic current in line direction with push magnitude proportional to line length.Return to Table of Contents
Section 12. Scrolling Walls, Flats, Objects
Section 12.1 Static Scrollers
The most basic kind of scrolling linedef causes some part of the
tagged sector or tagged wall to scroll, in proportion to the
length of the linedef the trigger is on, and according to the
direction that trigger linedef lies. For each 32 units of length
of the trigger, the tagged object scrolls 1 unit per frame. Since
the length of a linedef doesn't change during gameplay, these
types are static, the scrolling effect remains constant during
gameplay. However, these effects can be combined with, and/or
canceled by, other scrollers.
Section 12.2 Simple Static Scrollers
For convenience three simpler static scroll functions are
provided for when you just need a wall to scroll and don't need
to control its rate and don't want to bother with
proportionality.
Section 12.3 Dynamic Scrolling
To achieve dynamic scrolling effects, the position or rate of
scrolling is controlled by the relative position of the floor and
ceiling of the sector on the scrolling trigger's first sidedef.
The direction of scrolling remains controlled by the direction of
the linedef trigger. Either the floor or ceiling may move in the
controlling sector, or both. The control variable is the amount
of change in the sum of the floor and ceiling heights.
All scroll effects are additive, and thus two or more effects may
reinforce and/or cancel each other.
Displacement Scrollers
In the first kind, displacement scrolling, the position of the
scrolled objects or walls changes proportionally to the motion of
the floor or ceiling in the sector on the first sidedef of the
scrolling trigger. The proportionality is set by the length of
the linedef trigger. If it is 32 units long, the wall, floor,
ceiling, or object moves 1 unit for each unit the floor or
ceiling of the controlling sector moves. If it is 64 long, they
move 2 units per unit of relative floor/ceiling motion in the
controlling sector and so on.
Section 13. Portals
Portals turn a set of floors, ceilings, or linedefs into "windows" onto another part of the
map, allowing for some otherwise impossible visual effects. Portals are not interactive,
however -- objects cannot travel through them, enemies cannot see through them or fire into
them, etc.
Plane Portals
A plane portal linedef creates a portal which displays an infinite plane. The flat and light
level used are determined from the ceiling of the sector on the front side of the plane portal
control linedef.
Plane portal linedefs are as follows:
283 Ext -- Applies plane portal to ceilings of all like-tagged sectors. 284 Ext -- Applies plane portal to floors of all like-tagged sectors. 285 Ext -- Applies plane portal to floors and ceilings of all like-tagged sectors.
Horizon Portals
A horizon portal linedef creates a portal which displays two infinite planes which converge on
a fixed horizon at the center of the screen. The flat and light level of the two planes come
from the floor and ceiling of the sector on the front side of the horizon portal control linedef.
Horizon portal linedefs are as follows:
286 Ext -- Applies horizon portal to ceilings of all like-tagged sectors. 287 Ext -- Applies horizon portal to floors of all like-tagged sectors. 288 Ext -- Applies horizon portal to floors and ceilings of all like-tagged sectors.
Skyboxes
A skybox is a portal which renders part of the map from the point of view of a control object.
To setup a skybox, an EESkyboxCam object (doomednum 5006) must be placed in a sector. Then, one
of the following skybox portal lines must be placed in that same sector such that it is the
sector on the front side of the line. When viewed in the map, the surroundings of the control
object will be seen at their real, fixed distance from that point, although the player's
viewing angle will still be applied (so the scenery will turn, but not move).
Skybox linedefs are as follows:
290 Ext -- Applies skybox portal to ceilings of all like-tagged sectors. 291 Ext -- Applies skybox portal to floors of all like-tagged sectors. 292 Ext -- Applies skybox portal to floors and ceilings of all like-tagged sectors.
Anchored Portals
Anchored portals are the most complicated portal type. They define a portal similar to a skybox,
but which moves relative to the player's point of view. This allows an anchored portal to appear
as if it is a seamless part of the surrounding map.
To create an anchored portal, first one of the below anchored portal control linedefs should be
placed into the sector which will appear inside the portal. Then, the sector in which the portal
will appear should be tagged the same as the control linedef. This is the same as for all other
types. However, an anchor line is also required so that the renderer can guage the offset
between the real map area and the portal sector. This line, with specials 298 or 299, must be
placed in the real sector, and must share the same tag as the sector and control linedef.
Here is an illustration of an anchored portal setup:
+---+ +---+ | A |-298 linedef | B |-295 linedef +---+ +---+Sector A is the normal sector in which the player will walk. Sector B is the portal sector which will be drawn into the portal. The 298 linedef, the 295 linedef, and sector A all share a common tag. Eternity will guage the distance between the portal linedef and the anchor linedef and will know how far to offset the camera in order to render the portal. In this case, Eternity will render sector B over the ceiling of sector A, and the two will appear to be placed directly on top of each other.
295 Ext -- Applies anchored portal to ceilings of all like-tagged sectors. 296 Ext -- Applies anchored portal to floors of all like-tagged sectors. 297 Ext -- Applies anchored portal to floors and ceilings of all like-tagged sectors. 298 Ext -- Anchor line, required for use alongside specials 295 and 297. 299 Ext -- Anchor line, required for use alongside special 296.
289: Portal Transfer
The portal transfer linedef allows the effects of any type of portal to be transferred to the
front side of a one-sided line (it will *not* work on 2S lines). To accomplish this, simply
give the 289 line the same tag used by the portal control linedef which is being targetted.
Any number of 289 lines may share a portal, and the portal may still be used normally. If the
normal effect of the portal (applied to a floor or ceiling) is not needed, it does not have to
be tagged to a sector.
An example:
+------+---+ +------+ | \ B|<- B tag = 1 | | | \ | | C | | A + | | | | | * |<- Skybox line special 290 , tag = 1 +----------+ +------+ ^ ^ Line special 289, tag = 1 Control thing 5006In this example, sector C will be visible in sector B's ceiling as a skybox. However, it will also appear on the line in sector A with special 289, giving it a window-like effect.
289 Ext -- Transfers a like-tagged portal to the first side of this linedef.Return to Table of Contents
Section 14. Script Control Linedefs
NOTE for Eternity v3.31 beta 7:
These linedef types are not currently usable, but are reserved
for future use once the Small scripting language is fully
implemented.
280 WR Start script with tag number 273 WR Start script, 1-way trigger 274 W1 Start script with tag number 275 W1 Start script, 1-way trigger 276 SR Start script with tag number 277 S1 Start script with tag number 278 GR Start script with tag number 279 G1 Start script with tag numberThese linedefs exist for all activation models. The two one-way script activators will only be activated when the player crosses them from the first side, as with other line types which function in that manner. Crossing from the second side will have no effect.
Section 15. Detailed Generalized Linedef Specification
BOOM has added generalized linedef types that permit the
parameters of linedef actions to be nearly independently chosen.
To support these, DETH has been modified to support them via
dialogs for each generalized type; each dialog allows the
parameters for that type to be independently specified by choice
from a array of radio buttons. A parser has also been added to
support reading back the function of a generalized linedef from
its type number.
NOTE to wad authors:
This requires a lot of type numbers, 20608 in all so far. Some
editors may object to the presence of these new types thru
assuming that a lookup table of size 256 suffices (or some other
reason). For those that must continue to use such an editor, it
may be necessary to stick to the old linedef types, which are
still present.
We are also providing command line tools to set these linedef
types, independent of which editor you happen to use, but they
are a lot less slick, and more difficult to use than DETH. See
TRIGCALC.EXE and CLED.EXE in the EDITUTIL.ZIP package of the BOOM
distribution.
== Generalized Linedef Ranges ======================================= There are types for Floors, Ceilings, Doors, Locked Doors, Lifts, Stairs, and Crushers. The allocation of linedef type field numbers is according to the following table: Type Start Length (Dec) ----------------------------------------------------------------- Floors 0x6000 0x2000 (8192) Ceilings 0x4000 0x2000 (8192) Doors 0x3c00 0x0400 (1024) Locked Doors 0x3800 0x0400 (1024) Lifts 0x3400 0x0400 (1024) Stairs 0x3000 0x0400 (1024) Crushers 0x2F80 0x0080 (128) ----------------------------------------------------------------- Totals: 0x2f80-0x7fff 0x5080 (20608) ======================================================================The following sections define the placement and meaning of the bit fields within each linedef category. Fields in the description are listed in increasing numeric order.
c0n change texture, change sector type to 0, numeric model change c0t change texture, change sector type to 0, trigger model change cTn change texture only, numeric model change cTt change texture only, trigger model change cSn change texture and sector type to model's, numeric model change cSt change texture and sector type to model's, trigger model changeA trigger model change uses the sector on the first side of the trigger for its model. A numeric model change looks at the sectors adjoining the tagged sector at the target height, and chooses the one across the lowest numbered two sided line for its model. If no model exists, no change occurs. Note that in DOOM II v1.9, no model meant an illegal sector type was generated.
------------------------------------------------------------------ generalized floors (8192 types) field description NBits Mask Shift ------------------------------------------------------------------ trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 model trig/numeric -or- nomonst/monst 1 0x0020 5 direct down/up 1 0x0040 6 target HnF/LnF/NnF/LnC/C/sT/24/32 3 0x0380 7 change nochg/zero/txtonly/type 2 0x0c00 10 crush no/yes 1 0x1000 12 DETH Nomenclature: W1[m] F->HnF DnS [c0t] [Cr] WR[m] F->LnF DnN [c0n] S1[m] F->NnF DnF [cTt] SR[m] F->LnC DnT [cTn] G1[m] F->C UpS [cSt] GR[m] FbysT UpN [cSn] D1[m] Fby24 UpF DR[m] Fby32 UpT Notes: 1) When change is nochg, model is 1 when monsters can activate trigger otherwise monsters cannot activate it. 2) The change fields mean the following: nochg - means no texture change or type change zero - means sector type is zeroed, texture copied from model txtonly - means sector type unchanged, texture copied from model type - means sector type and floor texture are copied from model 3) down/up specifies the "normal" direction for moving. If the target specifies motion in the opposite direction, motion is instant. Otherwise it occurs at speed specified by speed field. 4) Speed is 1/2/4/8 units per tic 5) If change is nonzero then model determines which sector is copied. If model is 0 its the sector on the first side of the trigger. if model is 1 (numeric) then the model sector is the sector at destination height on the opposite side of the lowest numbered two sided linedef around the tagged sector. If it doesn't exist no change occurs. ------------------------------------------------------------------ generalized ceilings (8192 types) field description NBits Mask Shift ------------------------------------------------------------------ trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 model trig/numeric -or- nomonst/monst 1 0x0020 5 direct down/up 1 0x0040 6 target HnC/LnC/NnC/HnF/F/sT/24/32 3 0x0380 7 change nochg/zero/txtonly/type 2 0x0c00 10 crush no/yes 1 0x1000 12 DETH Nomenclature: W1[m] C->HnC DnS [Cr] [c0t] WR[m] C->LnC DnN [c0n] S1[m] C->NnC DnF [cTt] SR[m] C->HnF DnT [cTn] G1[m] C->F UpS [cSt] GR[m] CbysT UpN [cSn] D1[m] Cby24 UpF DR[m] Cby32 UpT Notes: 1) When change is nochg, model is 1 when monsters can activate trigger otherwise monsters cannot activate it. 2) The change fields mean the following: nochg - means no texture change or type change zero - means sector type is zeroed, texture copied from model txtonly - means sector type unchanged, texture copied from model type - means sector type and ceiling texture are copied from model 3) down/up specifies the "normal" direction for moving. If the target specifies motion in the opposite direction, motion is instant. Otherwise it occurs at speed specified by speed field. 4) Speed is 1/2/4/8 units per tic 5) If change is nonzero then model determines which sector is copied. If model is 0 its the sector on the first side of the trigger. if model is 1 (numeric) then the model sector is the sector at destination height on the opposite side of the lowest numbered two sided linedef around the tagged sector. If it doesn't exist no change occurs. ------------------------------------------------------------------ generalized doors (1024 types) field description NBits Mask Shift ------------------------------------------------------------------ trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 kind odc/o/cdo/c 2 0x0060 5 monster n/y 1 0x0080 7 delay 1/4/9/30 (secs) 2 0x0300 8 DETH Nomenclature: W1[m] OpnD{1|4|9|30}Cls S WR[m] Opn N S1[m] ClsD{1|4|9|30}Opn F SR[m] Cls T G1[m] GR[m] D1[m] DR[m] Notes: 1) The odc (Open, Delay, Close) and cdo (Close, Delay, Open) kinds use the delay field. The o (Open and Stay) and c (Close and Stay) kinds do not. 2) The precise delay timings in gametics are: 35/150/300/1050 3) Speed is 2/4/8/16 units per tic ------------------------------------------------------------------ generalized locked doors (1024 types) field description NBits Mask Shift ------------------------------------------------------------------ trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 kind odc/o 1 0x0020 5 lock any/rc/bc/yc/rs/bs/ys/all 3 0x01c0 6 sk=ck n/y 1 0x0200 9 DETH Nomenclature: W1[m] OpnD{1|4|9|30}Cls S Any WR[m] Opn N R{C|S|K} S1[m] F B{C|S|K} SR[m] T Y{C|S|K} G1[m] All{3|6} GR[m] D1[m] DR[m] Notes: 1) Delay for odc kind is constant at 150 gametics or about 4.333 secs 2) The lock field allows any key to open a door, or a specific key to open a door, or all keys to open a door. 3) If the sk=ck field is 0 (n) skull and cards are different keys, otherwise they are treated identically. Hence an "all" type door requires 3 keys if sk=ck is 1, and 6 keys if sk=ck is 0. 4) Speed is 2/4/8/16 units per tic ------------------------------------------------------------------- generalized lifts (1024 types) field description NBits Mask Shift ------------------------------------------------------------------- trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 monster n/y 1 0x0020 5 delay 1/3/5/10 (secs) 2 0x00c0 6 target LnF/NnF/LnC/LnF<->HnF(perp.) 2 0x0300 8 DETH Nomenclature: W1[m] Lft F->LnFD{1|3|5|10} S WR[m] F->NnFD{1|3|5|10} N S1[m] F->LnCD{1|3|5|10} F SR[m] HnF<->LnFD{1|3|5|10} T G1[m] GR[m] D1[m] DR[m] Notes: 1) The precise delay timings in gametics are: 35/105/165/350 2) Speed is 1/2/4/8 units per tic 3) If the target specified is above starting floor height, or does not exist the lift does not move when triggered. NnF is Next Lowest Neighbor Floor. 4) Starting a perpetual lift between lowest and highest neighboring floors locks out all other actions on the sector, even if it is stopped with the non-extended stop perpetual floor function. ------------------------------------------------------------------- generalized stairs (1024 types) field description NBits Mask Shift ------------------------------------------------------------------- trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 monster n/y 1 0x0020 5 step 4/8/16/24 2 0x00c0 6 dir dn/up 1 0x0100 8 igntxt n/y 1 0x0200 9 DETH Nomenclature: W1[m] Stair Dn s4 S [Ign] WR[m] Up s8 N S1[m] s16 F SR[m] s24 T G1[m] GR[m] D1[m] DR[m] Notes: 1) Speed is .25/.5/2/4 units per tic 2) If igntxt is 1, then the staircase will not stop building when a step does not have the same texture as the previous. 3) A retriggerable stairs builds up and down alternately on each trigger. ------------------------------------------------------------------- generalized crushers (128 types) field description NBits Mask Shift ------------------------------------------------------------------- trigger W1/WR/S1/SR/G1/GR/D1/DR 3 0x0007 0 speed slow/normal/fast/turbo 2 0x0018 3 monster n/y 1 0x0020 5 silent n/y 1 0x0040 6 DETH Nomenclature: W1[m] Crusher S [Silent] WR[m] N S1[m] F SR[m] T G1[m] GR[m] D1[m] DR[m] Notes: 1) Speed is 1/2/4/8 units per second, faster means slower damage as usual. 2) If silent is 1, the crusher is totally quiet, no start/stop soundsReturn to Table of Contents
Part II Sector Types
BOOM is backward compatible with DOOM's sector types. All types
0-17 have the same meaning they did under DOOM. Types 18-31 are
reserved for extended sector types, that work like DOOM's and
share the limitation that only one type can be active in a sector
at once. No extended sector types are implemented at this time.
Section 16. Regular Sector types
From Matt Fell's Unofficial DOOM Spec the DOOM sector types are:
Dec Hex Class Description ------------------------------------------------------------------- 0 00 - Normal, no special characteristic. 1 01 Light random off 2 02 Light blink 0.5 second 3 03 Light blink 1.0 second 4 04 Both -10/20% health AND light blink 0.5 second 5 05 Damage -5/10% health 7 07 Damage -2/5% health 8 08 Light oscillates 9 09 Secret a player must stand in this sector to get credit for finding this secret. This is for the SECRETS ratio on inter-level screens. 10 0a Door 30 seconds after level start, ceiling closes like a door. 11 0b End -10/20% health. If a player's health is lowered to less than 11% while standing here, then the level ends! Play proceeds to the next level. If it is a final level (levels 8 in DOOM 1, level 30 in DOOM 2), the game ends! 12 0c Light blink 0.5 second, synchronized 13 0d Light blink 1.0 second, synchronized 14 0e Door 300 seconds after level start, ceiling opens like a door. 16 10 Damage -10/20% health 17 11 Light flickers on and off randomlyNote that BOOM will NEVER exit the game on an illegal sector type, as was the case with DOOM. The sector type will merely be ignored.
Section 17. Generalized sector types
BOOM also provides generalized sector types, based on bit fields,
that allow several sector type properties to be independently
specified for a sector. Texture change linedefs can be used to
switch some or all of these properties dynamically, outside
lighting.
Bits 0 thru 4 specify the lighting type in the sector, the same
codes that DOOM used are employed:
Dec Bits 4-0 Description ------------------------------------------------------------------- 0 00000 Normal lighting 1 00001 random off 2 00010 blink 0.5 second 3 00011 blink 1.0 second 4 00100 -10/20% health AND light blink 0.5 second 8 01000 oscillates 12 01100 blink 0.5 second, synchronized 13 01101 blink 1.0 second, synchronized 17 10001 flickers on and off randomlyBits 5 and 6 set the damage type of the sector, with the usual 5/10/20 damage units per second.
Dec Bits 6-5 Description ------------------------------------------------------------------- 0 00 No damage 32 01 5 units damage per sec (halve damage in TYTD skill) 64 10 10 units damage per sec 96 11 20 units damage per secBit 7 makes the sector count towards the secrets total at game end
Dec Bit 7 Description ------------------------------------------------------------------- 0 0 Sector is not secret 128 1 Sector is secretBit 8 enables the ice/mud effect controlled by linedef 223
Dec Bit 8 Description ------------------------------------------------------------------- 0 0 Sector friction disabled 256 1 Sector friction enabledBit 9 enables the wind effects controlled by linedefs 224-226
Dec Bit 9 Description ------------------------------------------------------------------- 0 0 Sector wind disabled 512 1 Sector wind enabled=== New to SMMU ===
Dec Bit 10 Description ------------------------------------------------------------------- 0 0 Sounds made in sector function normally 1024 1 Sounds made in sector are suppressed Dec Bit 11 Description ------------------------------------------------------------------- 0 0 Sounds made by sector floor/ceiling movement normal 2048 1 Sounds made by sector floor/ceiling movement suppressedReturn to Table of Contents
Part III Linedef Flags
Only one new linedef flag is implemented in BOOM, called PassThru,
which allows a push or switch linedef trigger to pass the push action thru it
to ones within range behind it. In this way BOOM is capable ofsetting off many
actions with a single push. Note that the limitation of one floor action, one
ceiling action, and one lighting action per sector affect still applies however.
The new linedef flag is bit 9, value 512, in the linedef flags
word.
Dec Bit 9 Description ------------------------------------------------------------------- 0 0 Line absorbs all push actions as normal 512 1 Line passes push actions through to lines behind it=== New to Eternity v3.31 ===
Dec Bit 10 Description ------------------------------------------------------------------- 0 0 Linedef is normal with respect to clipping 1024 1 2S linedef clips objects with respect to mid textureReturn to Table of Contents
Part IV Thing Flags
BOOM has implemented two new thing flags, "not in DM"
and "not in COOP", which in combination with the
existing "not in Single" flag, usually called
"Multiplayer", allow complete control over a level's
inventory and monsters, in any game mode.
If you want a thing to be only available in Single play, you set
both the "not in DM" and "not in COOP" flags.
Other combinations are similar.
"not in DM" is bit 5, value 32, in the thing flags
word.
"not in COOP" is bit 6, value 64, in the thing flags
word.
=== New to MBF ===
MBF introduces one new mapthing flag
"friendly" is bit 7, value 128, in the thing flags
word.
This flag may be placed on any object, but will only have an
effect on sentient enemies. When given this flag, a thing will
use MBF's friendly entity logic, and will help the player to
defeat enemies in the level.
To use this flag, you must manually add the value 128 to the
thing's flags using either DETH's "enter value" menu,
or a tool such as CLED which can manipulate any level data field.
Bit 8, value 256, has been reserved for detecting editors which
set flags they do not understand. It should not be set or else
all extended flags will be cleared.
=== New to Eternity ===
Eternity introduces one new mapthing flag
"dormant" is bit 9, value 512, in the thing flags word.
Things given this flag are invincible and will remain in their
spawn state until a script calls the objawaken function on them,
from which point onward they act normally.
Return to Table of Contents
Part V Thing Types
BOOM has implemented two new thing types as well, BoomPushPoint (5001),
and BoomPullPoint (5002). These control the origin of the point source
wind effect controlled by linedef types 225 and 226, and set
whether the wind blows towards or away from the origin depending
on which is used.
=== New to MBF ===
MBF introduces the following new mapthing types:
MBFHelperDog (DoomEd #888, DeHackEd #140)
A dog similar to the one found in Wolfenstein. This dog is the
one normally spawned with the player when the -dogs command-line
option is used. It is not friendly by default, but must be given
the "friendly" thing flag if you wish to make it so.
Otherwise it will act as a normal enemy.
=== New to SMMU ===
SMMU introduces the following new mapthing types:
SMMUCameraSpot (5003)
A general-purpose camera place-holder. These cameras will be
randomly chosen during "cool demo playback" and for a
view of the level during the intermission.
=== New to Eternity ===
Eternity introduces the following new mapthing types. Note that
this list does not currently contain any Heretic mapthings, which
may be documented here or elsewhere in the future. Note that
there are also some mapthing types within the engine which are
not currently documented. Maps should refrain from using those
things until they are made official, as they could change or be
deleted later.
ExtraData Thing Control Object (5004)
This doomednum is used to reference an ExtraData mapthing record, the number of
which must be placed in the options field of this mapthing. There is no EDF
thingtype which corresponds to the ExtraData control point; it is only used during
map startup to spawn the appropriate ExtraData-defined thing at the location and
angle of this mapthing. In the cases that an ExtraData control object references
an invalid ExtraData mapthing record, attempts to spawn another ExtraData control
object, or references an unknown EDF thingtype mnemonic, the "Unknown" object
described below will be spawned as a placeholder. If an EDF thingtype is used which
has a doomednum of -1, no thing will be spawned at all. See the
ExtraData Reference for full information.
Unknown (5005)
This thing type is used as a placeholder by EDF, ExtraData, and
scripting. It may be spawned when an unknown thing type is requested,
and its definition is required by the EDF language, so it is guaranteed
to always exist. It uses DoomEd #5005 so that it can be used by
ExtraData, but it will not generally be useful in maps.
EESkyboxCam (5006)
This thing type determines the origin for rendering of a skybox portal.
See the Skybox Portal documentation for complete
information.
EEParticleFountain (9027 - 9033)
A particle fountain will be spawned at the mapthing's location.
The fountain color depends on the mapthing number used, as
follows:
Part VI BOOM Predefined Lumps
Most predefined lumps used in BOOM and MBF are still present in
Eternity, although not all are used. These lumps can be found in
eternity.wad and are no longer stored inside the executable,
primarily for reasons of code size and compile time.
Menu text --------- M_KEYBND Key Bindings entry in setup menu M_AUTO Automap entry in setup menu M_CHATM Chat strings entry in setup menu (Replaces M_CHAT, New to SMMU) M_ENEM Enemies options entry in setup menu M_STAT Status bar and Hud entry in setup menu M_WEAP Weapons entry in setup menu M_COLORS Palette color picker diagram M_PALNO Xed-out symbol for unused automap features M_BUTT1 Setup reset button off state (currently unused) M_BUTT2 Setup reset button on state (currently unused) M_LDSV Load/Save menu graphic (new to SMMU) M_FEAT Features menu graphic (new to SMMU) M_MULTI Multiplayer options menu graphic (new to SMMU) M_ABOUT About menu graphic (new to SMMU) M_DEMOS Demos menu graphic (new to SMMU) M_WAD Wad loading menu graphic (new to SMMU) M_SOUND Sound options menu graphic (new to SMMU) M_VIDEO Video options menu graphic (new to SMMU) M_MOUSE Mouse options menu graphic (new to SMMU) M_HUD Heads-up options menu graphic (new to SMMU) M_TCPIP TCP/IP connect menu graphic (new to SMMU) M_SERIAL Serial connect menu graphic (new to SMMU) M_PLAYER Player options menu graphic (new to SMMU) M_COMPAT Compatibility options menu graphic (new to MBF) M_SLIDEM Small slider gfx, middle segment (new to SMMU) M_SLIDEL Small slider gfx, left end (new to SMMU) M_SLIDEO Small slider gfx, caret (new to SMMU) M_SLIDER Small slider gfx, right end (new to SMMU) MBFTEXT Marine's Best Friend menu graphic (new to MBF, currently unused) M_ETCOPT Eternity options menu graphic (new to Eternity) Font chars ---------- STCFN096 ` character for standard DOOM font STCFN123 left end of console horizontal divider bar (new to SMMU) STCFN124 center of console horizontal divider bar (new to SMMU) STCFN125 right end of console horizontal divider bar (new to SMMU) STBR123 HUD font bargraph char, full, 4 vertical bars STBR124 HUD font bargraph char, partial, 3 vertical bars STBR125 HUD font bargraph char, partial, 2 vertical bars STBR126 HUD font bargraph char, partial, 1 vertical bars STBR127 HUD font bargraph char, empty, 0 vertical bars DIG0 HUD font 0 char DIG1 HUD font 1 char DIG2 HUD font 2 char DIG3 HUD font 3 char DIG4 HUD font 4 char DIG5 HUD font 5 char DIG6 HUD font 6 char DIG7 HUD font 7 char DIG8 HUD font 8 char DIG9 HUD font 9 char DIGA HUD font A char DIGB HUD font B char DIGC HUD font C char DIGD HUD font D char DIGE HUD font E char DIGF HUD font F char DIGG HUD font G char DIGH HUD font H char DIGI HUD font I char DIGJ HUD font J char DIGK HUD font K char DIGL HUD font L char DIGM HUD font M char DIGN HUD font N char DIGO HUD font O char DIGP HUD font P char DIGQ HUD font Q char DIGR HUD font R char DIGS HUD font S char DIGT HUD font T char DIGU HUD font U char DIGV HUD font V char DIGW HUD font W char DIGX HUD font X char DIGY HUD font Y char DIGZ HUD font Z char DIG45 HUD font - char DIG47 HUD font / char DIG58 HUD font : char DIG91 HUD font [ char DIG93 HUD font ] char Status bar ---------- STKEYS6 Both blue keys graphic STKEYS7 Both yellow keys graphic STKEYS8 Both red keys graphic Box chars --------- BOXUL Upper left corner of box BOXUC Center of upper border of box BOXUR Upper right corner of box BOXCL Center of left border of box BOXCC Center of box BOXCR Center of right border of box BOXLL Lower left corner of box BOXLC Center of lower border of box BOXLR Lower right corner of box Misc HUD Graphics ----------------- HU_FRAGS Frags display header graphic (new to SMMU) HU_FRAGBX Frags display name plate graphic (new to SMMU) CROSS1 + crosshair graphic (new to SMMU) CROSS2 Angle crosshair graphic (new to SMMU) VPO Visplane overflow indicator (new to SMMU) OPENSOCK Network connection error indicator (new to SMMU) Misc Graphics ------------- UDTTL00 Hires Ultimate DOOM title screen, upper left (new to SMMU) UDTTL01 Hires Ultimate DOOM title screen, lower left (new to SMMU) UDTTL10 Hires Ultimate DOOM title screen, upper rght (new to SMMU) UDTTL11 Hires Ultimate DOOM title screen, lower rght (new to SMMU) D2TTL00 Hires DOOM II title screen, upper left (new to SMMU) D2TTL01 Hires DOOM II title screen, lower left (new to SMMU) D2TTL10 Hires DOOM II title screen, upper rght (new to SMMU) D2TTL11 Hires DOOM II title screen, lower rght (new to SMMU) DLGBACK Default dialog background graphic (new to Eternity) Lumps missing in v1.1 --------------------- STTMINUS minus sign for neg frags in status bar WIMINUS minus sign for neg frags on end screen M_NMARE nightmare skill menu string STBAR status bar background DSGETPOW sound for obtaining power-up Sprites ------- TNT1A0 Invisible sprite for push/pull controller things DOGS* MBF helper dog sprite (new to MBF) PLS1* BFG 2704 plasma 1 sprite (new to MBF) PLS2* BFG 2704 plasma 2 sprite (new to MBF) SLDG* FLOOR_SLUDGE TerrainType fx sprite (new to Eternity) LVAS* FLOOR_LAVA TerrainType fx sprite (new to Eternity) SPSH* FLOOR_WATER TerrainType fx sprite (new to Eternity) Misc Sounds ----------- DSDGSIT MBF helper dog alert (new to MBF) DSDGATK MBF helper dog attack (new to MBF) DSDGACT MBF helper dog idle (new to MBF) DSDGDTH MBF helper dog death (new to MBF) DSDGPAIN MBF helper dog pain (new to MBF) DSPLFEET Light player impact (new to Eternity) DSFALLHT Falling damage impact death (new to Eternity) DSPLFALL Falling damage player scream (new to Eternity) DSTHUNDR MapInfo global thunder effect (new to Eternity) DSMUCK FLOOR_SLUDGE TerrainType sound (new to Eternity) DSBURN FLOOR_LAVA TerrainType sound (new to Eternity) DSGLOOP FLOOR_WATER TerrainType sound (new to Eternity) Flats ----- METAL Complimentary brown metal flat (new to SMMU) F_SKY2 Dummy flat for Hexen-style sky sectors (new to Eternity) Maps ---- START DOOM II Mode Start Map (new to SMMU) Switches and Animations ----------------------- SWITCHES Definition of switch textures recognized ANIMATED Definition of animated textures and flats recognizedSWITCHES format:
9 bytes Null terminated string naming "off" state texture for switch 9 bytes Null terminated string naming "off" state texture for switch 2 bytes Short integer for the IWADs switch will work in 1=shareware 2=registered/retail DOOM or shareware 3=DOOM II, registered/retail DOOM, or shareware 0=terminates list of known switchesANIMATED format:
1 byte -1 to terminate list, 0 if a flat, 1 if a texture 9 bytes Null terminated string naming last texture/flat in animation 9 bytes Null terminated string naming first texture/flat in animation 4 bytes Animation speed, number of frames between animation changesThe utility package contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM.
Colormaps --------- WATERMAP Custom greenish colormap for underwater use LAVAMAP Custom red colormap for lava (new to SMMU)The WATERMAP lump has the same format as COLORMAP, 34 tables of 256 bytes each, see the UDS for details. Note that colormaps you add to a PWAD must be between C_START and C_END markers.
Color translation tables ------------------------ CRBRICK Translates red range to brick red CRTAN Translates red range to tan CRGRAY Translates red range to gray CRGREEN Translates red range to green CRBROWN Translates red range to brown CRGOLD Translates red range to dark yellow CRRED Translates red range to red range (no change) CRBLUE Translates red range to light blue CRBLUE2 Translates red range to dark blue (status bar numerals) CRORANGE Translates red range to orange CRYELLOW Translates red range to light yellowThese tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191.
Data Lumps and Scripts ---------------------- TXTRCONV DOOM -> DOOM II texture conversion table (new to SMMU) KEYDEFS Default keybindings (new to Eternity) TERTYPES TerrainType definitions (new to Eternity)TXTRCONV format:
Header ------ 2 bytes short int, number of TerrainType records in lump TerrainType Record ------------------ 9 bytes null-extended ASCII string, name of flat graphic lump 2 bytes short int, index of TerrainType effect as follows: 0 = FLOOR_SOLID, placeholder with no effect 1 = FLOOR_WATER, water TerrainType 2 = FLOOR_LAVA, lava TerrainType 3 = FLOOR_SLUDGE, sludge/swamp water TerrainType Higher values are reserved for additional types.Return to Table of Contents