diff --git a/Build/Compilers/zdbsp.exe b/Build/Compilers/zdbsp.exe index 8fe2ceda..bc33da36 100644 Binary files a/Build/Compilers/zdbsp.exe and b/Build/Compilers/zdbsp.exe differ diff --git a/Help/Contents.hhc b/Help/Contents.hhc index e96d854e..7a3ed70d 100644 --- a/Help/Contents.hhc +++ b/Help/Contents.hhc @@ -26,25 +26,33 @@
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  • diff --git a/Help/template.html b/Help/template.html index 7d612a47..a3bd8cf0 100644 --- a/Help/template.html +++ b/Help/template.html @@ -9,6 +9,10 @@ + + + +

    Template

    diff --git a/Help/w_customfields.html b/Help/w_customfields.html new file mode 100644 index 00000000..fc21a98a --- /dev/null +++ b/Help/w_customfields.html @@ -0,0 +1,24 @@ + + + + + Custom Fields Editor + + + + + + + + + + + +

    Custom Fields Editor

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    + The UDMF format allows any number of custom properties on every element in the map. With the custom fields editor, you can edit the known properties and add custom ones yourself. The game configuration has known properties that are supported by the sourceport and are automatically shown in the list. Grayed items are known, but have not been set (and thus have their default value). To add your own custom properties, you can click on the text Click to add custom field and type the name for the new property. Then you can change the type and set it's value. To remove a custom property, just select it and press Delete. Known properties cannot be deleted, pressing Delete with a known property selected will just reset it back to it's default value. +

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    + diff --git a/Help/w_linedefedit.html b/Help/w_linedefedit.html index e606e1f8..9c2bb57a 100644 --- a/Help/w_linedefedit.html +++ b/Help/w_linedefedit.html @@ -32,10 +32,14 @@ Below that is the Action area, which allows you to set a special action that is executed on a specific trigger method such as a switch or proximity trigger. In Hexen format, the action can take some arguments and the trigger method can be specified independently from the action. In UDMF format, the trigger method can be any combination of methods.

    In Doom and UDMF formats, the line can also be tagged with a number that identifies the linedef. This number can then be used by Thing actions or scripts to perform actions on the linedef. +

    Sidedefs

    + Here you can change the properties for each side of the line. If you wish to add or remove a sidedef on the linedef, just check or uncheck the Front Side or Back Side box. In the Sector Index field you can type the sector index that you which this sidedef to be bound to. Note that you generally do not have to change this as Doom Builder will make valid sectors for you. Changing the Sector Index is only recommended for advanced users. On the right are the textures that are on the sidedef. Left-click on the box to browse for a texture using the Images Browser, right-click on the box to clear the texture (making it a single dash). If you know the texture name, you can also type the name directly into the text field below the texture box.
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    + In UDMF format, you can click the Custom Fields buttons to change the custom fields for the sidedefs. See Custom Fields Editor for more information.

    Custom

    - + This tab allows you to edit the custom fields on the linedef. Only available in UDMF format. See Custom Fields Editor for more information.

    diff --git a/Help/w_mapoptions.html b/Help/w_mapoptions.html new file mode 100644 index 00000000..5f0c373f --- /dev/null +++ b/Help/w_mapoptions.html @@ -0,0 +1,30 @@ + + + + + Map Options Window + + + + + + + + + + + + +

    Map Options Window

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    + This dialog window allows you to change some options that apply to the entire map and how it is loaded. At the top you can choose the Game Configuration that you wish to use when editing this map. Please note that changing to a configuration of a different file format may cause a loss of information in your map, possibly breaking it. Below the Game Configuration field is the Level Name field. Here you can enter the lump name that is used to store your map in the WAD file. An example level name for a Doom 1 map could be E2M3 which indicates the map is or episode 2, level 3. An example for a Doom 2 map is MAP03 which is level 3. + +

    Resources

    + The Resources area allows you to specify which resources are loaded when editing this map. The Strictly load patches between P_START and P_END only for this file checkbox applies to the wad file you are editing (where your map is in). When this is checked, Doom Builder will resolve texture patch conflicts by strictly loading patch lumps only from between the P_START and P_END lumps as it was intended by id Software, but most sourceports do not require this (as result, older maps have texture patch lumps that are not in between P_START and P_END).
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    + In the list of resources you can see all the resources that will be loaded. Doom Builder shows the items from the game configuration in gray at the top of the list, because those are always loaded first. You can change the resources loaded according to the game configuration in the Game Configuration window. You can drag the resource items (except the ones from the game configuration) to change their order. See also the Resource Window. +

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