UltimateZoneBuilder/Help/gzdb/features/features.html
MaxED 3e11ae734d Vertices mode: fixed an exception when "DeleteItem" action tried to delete already deleted vertex.
Renamed "Set current textures" to "Set default textures" (I hope that makes more sense now).
Fixed and updated documentation.
2013-08-26 09:31:43 +00:00

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<div id="gz_title">
<h1>GZDoom Builder features</h1>
</div>
<div id="contents">
<ul style="list-style-type:none;">
<li>
<h3><a name="general" id="general"></a>General interface:</h3>
<ul>
<li><a href="general/acs.html">Enhanced scripting workflow</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> Toolbar button groups can be toggled using context menu. Hold &quot;Shift&quot; to toggle several button groups at once.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/toolbarmenu.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> You can save screenshots using <strong>Tools -&gt; Save Screenshot</strong> (default key is F12) and <strong>Tools -&gt; Save Screenshot (editing area)</strong> (default key is Ctrl-F12) menu commands.</li>
<li><span class="style1"><strong>[new]</strong></span> You can save shortcut reference to html file using <strong>Help -&gt; Export Shortcut Reference</strong> menu command.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Open Map in current WAD</strong>&quot;, avaliable as <strong>File -&gt; Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
<li><strong><span class="style1">[new]</span></strong> New action: &quot;Export to Wavefront .obj&quot;, avaliable as <strong>File -&gt; Export to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
<li>New action: &quot;<a href="../actions.html#reloadmodeldef"><strong>Reload MODELDEF</strong></a>&quot; (<strong>Tools -&gt; Reload MODELDEF</strong>).</li>
<li>New action: &quot;<a href="../actions.html#reloadgldefs"><strong>Reload GLDEFS</strong></a>&quot; (<strong>Tools -&gt; Reload GLDEFS</strong>).</li>
<li>New action: <a href="../actions.html#reloadmapinfo">&quot;<strong>Reload MAPINFO</strong></a>&quot; (<strong>Tools -&gt; Reload MAPINFO</strong>).</li>
<li><span class="style1"><strong>[new]</strong></span> Info about current selection is shown at the bottom of program's window.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/selection_info.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> Texture size is now shown in texture previews. You can disable this feature by unchecking &quot;<strong>Preferences -&gt; Interface -&gt; Show texture and flat sizes in browsers</strong>&quot; checkbox.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/texturesize_preview.jpg" alt="" /></div></li>
<li><a href="general/multi_engines.html">Several game engines can be used per game configuration</a>.</li>
<li>Size of vertex handles in 2D modes can be changed in <a href="../preferences.html">preferences</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>Script editor</strong>: pressing &quot;F1&quot; opens keyword help instead of program manual.</li>
<li><span class="style1"><strong>[new]</strong></span> Side panel auto hiding can be now toggled much easier. <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/pinsidepanel.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> Things can be filtered in Thing Edit form.</li>
<li>Actions and Effects can be filtered (useful when you remember action/effect name, but don't remember it's number or category).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/actions_filter.jpg" alt="" /></div>
</li>
<li>Actions can be filtered in Preferences form.</li>
<li>Added errors and warnings indicator to main window (bottom-right corner). You can click on it to open <strong>Errors and warnings</strong> window.</li>
</ul>
</li>
<li>
<h3><a name="allmodes" id="allmodes"></a>Classic and Visual modes:</h3>
</li>
<li>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <a href="all_modes/tag_support.html">Enhanced Tag support</a>.</li>
<li>Map can be tested from camera position in Visual mode and from cursor position in Classic modes. <a href="all_modes/test_from_view.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> Selection can be synchronized between Classic and Visual modes. <a href="all_modes/synch_selection.html">More info</a>.</li>
<li>Camera position can be synchronized between Classic and Visual modes. <a href="all_modes/synch_camera.html">More info</a>.</li>
<li>You can use <a href="all_modes/colorpicker.html">Color Picker plugin </a> to edit dynamic light properties and sector's fog and tint colors in Classic and Visual modes.</li>
<li>You can use <a href="all_modes/tagexplorer.html">Tag Explorer plugin</a> to view all tags and actions used in current map.</li>
<li><span class="style1"><strong>[new]</strong></span> You can apply <a href="all_modes/jitter.html">jitter transform</a> to any map element.</li>
<li>Image browser shows directory structure of Folder, PK3 and PK7 resources and can filter images by texture type. <a href="all_modes/texture_browser.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> Most controls of Edit Sector/Linedef/Thing forms now work in realtime (e.g. you can immediately see texture offset/scale/rotation changes while you are changing appropriate values). Action and Tag changes are still applied only after you press &quot;OK&quot; button.</li>
<li><span class="style1"><strong>[new]</strong></span><strong> [UDMF] </strong>All UDMF properties (except &quot;comment&quot;) can be edited using Edit Sector/Linedef/Thing/Vertex forms user interface.</li>
<li>Thing Edit Form has &quot;Random angle&quot; checkbox.</li>
<li><strong>[UDMF] </strong>Sector, Linedef and Vertex info panels show additional info if a map is in UDMF format.</li>
</ul>
</li>
<li>
<h3><a name="classic" id="classic"></a>Classic modes:</h3>
<ul>
<li>All drawing modes are avaliable in the <strong>Mode</strong> menu
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="general/menu_drawmodes.jpg" alt="" /></div>
</li>
<li>You can assign custom color to any combination of linedef flags, actions and/or activation. <a href="classic_modes/linedef_color_presets.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span><a href="classic_modes/selection.html"> Enhanced rectangular selection</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> You can use <a href="../actions.html#paintselection">Paint selection</a> to select map elements easier.</li>
<li><a href="classic_modes/mode_drawrect.html">Draw Rectangle mode</a>.</li>
<li><a href="classic_modes/mode_drawellipse.html">Draw Ellipse mode</a>.</li>
<li><a href="classic_modes/mode_drawcurve.html"><span class="style1"><strong>[new]</strong></span> Draw Curve mode</a>.</li>
<li><a href="classic_modes/mode_drawbridge.html">Bridge mode</a>.</li>
<li><a href="classic_modes/mode_snapelements.html">Snap map elements mode</a>.</li>
<li><span class="style5">[new]</span> You can set, which textures to use when drawing new geometry using &quot;<strong><a href="../actions.html#setdefaulttextures">Set Default Textures</a></strong>&quot; action, available in <strong>Edit</strong> menu (by default, the editor uses textures from closest sector when drawing a new one).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/setdefaulttextures.jpg" alt="" /></div>
</li>
<li><span class="style5">[new]</span> 3D floor indication (color can be changed in <strong>Preferences -&gt; Appearance -&gt; 3D Floors</strong>, the setting can be disabled in <a href="../preferences.html#markextrafloors">Preferences</a>).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/3dfloor_marks.jpg" alt="" /></div>
</li>
<li>Line angle and front side direction are displayed when a line is drawn in Draw Geometry mode.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Floor/ceiling texture offsets can be pinned using this button in the toolbar: <img src="general/pin_textures.jpg"/>. When pinned, textures will be aligned to a sector while it is dragged.</li>
<li><span class="style1"><strong>[new]</strong></span> You can clear selection groups (default shortcuts are Ctrl-Shift-1 ... 0).</li>
<li><span class="style1"><strong>[new]</strong></span> You can add selection to groups, select and clear groups using <strong>Edit</strong> menu.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/menu_selectiongroups.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> &quot;<strong><a href="../actions.html#togglefullbrightness">Toggle Full Brightness</a>&quot; </strong>action works in Classic modes.</li>
<li>Center of map is shown in Classic modes using Highlight color.</li>
</ul>
</li>
<li><h3><a name="sectors" id="sectors"></a>Sectors mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Create Brightness Gradient option can work in 3 modes: <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/gradientmodes.jpg" alt="" /></div>
</li>
</ul></li>
<li><h3><a name="linedefs" id="linedefs"></a>Linedefs mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong>Align Ceiling Texture to Back Side</strong>&quot;, &quot;<strong>Align Ceiling Texture to Front Side</strong>&quot;, &quot;<strong>Align Floor Texture to Back Side</strong>&quot; and &quot;<strong>Align Floor Texture to Front Side</strong>&quot; (available in <strong>Linedefs -&gt; Align Textures</strong> menu).</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong>Make brightness gradient</strong>&quot; command is available in Linedefs mode.</li>
<li><strong>[UDMF]</strong> Linedef info panel: relative UDMF light values are shown like this: <span class="style7">16</span> (<span class="style8">128</span>), which means &quot;<span class="style7">UDMF light value</span>&quot; (&quot;<span class="style8">total surface brightness</span>&quot;). Total surface brightness is UDMF light value + sector brightness.</li>
</ul></li>
<li><h3><a name="things" id="things"></a>Things mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. <a href="things_mode/multiple_thing_types.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#pointthing">Point Thing to cursor</a></strong>&quot;. <a href="things_mode/pointthing.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Select Things in Selected Sectors</strong>&quot; (Default key is Shift+T).</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#aligntingtoline">Align Things To Linedef</a></strong>&quot;.</li>
<li>Z-height of a thing can be changed in absolute and relative mode in Thing Edit form.</li>
<li>Thing's X and Y position can be edited in Edit Thing form.</li>
</ul>
</li>
<li><h3><a name="vertices" id="vertices"></a>Vertices mode:</h3>
<ul>
<li><strong>[UDMF]</strong> Vertical offsets of a vertex can be edited in Vertex Edit form and are shown in Vertex Info panel.</li>
<li> When a linedef is within Split Linedefs range, it's now highlighted using Info line color.</li>
</ul></li>
<li>
<h3><a name="visual" id="visual"></a>GZDB Visual mode:</h3>
<ul>
<li style="list-style-type:none;">GZDB Visual mode is the result of merging Doom Builder's Visual mode and GZDoom Visual mode.<span class="style1"><br />
<strong>Warning:</strong> GZDoomEditing.dll and UDMFControls.dll plugins are no longer supported by GZDoom Builder and should be removed from &quot;Plugins&quot; folder.</span><br />
<br />
<strong>New rendering features avaliable in this mode:</strong></li>
<ul>
<li>Dynamic lights (all types) are rendered in Visual mode. You can use <a href="general/rendering_toolbar.html">Rendering panel</a> to toggle dynamic lights rendering and animation. </li>
<li>Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).</li>
<li>Fog rendering in Visual mode (including colored fog in maps in UDMF format).</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Render selected/all models</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle dynamic lights animation</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle dynamic lights rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle fog rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle models rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle GZDoom effects</a></strong>&quot;.</li>
<li><a href="all_modes/event_lines.html">Event lines</a> for PatrolPoints, cameras and InterpolationPoints.</li>
<li>Translucent 3D floors are rendered correctly.</li>
<li>Things with zero Height and Radius are rendered.</li>
<li>Plane Copy effect (118) is supported.</li>
<li>Several new 3d floor flags are supported:
<ul>
<li>&quot;16: Use a sidedef's upper texture to draw the sides&quot;.</li>
<li>&quot;32: Use a sidedef's lower texture to draw the sides&quot;.</li>
<li>&quot;64: Render the 3D floor using additive translucency&quot;.</li>
<li>&quot;Ignore bottom height&quot;.</li>
</ul>
</li>
<li>When the thing category has sprite, and the thing doesn't, category sprite is used.</li>
<li> Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south). This effect is affected by &quot;<strong>vertwallshade</strong>&quot;, &quot;<strong>horizwallshade</strong>&quot;, &quot;<strong>evenlighting</strong>&quot; and &quot;<strong>smoothlighting</strong>&quot; MAPINFO properties.</li>
</ul>
<li style="list-style-type:none;"><strong><br />
New editing features avaliable in this mode:</strong>
<ul>
<li><span class="style1"><strong>[new]</strong></span> You can <strong>Shift-Select</strong> (usually Select action = LMB) to select all adjacent surfaces with same texture, <strong>Ctrl-Select</strong> to select all adjacent surfaces with same height. <strong>Ctrl-Shift-Select</strong> will also work as expected.</li>
<li><strong>[UDMF]</strong> Vertex height offsets (&quot;zfloor&quot; and &quot;zceiling&quot;) <a href="visual_mode/visual_verts.html">can be edited</a>.</li>
<li><strong>[UDMF]</strong> Using &quot;<strong>Increase/Decrease brightness</strong>&quot; actions (bound to Ctrl+Mouse Wheel by default) on walls and ceilings will change sidedef/ceiling brightness, using them on floors will change sector brightness, using them on 3d floors will change brightness of 3d floor.</li>
<li>You can use &quot;<strong>Toggle geometry effects</strong>&quot; action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D-floors, transfer brightness effects etc.</li>
<li><span class="style1"><strong>[new]</strong></span> You can hold <strong>Shift</strong> while dragging a texture to lock movement to horizontal axis, and <strong>Ctrl</strong> to lock it to vertical axis.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Align Textures X and Y</strong>&quot; (default key is Ctrl-A).</li>
<li><span class="style1"><strong>[new]</strong></span> &quot;Auto-align Textures Y&quot; action takes surface peg type into account. It also applies vertical scale of first (highlighted) surface to the rest of aligned surfaces (<strong>UDMF</strong> only).</li>
<li><strong>[UDMF]</strong> Auto-align textures actions now affect sides of 3D floors.</li>
<li><strong>[UDMF] </strong><a href="visual_mode/autoalignfloors.html">&quot;Auto-align textures&quot; actions now work on floors and ceilings</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New actions: &quot;<strong>Lower Floor/Ceiling to adjacent sector</strong>&quot; and &quot;<strong>Raise Floor/Ceiling to adjacent sector</strong>&quot; (default keys are PageDown and PageUp). By default, they will find next lower/higher surface in sectors, adjacent to selected ones, and lower/raise selected sectors to this height. If you hold Ctrl, they will lower/raise sectors to lowest/highest sector inside selection. And they will also drop selected things to ground or align them to ceiling.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong><a href="../actions.html#scaleupx">Scale Texture Up (X)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaledownx">Scale Texture Down (X)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaleupy">Scale Texture Up (Y)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaledowny">Scale Texture Down (Y)</a></strong>&quot; actions. Default keys are Num6, Num4, Num8, Num5.<br />
</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture</a></strong>&quot; (default key is Ctrl-Alt-A), &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture's Width</a></strong>&quot; (Alt-A) and &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture's Height</a></strong>&quot; (Alt-Shift-A).</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#toggleslope">Toggle slope</a></strong>&quot; (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#lookthroughthing">Look Through Selection</a></strong>&quot; (default key is &quot;Y&quot;). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera, SecurityCamera or InterpolationPoint.</li>
<li>New actions: &quot;<a href="../actions.html#rotater"><strong>Rotate Clockwise</strong></a>&quot; and &quot;<a href="../actions.html#rotatel"><strong>Rotate Counterclockwise</strong></a>&quot;, which can be used to rotate things and <span class="style1"><strong>[new]</strong></span><strong>[UDMF]</strong> floor/ceiling textures.</li>
<li>Things can be moved horizontally using &quot;<strong><a href="../actions.html#movething">Move Thing Forward/Backward/Left/Right</a></strong>&quot; actions.</li>
<li>Things can be moved to cursor position using &quot;<strong>Move Thing To Cursor Location</strong>&quot; (default key is Ctrl + Middle mouse) action.</li>
<li>Things can be inserted at cursor position using &quot;<strong>Insert Item</strong>&quot; action (default key is Insert).</li>
<li>Selected things can be deleted using &quot;<strong>Delete Item</strong>&quot; action (default key is Delete).</li>
<li>Selected things can be cut/copied/pasted at cursor position.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Floor/ceiling texture rotation is now taken into account when moving texture offsets with arrow keys.</li>
<li><span class="style3">[changed]</span> <strong>[UDMF]</strong> &quot;<strong><a href="../actions.html#resetoffsets">Reset Texture Offsets</a></strong>&quot; action also resets texture scale and rotation.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong><a href="../actions.html#resetoffsets">Reset Texture Offsets</a></strong>&quot; action works on floors and ceilings.</li>
</ul>
</li>
</ul>
</li>
<li>
<h3><a name="fields" id="fields"></a>Custom Fields:</h3>
</li>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <a href="custom_fields/newfieldtypes.html">Integer (Random)</a> custom field type.</li>
<li><span class="style1"><strong>[new]</strong></span> <a href="custom_fields/newfieldtypes.html">Decimal (Random)</a> custom field type.</li>
</ul>
<li>
<h3><a name="mapanalysis" id="mapanalysis"></a>Map Analysis mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for unconnected vertices.</li>
<li>Map Analysis mode can check the map for unknown things (things, which type is not defined in DECORATE or current game configuration).</li>
<li>Map Analysis window now have &quot;<strong>Apply to all errors of this type</strong>&quot; checkbox.</li>
<li>Analysis results can be saved to a text file.</li>
</ul>
</li>
<li>
<h3><a name="findreplace" id="findreplace"></a>Find and Replace mode:</h3>
<ul>
<li>Find and Replace mode now have &quot;Sector Brightness&quot; search mode.</li>
<li>Find and Replace Mode can find things and linedefs by their flags.</li>
<li>Find and Replace Mode can find Action with specific argunemts. Syntax is &quot;[Action]; [arg1] [...]&quot;.</li>
</ul></li>
<li>
<h3><a name="formats" id="formats"></a>(G)ZDoom features support:</h3>
<ul>
<li><a href="../gldefs.html">MD2 and MD3 models</a> rendering in 2D and 3D modes.</li>
<li>More complete <a href="../textures.html">TEXTURES</a> support.</li>
<li>Partial<a href="../mapinfo.html"> MAPINFO</a> support.</li>
<li>ACS scripts with #include directives are compiled properly.</li>
<li>PNG and PCX image formats are supported.</li>
<li>PK7 archive format is supported.</li>
</ul>
</li>
</ul>
</div>
</body>