mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-05-30 16:40:58 +00:00
Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
This commit is contained in:
commit
cf11cbdb30
821 changed files with 361202 additions and 0 deletions
71
docs/BUILDLIC.TXT
Normal file
71
docs/BUILDLIC.TXT
Normal file
|
@ -0,0 +1,71 @@
|
|||
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||
|
||||
[1] I give you permission to make modifications to my Build source and
|
||||
distribute it, BUT:
|
||||
|
||||
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||
through the INTERNET.
|
||||
|
||||
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||
charge - no commercial exploitation whatsoever.
|
||||
|
||||
[4] Anything you distribute which uses a part of my Build Engine source
|
||||
code MUST include:
|
||||
|
||||
[A] The following message somewhere in the archive:
|
||||
|
||||
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||
// See the included license file "BUILDLIC.TXT" for license info.
|
||||
|
||||
[B] This text file "BUILDLIC.TXT" along with it.
|
||||
|
||||
[C] Any source files that you modify must include this message as well:
|
||||
|
||||
// This file has been modified from Ken Silverman's original release
|
||||
|
||||
[5] The use of the Build Engine for commercial purposes will require an
|
||||
appropriate license arrangement with me. Contact information is
|
||||
on my web site.
|
||||
|
||||
[6] I take no responsibility for damage to your system.
|
||||
|
||||
[7] Technical support: Before contacting me with questions, please read
|
||||
and do ALL of the following!
|
||||
|
||||
[A] Look though ALL of my text files. There are 7 of them (including this
|
||||
one). I like to think that I wrote them for a reason. You will find
|
||||
many of your answers in the history section of BUILD.TXT and
|
||||
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||
|
||||
[B] If that doesn't satisfy you, then try going to:
|
||||
|
||||
"http://www.advsys.net/ken/buildsrc"
|
||||
|
||||
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||
just provide a link to a good FAQ).
|
||||
|
||||
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||
that I can handle.
|
||||
|
||||
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||
|
||||
As my line of defense, I will post my current policy about
|
||||
answering Build source questions (right below the E-mail address
|
||||
on my web site.) You can check there to see if I'm getting
|
||||
overloaded with questions or not.
|
||||
|
||||
If I'm too busy, it might say something like this:
|
||||
|
||||
I'm too busy to answer Build source questions right now.
|
||||
Sorry, but don't expect a reply from me any time soon.
|
||||
|
||||
If I'm open for Build source questions, please state your question
|
||||
clearly and don't include any unsolicited attachments unless
|
||||
they're really small (like less than 50k). Assume that I have
|
||||
a 28.8k modem. Also, don't leave out important details just
|
||||
to make your question appear shorter - making me guess what
|
||||
you're asking doesn't save me time!
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
-Ken S. (official web site: http://www.advsys.net/ken)
|
283
docs/README.Carmack
Normal file
283
docs/README.Carmack
Normal file
|
@ -0,0 +1,283 @@
|
|||
|
||||
README - DOOM assembly code
|
||||
|
||||
Okay, I add the DOS assembly module for the historically
|
||||
inclined here (may rec.games.programmer suffer). If anyone
|
||||
feels the urge to port these to GNU GCC; either inline or
|
||||
as separate modules including Makefile support, be my guest.
|
||||
|
||||
Module tmap.S includes the inner loops for texture mapping,
|
||||
the interesting one being the floor/ceiling span rendering.
|
||||
|
||||
There was another module in the source dump, fpfunc.S, that
|
||||
had both texture mapping and fixed point functions. It
|
||||
contained implementations both for i386 and M68k. For
|
||||
brevity, I include only the i386 fixed point stuff below.
|
||||
|
||||
//====================================================
|
||||
// tmap.S as of January 10th, 1997
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawColumn
|
||||
//
|
||||
//================
|
||||
|
||||
.data
|
||||
loopcount .long 0
|
||||
pixelcount .long 0
|
||||
|
||||
.text
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawColumn
|
||||
_R_DrawColumn:
|
||||
|
||||
pushad
|
||||
|
||||
movl ebp,[_dc_yl]
|
||||
movl ebx,ebp
|
||||
movl edi,[_ylookup+ebx*4]
|
||||
movl ebx,[_dc_x]
|
||||
addl edi,[_columnofs + ebx*4]
|
||||
|
||||
movl eax,[_dc_yh]
|
||||
incl eax
|
||||
subl eax,ebp // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js done // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
movl ecx,[_dc_iscale]
|
||||
|
||||
movl eax,[_centery]
|
||||
subl eax,ebp
|
||||
imull ecx
|
||||
movl ebp,[_dc_texturemid]
|
||||
subl ebp,eax
|
||||
shll ebp,9 // 7 significant bits, 25 frac
|
||||
|
||||
movl esi,[_dc_source]
|
||||
|
||||
|
||||
movl ebx,[_dc_iscale]
|
||||
shll ebx,9
|
||||
movl eax,OFFSET patch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET patch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
movl ecx,ebp // begin calculating first pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl ecx,25 // finish calculation for first pixel
|
||||
movl edx,ebp // begin calculating second pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl edx,25 // finish calculation for second pixel
|
||||
movl eax,[_dc_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz doubleloop // at least two pixels to map
|
||||
jmp checklast
|
||||
|
||||
.align 16
|
||||
doubleloop:
|
||||
movl ecx,ebp // begin calculating third pixel
|
||||
patch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
shrl ecx,25 // finish calculation for third pixel
|
||||
movl edx,ebp // begin calculating fourth pixel
|
||||
patch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movl [edi+SCREENWIDTH],bl // write second pixel
|
||||
shrl edx,25 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,SCREENWIDTH*2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz doubleloop
|
||||
|
||||
// check for final pixel
|
||||
checklast:
|
||||
testl [pixelcount],1
|
||||
jz done
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
done:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawSpan
|
||||
//
|
||||
// Horizontal texture mapping
|
||||
//
|
||||
//================
|
||||
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawSpan
|
||||
_R_DrawSpan:
|
||||
pushad
|
||||
|
||||
//
|
||||
// find loop count
|
||||
//
|
||||
movl eax,[_ds_x2]
|
||||
incl eax
|
||||
subl eax,[_ds_x1] // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js hdone // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
//
|
||||
// build composite position
|
||||
//
|
||||
movl ebp,[_ds_xfrac]
|
||||
shll ebp,10
|
||||
andl ebp,0ffff0000h
|
||||
movl eax,[_ds_yfrac]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebp,eax
|
||||
|
||||
movl esi,[_ds_source]
|
||||
|
||||
//
|
||||
// calculate screen dest
|
||||
//
|
||||
movl edi,[_ds_y]
|
||||
movl edi,[_ylookup+edi*4]
|
||||
movl eax,[_ds_x1]
|
||||
addl edi,[_columnofs+eax*4]
|
||||
|
||||
//
|
||||
// build composite step
|
||||
//
|
||||
movl ebx,[_ds_xstep]
|
||||
shll ebx,10
|
||||
andl ebx,0ffff0000h
|
||||
movl eax,[_ds_ystep]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebx,eax
|
||||
|
||||
movl eax,OFFSET hpatch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET hpatch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movl eax,[_ds_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz hdoubleloop // at least two pixels to map
|
||||
jmp hchecklast
|
||||
|
||||
|
||||
.align 16
|
||||
hdoubleloop:
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
hpatch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
hpatch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi+1],bl // write second pixel
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz hdoubleloop
|
||||
|
||||
// check for final pixel
|
||||
hchecklast:
|
||||
testl [pixelcount],1
|
||||
jz hdone
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
hdone:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
|
||||
//====================================================
|
||||
// fpfunc.S as of January 10th, 1997 (parts)
|
||||
|
||||
#ifdef i386
|
||||
|
||||
.text
|
||||
.align 4
|
||||
.globl _FixedMul
|
||||
_FixedMul:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
imull 12(%ebp)
|
||||
shrdl $16,%edx,%eax
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
|
||||
.align 4
|
||||
.globl _FixedDiv2
|
||||
_FixedDiv2:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
cdq
|
||||
shldl $16,%eax,%edx
|
||||
sall $16,%eax
|
||||
idivl 12(%ebp)
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
#endif
|
||||
|
283
docs/README.asm
Normal file
283
docs/README.asm
Normal file
|
@ -0,0 +1,283 @@
|
|||
|
||||
README - DOOM assembly code
|
||||
|
||||
Okay, I add the DOS assembly module for the historically
|
||||
inclined here (may rec.games.programmer suffer). If anyone
|
||||
feels the urge to port these to GNU GCC; either inline or
|
||||
as separate modules including Makefile support, be my guest.
|
||||
|
||||
Module tmap.S includes the inner loops for texture mapping,
|
||||
the interesting one being the floor/ceiling span rendering.
|
||||
|
||||
There was another module in the source dump, fpfunc.S, that
|
||||
had both texture mapping and fixed point functions. It
|
||||
contained implementations both for i386 and M68k. For
|
||||
brevity, I include only the i386 fixed point stuff below.
|
||||
|
||||
//====================================================
|
||||
// tmap.S as of January 10th, 1997
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawColumn
|
||||
//
|
||||
//================
|
||||
|
||||
.data
|
||||
loopcount .long 0
|
||||
pixelcount .long 0
|
||||
|
||||
.text
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawColumn
|
||||
_R_DrawColumn:
|
||||
|
||||
pushad
|
||||
|
||||
movl ebp,[_dc_yl]
|
||||
movl ebx,ebp
|
||||
movl edi,[_ylookup+ebx*4]
|
||||
movl ebx,[_dc_x]
|
||||
addl edi,[_columnofs + ebx*4]
|
||||
|
||||
movl eax,[_dc_yh]
|
||||
incl eax
|
||||
subl eax,ebp // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js done // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
movl ecx,[_dc_iscale]
|
||||
|
||||
movl eax,[_centery]
|
||||
subl eax,ebp
|
||||
imull ecx
|
||||
movl ebp,[_dc_texturemid]
|
||||
subl ebp,eax
|
||||
shll ebp,9 // 7 significant bits, 25 frac
|
||||
|
||||
movl esi,[_dc_source]
|
||||
|
||||
|
||||
movl ebx,[_dc_iscale]
|
||||
shll ebx,9
|
||||
movl eax,OFFSET patch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET patch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
movl ecx,ebp // begin calculating first pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl ecx,25 // finish calculation for first pixel
|
||||
movl edx,ebp // begin calculating second pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl edx,25 // finish calculation for second pixel
|
||||
movl eax,[_dc_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz doubleloop // at least two pixels to map
|
||||
jmp checklast
|
||||
|
||||
.align 16
|
||||
doubleloop:
|
||||
movl ecx,ebp // begin calculating third pixel
|
||||
patch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
shrl ecx,25 // finish calculation for third pixel
|
||||
movl edx,ebp // begin calculating fourth pixel
|
||||
patch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movl [edi+SCREENWIDTH],bl // write second pixel
|
||||
shrl edx,25 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,SCREENWIDTH*2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz doubleloop
|
||||
|
||||
// check for final pixel
|
||||
checklast:
|
||||
testl [pixelcount],1
|
||||
jz done
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
done:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawSpan
|
||||
//
|
||||
// Horizontal texture mapping
|
||||
//
|
||||
//================
|
||||
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawSpan
|
||||
_R_DrawSpan:
|
||||
pushad
|
||||
|
||||
//
|
||||
// find loop count
|
||||
//
|
||||
movl eax,[_ds_x2]
|
||||
incl eax
|
||||
subl eax,[_ds_x1] // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js hdone // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
//
|
||||
// build composite position
|
||||
//
|
||||
movl ebp,[_ds_xfrac]
|
||||
shll ebp,10
|
||||
andl ebp,0ffff0000h
|
||||
movl eax,[_ds_yfrac]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebp,eax
|
||||
|
||||
movl esi,[_ds_source]
|
||||
|
||||
//
|
||||
// calculate screen dest
|
||||
//
|
||||
movl edi,[_ds_y]
|
||||
movl edi,[_ylookup+edi*4]
|
||||
movl eax,[_ds_x1]
|
||||
addl edi,[_columnofs+eax*4]
|
||||
|
||||
//
|
||||
// build composite step
|
||||
//
|
||||
movl ebx,[_ds_xstep]
|
||||
shll ebx,10
|
||||
andl ebx,0ffff0000h
|
||||
movl eax,[_ds_ystep]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebx,eax
|
||||
|
||||
movl eax,OFFSET hpatch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET hpatch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movl eax,[_ds_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz hdoubleloop // at least two pixels to map
|
||||
jmp hchecklast
|
||||
|
||||
|
||||
.align 16
|
||||
hdoubleloop:
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
hpatch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
hpatch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi+1],bl // write second pixel
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz hdoubleloop
|
||||
|
||||
// check for final pixel
|
||||
hchecklast:
|
||||
testl [pixelcount],1
|
||||
jz hdone
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
hdone:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
|
||||
//====================================================
|
||||
// fpfunc.S as of January 10th, 1997 (parts)
|
||||
|
||||
#ifdef i386
|
||||
|
||||
.text
|
||||
.align 4
|
||||
.globl _FixedMul
|
||||
_FixedMul:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
imull 12(%ebp)
|
||||
shrdl $16,%edx,%eax
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
|
||||
.align 4
|
||||
.globl _FixedDiv2
|
||||
_FixedDiv2:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
cdq
|
||||
shldl $16,%eax,%edx
|
||||
sall $16,%eax
|
||||
idivl 12(%ebp)
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
#endif
|
||||
|
149
docs/README.gl
Normal file
149
docs/README.gl
Normal file
|
@ -0,0 +1,149 @@
|
|||
|
||||
README: glDOOM
|
||||
|
||||
I never got around to do anything with respect to
|
||||
a Linux glDOOM port except for assembling a Linux3Dfx
|
||||
HOWTO (which, at that time, was a prerequisite
|
||||
to get permission to publicly distribute the
|
||||
already finished LinuxGlide port by Daryll Strauss).
|
||||
|
||||
Linux q2test (and soon LinuxQuake2) demonstrate that
|
||||
Mesa with the MesaVoodoo driver is quite up to the
|
||||
requirements for a glDOOM port. If anybody wants to
|
||||
get into Linux glDOOM, please drop me a line.
|
||||
|
||||
There is a Win32 GLDOOM port in the works, by Jim Dose.
|
||||
Quoting a recent posting by him:
|
||||
|
||||
"I haven't had as much time lately to really work on
|
||||
the conversion. I currently have the renderer drawing
|
||||
the walls and floors as texture spans as the are in
|
||||
the software renderer. There's lighting on the walls,
|
||||
but not the floors, and sprites are being drawn, but
|
||||
not with the right texture. I figure that this is one
|
||||
nights work to get the game looking "normal". I haven't
|
||||
tested the game on less than a p200, so I'm not sure
|
||||
how it will perform under the average machine, but I
|
||||
don't expect it to be blindingly fast because of the
|
||||
number of spans that have to be drawn each frame.
|
||||
Rendering as polys is definitely the way to go.
|
||||
|
||||
The reason I chose to do spans first was because it
|
||||
left the base renderer intact and I could concentrate
|
||||
on ironing out any Windows compatibility problems.
|
||||
Actually, the first version I had running was simply
|
||||
a blit of the 320x200 game screen through Open GL.
|
||||
Surprisingly, this actually was very playable, but
|
||||
certainly wasn't taking any advantage of 3D acceleration.
|
||||
Once the game was running, I started converting all
|
||||
the span routines over."
|
||||
|
||||
Comment: for merging Linuxdoom with Win32, this is
|
||||
probably the best source for getting the Win32
|
||||
environment done - before more significant changes
|
||||
occur.
|
||||
|
||||
"One problem with drawing spans is that the engine
|
||||
doesn't calculate the texture coordinates with
|
||||
fractional accuracy, so the bilinear filtering works
|
||||
vertically, but not horizontally on the walls. I may
|
||||
try to fix this, but since I plan to use polys for
|
||||
the final version, it's not really high priority.
|
||||
Also, spans don't really allow for looking up and
|
||||
down."
|
||||
|
||||
Comment: true looking up/down vs. Heretic-style
|
||||
y-shearing seems to require either a strange kind
|
||||
of transofrmation matrix (he probably does not use
|
||||
the OpenGL transformation at all), or rendering
|
||||
all the spans as textured rectangular slices
|
||||
instead of using glDrawBitmap. No, polys are the
|
||||
way to go.
|
||||
|
||||
"When I tackle the conversion to polys, one big problem
|
||||
I'll encounter is drawing floors. Since the world is
|
||||
stored in a 2D bsp tree, there is no information on
|
||||
the shape of the floors. In fact the floors can be
|
||||
concave and may include holes (typically, most renderers
|
||||
break concave polys down into a collection of convex
|
||||
polys or triangles). In software, the floors are actually
|
||||
drawn using an algorithm that's similar to a flood fill
|
||||
(except that a list of open spans is kept instead of a
|
||||
buffer of pixels). This makes drawing the floors as
|
||||
polys fairly difficult."
|
||||
|
||||
A polygon based approach will require significant changes
|
||||
to the data structures used in the refresh module. I
|
||||
recommend either separating a libref_soft.so first (a
|
||||
Quake2 like approach), and creating libref_gl afterwards,
|
||||
or abandoning the software rendering entirely.
|
||||
|
||||
John Carmack wrote once upon a time:
|
||||
"... the U64 DOOM engine is much more what I would consider
|
||||
The Right Thing now -- it turns the subsector boundaries
|
||||
into polygons for the floors and ceilings ahead of time,
|
||||
then for rendering it walks the BSP front to back, doing
|
||||
visibility determination of subsectors by the one dimensional
|
||||
occlusion buffer and clipping sprites into subsectors, then
|
||||
it goes backwards through the visible subsectors, drawing
|
||||
floors, ceilings, walls, then sorted internal sprite fragments.
|
||||
It's a ton simpler and a ton faster, although it does suffer
|
||||
some overdraw when a high subsector overlooks a low one (but
|
||||
that is more than made up for by the simplicity of everything
|
||||
else)."
|
||||
|
||||
Well, IMO compiling a separate list of floor/ceiling polygons
|
||||
after having read the WAD file, and thus introducing this as
|
||||
a completely separate data structure to the current code base
|
||||
might be the easiest thing to do. Jim Dose writes:
|
||||
|
||||
"One method I may use to draw the floors as polys was suggested
|
||||
by Billy Zelsnack of Rebel Boat Rocker when we were working
|
||||
at 3D Realms together a few years ago. Basically, Billy was
|
||||
designing an engine that dealt with the world in a 2D portal
|
||||
format similar to the one that Build used, except that it had
|
||||
true looking up and down (no shearing). Since floors were
|
||||
basically implicit and could be concave, Billy drew them as
|
||||
if the walls extended downwards to infinity, but fixed the
|
||||
texture coordinates to appear that they were on the plane of
|
||||
the floor. The effect was that you could look up and down and
|
||||
there were no gaps or overdraw. It's a fairly clever method
|
||||
and allows you to store the world in a simpler data format.
|
||||
Had perspective texture mapping been fast enough back then,
|
||||
both Build and Doom could have done this in software."
|
||||
|
||||
Perhaps the above is sufficient to get you started.
|
||||
Other Issues:
|
||||
|
||||
1. Occlusion
|
||||
DOOM uses a per-column lookup (top/bottom index) to do HLHSR.
|
||||
This works fine with span based rendering (well, getting
|
||||
horizontal spans of floors/ceilings into the picture is a
|
||||
separate story). It isn't really mindboggling with polygon
|
||||
based rendering. GLDOOM should abandon that.
|
||||
|
||||
2. Precalculated Visibility
|
||||
DOOM has the data used by Quake's PVS - in REJECT.
|
||||
During Quake development, lots of replacements for the
|
||||
occlusion buffer were tried, and PVS turned out to be best.
|
||||
I suggest usind the REJECT as PVS.
|
||||
|
||||
There have been special effects using a utility named RMB.
|
||||
REJECT is a lump meant for enemy AI LoS calculation - a
|
||||
nonstandard REJECT will not work as a PVS, and introduce
|
||||
rendering errors. I suggest looking for a PVS lump in the
|
||||
WAD, and using REJECT if none is found. That way, it might
|
||||
be feasible to eat the cake and keep it.
|
||||
|
||||
3. Mipmaps
|
||||
DOOM does not have mipmapping. As we have 8bit palettized
|
||||
textures, OpenGL mipmapping might not give the desired
|
||||
results. Plus, composing textures from patches at runtime
|
||||
would require runtime mipmapping. Precalculated mipmaps
|
||||
in the WAD?
|
||||
|
||||
4. Sprites
|
||||
Partly transparent textures and sprites impose another
|
||||
problem related to mipmapping. Without alpha channel,
|
||||
this could give strange results. Precalculated, valid
|
||||
sprite mipmaps (w/o alpha)?
|
303
docs/classes.txt
Normal file
303
docs/classes.txt
Normal file
|
@ -0,0 +1,303 @@
|
|||
ZDoom 1.19 offers a partial conversion of the Doom code to C++. As such, some
|
||||
functions and classes have been encapsulated in classes. This document tries
|
||||
to give an overview of those classes and how to use them.
|
||||
|
||||
Command line parameters
|
||||
=======================
|
||||
|
||||
Previous versions of ZDoom kept the command line in the myargv and myargc
|
||||
global variables. This version uses a single variable, Args, of type DArgs.
|
||||
This class is defined in m_argv.h and implemented in m_argv.cpp. The three
|
||||
most important functions are:
|
||||
|
||||
int DArgs::CheckParm (const char *check) const;
|
||||
|
||||
Checks to see if a parameter exists. If it does, it's index number is
|
||||
returned. Use the GetArg() method to retrieve an arguments specified
|
||||
after it.
|
||||
|
||||
char *DArgs::CheckValue (const char *check) const;
|
||||
|
||||
This is similar to CheckParm(), but it returns the value of the argument
|
||||
immediately following parameter. If the parameter is not present, or it
|
||||
has no argument, NULL is returned.
|
||||
|
||||
char *DArgs::GetArg (int index) const;
|
||||
|
||||
Retrieves the value of an argument. This is similar to argv[index].
|
||||
|
||||
For the other functions, check the implementation in m_argv.cpp to see what
|
||||
they do.
|
||||
|
||||
Error messages
|
||||
==============
|
||||
|
||||
There are two functions for reporting error conditions: I_Error() and
|
||||
I_FatalError(). Use the first for errors that can be recovered from. It will
|
||||
drop the user to the fullscreen console and print the message. Use the
|
||||
second for error conditions that are much harder to recover from. It will
|
||||
terminate the program and display the message.
|
||||
|
||||
Console commands
|
||||
================
|
||||
|
||||
Adding new console commands is now very simple, compared to previous
|
||||
versions of ZDoom. Registration is now completely automatic if you use the
|
||||
BEGIN_COMMAND and END_COMMAND macros defined in c_dispatch.h. A simple
|
||||
command could be implemented like this:
|
||||
|
||||
#include "c_dispatch.h"
|
||||
|
||||
BEGIN_COMMAND(hello)
|
||||
{
|
||||
Printf (PRINT_HIGH, "Hello, world!\n");
|
||||
}
|
||||
END_COMMAND(hello)
|
||||
|
||||
The parameter to the BEGIN_COMMAND and END_COMMAND macros is the name of
|
||||
the command, as typed at the console (in this case, "hello"). You should use
|
||||
the same name for both BEGIN_ and END_. You can access the arguments to the
|
||||
command using argc and argv. If you want to know who activated the command,
|
||||
m_Instigator is a pointer to the actor of the player who called it.
|
||||
|
||||
Console variables
|
||||
=================
|
||||
|
||||
Adding new console variables is also similar. The c_cvars.h file contains
|
||||
four macros related to using cvars:
|
||||
|
||||
CVAR (name, default, flags)
|
||||
|
||||
Declares a new console variable with the name "name" and default
|
||||
value "default" and flags "flags". (See c_cvars.h for the different
|
||||
flags). An example:
|
||||
|
||||
CVAR (var_friction, "1", CVAR_SERVERINFO);
|
||||
|
||||
EXTERN_CVAR (name)
|
||||
|
||||
Imports a cvar defined elsewhere. This just generates the code
|
||||
"extern cvar_t name;", but you should still use this macro.
|
||||
|
||||
BEGIN_CUSTOM_CVAR (name, default, flags)
|
||||
END_CUSTOM_CVAR (name)
|
||||
|
||||
Declares a cvar that performs some special action each time its value
|
||||
changes. You should use a compound statement between the BEGIN_ and
|
||||
END_ macros, just like with commands above. Any code between these
|
||||
two macros can use "var" to access the associated cvar. Example:
|
||||
|
||||
BEGIN_CUSTOM_CVAR (splashfactor, "1.0", CVAR_SERVERINFO)
|
||||
{
|
||||
if (var.value <= 0.0f)
|
||||
var.Set (1.0f);
|
||||
else
|
||||
selfthrustscale = 1.0f / var.value;
|
||||
}
|
||||
END_CUSTOM_CVAR (splashfactor)
|
||||
|
||||
This example also illustrates bounds checking for cvars. The basic
|
||||
idea is:
|
||||
|
||||
if (variable is within range)
|
||||
<do something with it>
|
||||
else
|
||||
<set it to something that is in range>
|
||||
|
||||
Calling Set() will automatically execute the code block again, so you
|
||||
must make sure that you do nothing but reset the value of the cvar if
|
||||
it's out of range. The code block will also be executed at program
|
||||
startup when the cvar is constructed.
|
||||
|
||||
The DObject class hierarchy
|
||||
===========================
|
||||
|
||||
Most classes in ZDoom 1.18 are descendants of the DObject class. This class
|
||||
provides basic typechecking and serialization functionality. In a future
|
||||
version of ZDoom, it will also provide a means to interface C++ code with
|
||||
DoomScript. If you want to be able to perform type-checking on a class, save
|
||||
it to disk, or access it from DoomScript (in a later version), it should be
|
||||
a descendant of DObject.
|
||||
|
||||
The basic features of DObject require that you use some of the macros in
|
||||
dobject.h: DECLARE_CLASS, IMPLEMENT_CLASS, DECLARE_SERIAL, and
|
||||
IMPLEMENT_SERIAL. For a class that won't be saved to disk, do this:
|
||||
|
||||
class MyClass : public DObject
|
||||
{
|
||||
DECLARE_CLASS (MyClass, DObject)
|
||||
public:
|
||||
...
|
||||
Rest of class definition
|
||||
...
|
||||
}
|
||||
|
||||
Then someplace else, where you define the class, add this line:
|
||||
|
||||
IMPLEMENT_CLASS (MyClass, DObject)
|
||||
|
||||
(You should be sure to replace MyClass with the actual name of your class
|
||||
and DObject with the name of your class's superclass.)
|
||||
|
||||
For a class that can be saved to disk (ie, a serializable class), use
|
||||
DECLARE_SERIAL and IMPLEMENT_SERIAL instead. Serializable classes require
|
||||
default constructors. If you don't want anybody to be able to create an
|
||||
instance of the class using the default constructor, you can hide it
|
||||
inside the private portion of the class definition:
|
||||
|
||||
...
|
||||
private:
|
||||
MyClass () {}
|
||||
...
|
||||
|
||||
Serializable classes also require that you define a Serialize() method.
|
||||
This function should call the superclass's Serialize() method and then
|
||||
either store or extract the fields for the class. (Whenever you change
|
||||
the contents of a class, be sure to change its accompanying Serialize()
|
||||
method.) A generic Serialize() looks like this:
|
||||
|
||||
void MyClass::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
if (arc.IsStoring ())
|
||||
{
|
||||
arc << m_field1 << m_field2 << m_field3 << ... ;
|
||||
}
|
||||
else
|
||||
{
|
||||
arc >> m_field1 >> m_field2 >> m_field3 >> ... ;
|
||||
}
|
||||
}
|
||||
|
||||
There are also some structs that use some serialization code that you
|
||||
should be sure to change if you change the structs. The code for
|
||||
serializing sector_t and line_t can be found in P_SerializeWorld() in
|
||||
p_saveg.cpp. The code for serializing player_t is in p_user.cpp as
|
||||
player_s::Serialize().
|
||||
|
||||
To determine the type of an object, you can use the IsA() and IsKindOf()
|
||||
methods of DObject. IsA() tests if the object is an instance of a
|
||||
specific type of class, and is probably not what you want. IsKindOf()
|
||||
checks if an object is a specific type of class or one of its
|
||||
descendants. Example: Suppose anActor points to an instance of AActor.
|
||||
(anActor->IsA (RUNTIME_CLASS(DThinker))) will return false because AActor
|
||||
is not the same as DThinker, but (anActor->IsKindOf
|
||||
(RUNTIME_CLASS(DThinker))) will return true because AActor is a
|
||||
descendant of DThinker.
|
||||
|
||||
Pointer cleanup
|
||||
===============
|
||||
|
||||
Whenever an object is destroyed, ZDoom will attempt to NULL any pointers that
|
||||
pointed to that object. This eliminates various anomalies caused by trying to
|
||||
reference stale pointers. This mechanism is not entirely transparent and
|
||||
requires some work on your part. When you create a subclass of DObject that
|
||||
contains pointers, you should use the IMPLEMENT_POINTY_SERIAL or
|
||||
IMPLEMENT_POINTY_CLASS macros instead of IMPLEMENT_SERIAL or IMPLEMENT_CLASS.
|
||||
Following the macro, you list each element of the class that points to a
|
||||
DObject (or a subclass of it). If the pointer points to something that is not
|
||||
a DObject (such as a char *), you do not need to include it in this list.
|
||||
After you list all the pointers, use the END_POINTERS macro.
|
||||
|
||||
The implementation for the AActor class looks like this:
|
||||
|
||||
IMPLEMENT_POINTY_SERIAL (AActor, DThinker)
|
||||
DECLARE_POINTER (target)
|
||||
DECLARE_POINTER (lastenemy)
|
||||
DECLARE_POINTER (tracer)
|
||||
DECLARE_POINTER (goal)
|
||||
END_POINTERS
|
||||
|
||||
If you add pointers to any class, you need to update this list accordingly.
|
||||
The player class uses a hack, because it is not derived from DObject, to
|
||||
clear pointers. See player_s::FixPointers() in p_user.cpp if you add any
|
||||
pointers to player_s.
|
||||
|
||||
When you want to destroy any object derived from DThinker (this includes all
|
||||
actors), call that object's Destroy() method. Do not use delete, because it
|
||||
is not guaranteed to perform all necessary cleanup. If the object is not
|
||||
derived from DThinker, however, you can safely call delete on it.
|
||||
|
||||
As an example, if you have an instance of AActor called actor, and you want
|
||||
to get rid of it, use:
|
||||
actor->Destroy ();
|
||||
|
||||
If you have an instance of DCanvas called canvas and want to get rid of it,
|
||||
either of the following will work (but not both):
|
||||
canvas->Destroy (); or
|
||||
delete canvas;
|
||||
|
||||
Thinkers
|
||||
========
|
||||
|
||||
Almost everything that can affect the appearance of the world is implemented
|
||||
as a subclass of DThinker. The important base classes are:
|
||||
|
||||
DPolyAction
|
||||
|
||||
A polyobject that is doing something (DRotatePoly, DMovePoly, or
|
||||
DPolyDoor).
|
||||
|
||||
DSectorEffect
|
||||
|
||||
An effect that occurs inside a certain sector. This is further broken
|
||||
up into DLighting (for lighting changes) and DMover (for floor/
|
||||
ceiling movement). DMover is also subclassed into DMovingFloor (for
|
||||
moving floors only) and DMovingCeiling (for moving ceilings only).
|
||||
For effects that move both the floor and ceiling, subclass DMover
|
||||
and have a look at either DPillar or DElevator.
|
||||
|
||||
AActor
|
||||
|
||||
This is probably the most important. All players, monsters, items,
|
||||
ammo, weapons, and anything else that appears as a sprite in the
|
||||
world is an instance of AActor. This is nowhere near as encapsulated
|
||||
as I would like it to be because of the necessity to maintain
|
||||
compatibility with DeHackEd patches until DoomScript is done. This
|
||||
means that there is no easy way to subclass AActor and spawn an
|
||||
instance of the subclass in the map. I don't like it, but it's a step
|
||||
in the right direction.
|
||||
|
||||
To find all instances of a specific type of thinker in a map, you can use the
|
||||
TThinkerIterator template class. It's usage is simple:
|
||||
|
||||
TThinkerIterator<TypeOfClass> iterator;
|
||||
TypeOfClass *object;
|
||||
|
||||
while ( (object = iterator.Next ()) )
|
||||
{
|
||||
// do something with the object
|
||||
}
|
||||
|
||||
AActor methods
|
||||
==============
|
||||
|
||||
A few of the functions that operate on actors have been moved inside the
|
||||
AActor class:
|
||||
|
||||
P_ClearTidHashes() -> AActor::ClearTIDHashes()
|
||||
P_AddMobjToHash() -> AActor::AddToHash()
|
||||
P_RemoveMobjFromHash() -> AActor::RemoveFromHash()
|
||||
P_FindMobjByTid() -> AActor::FindByTID()
|
||||
P_FindGoal() -> AActor::FindGoal()
|
||||
|
||||
P_UnsetThingPosition() -> AActor::UnlinkFromWorld()
|
||||
P_SetThingPosition() -> AActor::LinkToWorld()
|
||||
|
||||
AActor::SetOrigin() has also been introduced. It simply moves the actor to
|
||||
a specific location on the map without performing any collision detection.
|
||||
|
||||
A bit more on serialization
|
||||
===========================
|
||||
|
||||
The serialization mechanism is a fairly standard, yet powerful, framework
|
||||
that can save a bunch of objects to disk and properly maintain pointers
|
||||
between them. When you store a pointer to an object, the object will also be
|
||||
stored to disk if it hasn't been already. When you read the pointer, the
|
||||
object it points to will also be read from disk if it hasn't been already.
|
||||
This allows pointers to objects to be preserved without any extra effort on
|
||||
your part. Pointers to something other than a DObject or one of its
|
||||
descendents need to be implemented specially by overloading operator << (see
|
||||
info.h for a few of these). If you're not sure how serialization works, take
|
||||
a look at some of the serialization functions for the existing classes by
|
||||
grepping through the source for "::Serialize" (without the quotes).
|
756
docs/colors.txt
Normal file
756
docs/colors.txt
Normal file
|
@ -0,0 +1,756 @@
|
|||
! $XConsortium: rgb.txt,v 10.41 94/02/20 18:39:36 rws Exp $
|
||||
|
||||
255 250 250 snow
|
||||
248 248 255 ghost white
|
||||
248 248 255 GhostWhite
|
||||
245 245 245 white smoke
|
||||
245 245 245 WhiteSmoke
|
||||
220 220 220 gainsboro
|
||||
255 250 240 floral white
|
||||
255 250 240 FloralWhite
|
||||
253 245 230 old lace
|
||||
253 245 230 OldLace
|
||||
250 240 230 linen
|
||||
250 235 215 antique white
|
||||
250 235 215 AntiqueWhite
|
||||
255 239 213 papaya whip
|
||||
255 239 213 PapayaWhip
|
||||
255 235 205 blanched almond
|
||||
255 235 205 BlanchedAlmond
|
||||
255 228 196 bisque
|
||||
255 218 185 peach puff
|
||||
255 218 185 PeachPuff
|
||||
255 222 173 navajo white
|
||||
255 222 173 NavajoWhite
|
||||
255 228 181 moccasin
|
||||
255 248 220 cornsilk
|
||||
255 255 240 ivory
|
||||
255 250 205 lemon chiffon
|
||||
255 250 205 LemonChiffon
|
||||
255 245 238 seashell
|
||||
240 255 240 honeydew
|
||||
245 255 250 mint cream
|
||||
245 255 250 MintCream
|
||||
240 255 255 azure
|
||||
240 248 255 alice blue
|
||||
240 248 255 AliceBlue
|
||||
230 230 250 lavender
|
||||
255 240 245 lavender blush
|
||||
255 240 245 LavenderBlush
|
||||
255 228 225 misty rose
|
||||
255 228 225 MistyRose
|
||||
255 255 255 white
|
||||
0 0 0 black
|
||||
47 79 79 dark slate gray
|
||||
47 79 79 DarkSlateGray
|
||||
47 79 79 dark slate grey
|
||||
47 79 79 DarkSlateGrey
|
||||
105 105 105 dim gray
|
||||
105 105 105 DimGray
|
||||
105 105 105 dim grey
|
||||
105 105 105 DimGrey
|
||||
112 128 144 slate gray
|
||||
112 128 144 SlateGray
|
||||
112 128 144 slate grey
|
||||
112 128 144 SlateGrey
|
||||
119 136 153 light slate gray
|
||||
119 136 153 LightSlateGray
|
||||
119 136 153 light slate grey
|
||||
119 136 153 LightSlateGrey
|
||||
190 190 190 gray
|
||||
190 190 190 grey
|
||||
211 211 211 light grey
|
||||
211 211 211 LightGrey
|
||||
211 211 211 light gray
|
||||
211 211 211 LightGray
|
||||
25 25 112 midnight blue
|
||||
25 25 112 MidnightBlue
|
||||
0 0 128 navy
|
||||
0 0 128 navy blue
|
||||
0 0 128 NavyBlue
|
||||
100 149 237 cornflower blue
|
||||
100 149 237 CornflowerBlue
|
||||
72 61 139 dark slate blue
|
||||
72 61 139 DarkSlateBlue
|
||||
106 90 205 slate blue
|
||||
106 90 205 SlateBlue
|
||||
123 104 238 medium slate blue
|
||||
123 104 238 MediumSlateBlue
|
||||
132 112 255 light slate blue
|
||||
132 112 255 LightSlateBlue
|
||||
0 0 205 medium blue
|
||||
0 0 205 MediumBlue
|
||||
65 105 225 royal blue
|
||||
65 105 225 RoyalBlue
|
||||
0 0 255 blue
|
||||
30 144 255 dodger blue
|
||||
30 144 255 DodgerBlue
|
||||
0 191 255 deep sky blue
|
||||
0 191 255 DeepSkyBlue
|
||||
135 206 235 sky blue
|
||||
135 206 235 SkyBlue
|
||||
135 206 250 light sky blue
|
||||
135 206 250 LightSkyBlue
|
||||
70 130 180 steel blue
|
||||
70 130 180 SteelBlue
|
||||
176 196 222 light steel blue
|
||||
176 196 222 LightSteelBlue
|
||||
173 216 230 light blue
|
||||
173 216 230 LightBlue
|
||||
176 224 230 powder blue
|
||||
176 224 230 PowderBlue
|
||||
175 238 238 pale turquoise
|
||||
175 238 238 PaleTurquoise
|
||||
0 206 209 dark turquoise
|
||||
0 206 209 DarkTurquoise
|
||||
72 209 204 medium turquoise
|
||||
72 209 204 MediumTurquoise
|
||||
64 224 208 turquoise
|
||||
0 255 255 cyan
|
||||
224 255 255 light cyan
|
||||
224 255 255 LightCyan
|
||||
95 158 160 cadet blue
|
||||
95 158 160 CadetBlue
|
||||
102 205 170 medium aquamarine
|
||||
102 205 170 MediumAquamarine
|
||||
127 255 212 aquamarine
|
||||
0 100 0 dark green
|
||||
0 100 0 DarkGreen
|
||||
85 107 47 dark olive green
|
||||
85 107 47 DarkOliveGreen
|
||||
143 188 143 dark sea green
|
||||
143 188 143 DarkSeaGreen
|
||||
46 139 87 sea green
|
||||
46 139 87 SeaGreen
|
||||
60 179 113 medium sea green
|
||||
60 179 113 MediumSeaGreen
|
||||
32 178 170 light sea green
|
||||
32 178 170 LightSeaGreen
|
||||
152 251 152 pale green
|
||||
152 251 152 PaleGreen
|
||||
0 255 127 spring green
|
||||
0 255 127 SpringGreen
|
||||
124 252 0 lawn green
|
||||
124 252 0 LawnGreen
|
||||
0 255 0 green
|
||||
127 255 0 chartreuse
|
||||
0 250 154 medium spring green
|
||||
0 250 154 MediumSpringGreen
|
||||
173 255 47 green yellow
|
||||
173 255 47 GreenYellow
|
||||
50 205 50 lime green
|
||||
50 205 50 LimeGreen
|
||||
154 205 50 yellow green
|
||||
154 205 50 YellowGreen
|
||||
34 139 34 forest green
|
||||
34 139 34 ForestGreen
|
||||
107 142 35 olive drab
|
||||
107 142 35 OliveDrab
|
||||
189 183 107 dark khaki
|
||||
189 183 107 DarkKhaki
|
||||
240 230 140 khaki
|
||||
238 232 170 pale goldenrod
|
||||
238 232 170 PaleGoldenrod
|
||||
250 250 210 light goldenrod yellow
|
||||
250 250 210 LightGoldenrodYellow
|
||||
255 255 224 light yellow
|
||||
255 255 224 LightYellow
|
||||
255 255 0 yellow
|
||||
255 215 0 gold
|
||||
238 221 130 light goldenrod
|
||||
238 221 130 LightGoldenrod
|
||||
218 165 32 goldenrod
|
||||
184 134 11 dark goldenrod
|
||||
184 134 11 DarkGoldenrod
|
||||
188 143 143 rosy brown
|
||||
188 143 143 RosyBrown
|
||||
205 92 92 indian red
|
||||
205 92 92 IndianRed
|
||||
139 69 19 saddle brown
|
||||
139 69 19 SaddleBrown
|
||||
160 82 45 sienna
|
||||
205 133 63 peru
|
||||
222 184 135 burlywood
|
||||
245 245 220 beige
|
||||
245 222 179 wheat
|
||||
244 164 96 sandy brown
|
||||
244 164 96 SandyBrown
|
||||
210 180 140 tan
|
||||
210 105 30 chocolate
|
||||
178 34 34 firebrick
|
||||
165 42 42 brown
|
||||
233 150 122 dark salmon
|
||||
233 150 122 DarkSalmon
|
||||
250 128 114 salmon
|
||||
255 160 122 light salmon
|
||||
255 160 122 LightSalmon
|
||||
255 165 0 orange
|
||||
255 140 0 dark orange
|
||||
255 140 0 DarkOrange
|
||||
255 127 80 coral
|
||||
240 128 128 light coral
|
||||
240 128 128 LightCoral
|
||||
255 99 71 tomato
|
||||
255 69 0 orange red
|
||||
255 69 0 OrangeRed
|
||||
255 0 0 red
|
||||
255 105 180 hot pink
|
||||
255 105 180 HotPink
|
||||
255 20 147 deep pink
|
||||
255 20 147 DeepPink
|
||||
255 192 203 pink
|
||||
255 182 193 light pink
|
||||
255 182 193 LightPink
|
||||
219 112 147 pale violet red
|
||||
219 112 147 PaleVioletRed
|
||||
176 48 96 maroon
|
||||
199 21 133 medium violet red
|
||||
199 21 133 MediumVioletRed
|
||||
208 32 144 violet red
|
||||
208 32 144 VioletRed
|
||||
255 0 255 magenta
|
||||
238 130 238 violet
|
||||
221 160 221 plum
|
||||
218 112 214 orchid
|
||||
186 85 211 medium orchid
|
||||
186 85 211 MediumOrchid
|
||||
153 50 204 dark orchid
|
||||
153 50 204 DarkOrchid
|
||||
148 0 211 dark violet
|
||||
148 0 211 DarkViolet
|
||||
138 43 226 blue violet
|
||||
138 43 226 BlueViolet
|
||||
160 32 240 purple
|
||||
147 112 219 medium purple
|
||||
147 112 219 MediumPurple
|
||||
216 191 216 thistle
|
||||
255 250 250 snow1
|
||||
238 233 233 snow2
|
||||
205 201 201 snow3
|
||||
139 137 137 snow4
|
||||
255 245 238 seashell1
|
||||
238 229 222 seashell2
|
||||
205 197 191 seashell3
|
||||
139 134 130 seashell4
|
||||
255 239 219 AntiqueWhite1
|
||||
238 223 204 AntiqueWhite2
|
||||
205 192 176 AntiqueWhite3
|
||||
139 131 120 AntiqueWhite4
|
||||
255 228 196 bisque1
|
||||
238 213 183 bisque2
|
||||
205 183 158 bisque3
|
||||
139 125 107 bisque4
|
||||
255 218 185 PeachPuff1
|
||||
238 203 173 PeachPuff2
|
||||
205 175 149 PeachPuff3
|
||||
139 119 101 PeachPuff4
|
||||
255 222 173 NavajoWhite1
|
||||
238 207 161 NavajoWhite2
|
||||
205 179 139 NavajoWhite3
|
||||
139 121 94 NavajoWhite4
|
||||
255 250 205 LemonChiffon1
|
||||
238 233 191 LemonChiffon2
|
||||
205 201 165 LemonChiffon3
|
||||
139 137 112 LemonChiffon4
|
||||
255 248 220 cornsilk1
|
||||
238 232 205 cornsilk2
|
||||
205 200 177 cornsilk3
|
||||
139 136 120 cornsilk4
|
||||
255 255 240 ivory1
|
||||
238 238 224 ivory2
|
||||
205 205 193 ivory3
|
||||
139 139 131 ivory4
|
||||
240 255 240 honeydew1
|
||||
224 238 224 honeydew2
|
||||
193 205 193 honeydew3
|
||||
131 139 131 honeydew4
|
||||
255 240 245 LavenderBlush1
|
||||
238 224 229 LavenderBlush2
|
||||
205 193 197 LavenderBlush3
|
||||
139 131 134 LavenderBlush4
|
||||
255 228 225 MistyRose1
|
||||
238 213 210 MistyRose2
|
||||
205 183 181 MistyRose3
|
||||
139 125 123 MistyRose4
|
||||
240 255 255 azure1
|
||||
224 238 238 azure2
|
||||
193 205 205 azure3
|
||||
131 139 139 azure4
|
||||
131 111 255 SlateBlue1
|
||||
122 103 238 SlateBlue2
|
||||
105 89 205 SlateBlue3
|
||||
71 60 139 SlateBlue4
|
||||
72 118 255 RoyalBlue1
|
||||
67 110 238 RoyalBlue2
|
||||
58 95 205 RoyalBlue3
|
||||
39 64 139 RoyalBlue4
|
||||
0 0 255 blue1
|
||||
0 0 238 blue2
|
||||
0 0 205 blue3
|
||||
0 0 139 blue4
|
||||
30 144 255 DodgerBlue1
|
||||
28 134 238 DodgerBlue2
|
||||
24 116 205 DodgerBlue3
|
||||
16 78 139 DodgerBlue4
|
||||
99 184 255 SteelBlue1
|
||||
92 172 238 SteelBlue2
|
||||
79 148 205 SteelBlue3
|
||||
54 100 139 SteelBlue4
|
||||
0 191 255 DeepSkyBlue1
|
||||
0 178 238 DeepSkyBlue2
|
||||
0 154 205 DeepSkyBlue3
|
||||
0 104 139 DeepSkyBlue4
|
||||
135 206 255 SkyBlue1
|
||||
126 192 238 SkyBlue2
|
||||
108 166 205 SkyBlue3
|
||||
74 112 139 SkyBlue4
|
||||
176 226 255 LightSkyBlue1
|
||||
164 211 238 LightSkyBlue2
|
||||
141 182 205 LightSkyBlue3
|
||||
96 123 139 LightSkyBlue4
|
||||
198 226 255 SlateGray1
|
||||
185 211 238 SlateGray2
|
||||
159 182 205 SlateGray3
|
||||
108 123 139 SlateGray4
|
||||
202 225 255 LightSteelBlue1
|
||||
188 210 238 LightSteelBlue2
|
||||
162 181 205 LightSteelBlue3
|
||||
110 123 139 LightSteelBlue4
|
||||
191 239 255 LightBlue1
|
||||
178 223 238 LightBlue2
|
||||
154 192 205 LightBlue3
|
||||
104 131 139 LightBlue4
|
||||
224 255 255 LightCyan1
|
||||
209 238 238 LightCyan2
|
||||
180 205 205 LightCyan3
|
||||
122 139 139 LightCyan4
|
||||
187 255 255 PaleTurquoise1
|
||||
174 238 238 PaleTurquoise2
|
||||
150 205 205 PaleTurquoise3
|
||||
102 139 139 PaleTurquoise4
|
||||
152 245 255 CadetBlue1
|
||||
142 229 238 CadetBlue2
|
||||
122 197 205 CadetBlue3
|
||||
83 134 139 CadetBlue4
|
||||
0 245 255 turquoise1
|
||||
0 229 238 turquoise2
|
||||
0 197 205 turquoise3
|
||||
0 134 139 turquoise4
|
||||
0 255 255 cyan1
|
||||
0 238 238 cyan2
|
||||
0 205 205 cyan3
|
||||
0 139 139 cyan4
|
||||
151 255 255 DarkSlateGray1
|
||||
141 238 238 DarkSlateGray2
|
||||
121 205 205 DarkSlateGray3
|
||||
82 139 139 DarkSlateGray4
|
||||
127 255 212 aquamarine1
|
||||
118 238 198 aquamarine2
|
||||
102 205 170 aquamarine3
|
||||
69 139 116 aquamarine4
|
||||
193 255 193 DarkSeaGreen1
|
||||
180 238 180 DarkSeaGreen2
|
||||
155 205 155 DarkSeaGreen3
|
||||
105 139 105 DarkSeaGreen4
|
||||
84 255 159 SeaGreen1
|
||||
78 238 148 SeaGreen2
|
||||
67 205 128 SeaGreen3
|
||||
46 139 87 SeaGreen4
|
||||
154 255 154 PaleGreen1
|
||||
144 238 144 PaleGreen2
|
||||
124 205 124 PaleGreen3
|
||||
84 139 84 PaleGreen4
|
||||
0 255 127 SpringGreen1
|
||||
0 238 118 SpringGreen2
|
||||
0 205 102 SpringGreen3
|
||||
0 139 69 SpringGreen4
|
||||
0 255 0 green1
|
||||
0 238 0 green2
|
||||
0 205 0 green3
|
||||
0 139 0 green4
|
||||
127 255 0 chartreuse1
|
||||
118 238 0 chartreuse2
|
||||
102 205 0 chartreuse3
|
||||
69 139 0 chartreuse4
|
||||
192 255 62 OliveDrab1
|
||||
179 238 58 OliveDrab2
|
||||
154 205 50 OliveDrab3
|
||||
105 139 34 OliveDrab4
|
||||
202 255 112 DarkOliveGreen1
|
||||
188 238 104 DarkOliveGreen2
|
||||
162 205 90 DarkOliveGreen3
|
||||
110 139 61 DarkOliveGreen4
|
||||
255 246 143 khaki1
|
||||
238 230 133 khaki2
|
||||
205 198 115 khaki3
|
||||
139 134 78 khaki4
|
||||
255 236 139 LightGoldenrod1
|
||||
238 220 130 LightGoldenrod2
|
||||
205 190 112 LightGoldenrod3
|
||||
139 129 76 LightGoldenrod4
|
||||
255 255 224 LightYellow1
|
||||
238 238 209 LightYellow2
|
||||
205 205 180 LightYellow3
|
||||
139 139 122 LightYellow4
|
||||
255 255 0 yellow1
|
||||
238 238 0 yellow2
|
||||
205 205 0 yellow3
|
||||
139 139 0 yellow4
|
||||
255 215 0 gold1
|
||||
238 201 0 gold2
|
||||
205 173 0 gold3
|
||||
139 117 0 gold4
|
||||
255 193 37 goldenrod1
|
||||
238 180 34 goldenrod2
|
||||
205 155 29 goldenrod3
|
||||
139 105 20 goldenrod4
|
||||
255 185 15 DarkGoldenrod1
|
||||
238 173 14 DarkGoldenrod2
|
||||
205 149 12 DarkGoldenrod3
|
||||
139 101 8 DarkGoldenrod4
|
||||
255 193 193 RosyBrown1
|
||||
238 180 180 RosyBrown2
|
||||
205 155 155 RosyBrown3
|
||||
139 105 105 RosyBrown4
|
||||
255 106 106 IndianRed1
|
||||
238 99 99 IndianRed2
|
||||
205 85 85 IndianRed3
|
||||
139 58 58 IndianRed4
|
||||
255 130 71 sienna1
|
||||
238 121 66 sienna2
|
||||
205 104 57 sienna3
|
||||
139 71 38 sienna4
|
||||
255 211 155 burlywood1
|
||||
238 197 145 burlywood2
|
||||
205 170 125 burlywood3
|
||||
139 115 85 burlywood4
|
||||
255 231 186 wheat1
|
||||
238 216 174 wheat2
|
||||
205 186 150 wheat3
|
||||
139 126 102 wheat4
|
||||
255 165 79 tan1
|
||||
238 154 73 tan2
|
||||
205 133 63 tan3
|
||||
139 90 43 tan4
|
||||
255 127 36 chocolate1
|
||||
238 118 33 chocolate2
|
||||
205 102 29 chocolate3
|
||||
139 69 19 chocolate4
|
||||
255 48 48 firebrick1
|
||||
238 44 44 firebrick2
|
||||
205 38 38 firebrick3
|
||||
139 26 26 firebrick4
|
||||
255 64 64 brown1
|
||||
238 59 59 brown2
|
||||
205 51 51 brown3
|
||||
139 35 35 brown4
|
||||
255 140 105 salmon1
|
||||
238 130 98 salmon2
|
||||
205 112 84 salmon3
|
||||
139 76 57 salmon4
|
||||
255 160 122 LightSalmon1
|
||||
238 149 114 LightSalmon2
|
||||
205 129 98 LightSalmon3
|
||||
139 87 66 LightSalmon4
|
||||
255 165 0 orange1
|
||||
238 154 0 orange2
|
||||
205 133 0 orange3
|
||||
139 90 0 orange4
|
||||
255 127 0 DarkOrange1
|
||||
238 118 0 DarkOrange2
|
||||
205 102 0 DarkOrange3
|
||||
139 69 0 DarkOrange4
|
||||
255 114 86 coral1
|
||||
238 106 80 coral2
|
||||
205 91 69 coral3
|
||||
139 62 47 coral4
|
||||
255 99 71 tomato1
|
||||
238 92 66 tomato2
|
||||
205 79 57 tomato3
|
||||
139 54 38 tomato4
|
||||
255 69 0 OrangeRed1
|
||||
238 64 0 OrangeRed2
|
||||
205 55 0 OrangeRed3
|
||||
139 37 0 OrangeRed4
|
||||
255 0 0 red1
|
||||
238 0 0 red2
|
||||
205 0 0 red3
|
||||
139 0 0 red4
|
||||
255 20 147 DeepPink1
|
||||
238 18 137 DeepPink2
|
||||
205 16 118 DeepPink3
|
||||
139 10 80 DeepPink4
|
||||
255 110 180 HotPink1
|
||||
238 106 167 HotPink2
|
||||
205 96 144 HotPink3
|
||||
139 58 98 HotPink4
|
||||
255 181 197 pink1
|
||||
238 169 184 pink2
|
||||
205 145 158 pink3
|
||||
139 99 108 pink4
|
||||
255 174 185 LightPink1
|
||||
238 162 173 LightPink2
|
||||
205 140 149 LightPink3
|
||||
139 95 101 LightPink4
|
||||
255 130 171 PaleVioletRed1
|
||||
238 121 159 PaleVioletRed2
|
||||
205 104 137 PaleVioletRed3
|
||||
139 71 93 PaleVioletRed4
|
||||
255 52 179 maroon1
|
||||
238 48 167 maroon2
|
||||
205 41 144 maroon3
|
||||
139 28 98 maroon4
|
||||
255 62 150 VioletRed1
|
||||
238 58 140 VioletRed2
|
||||
205 50 120 VioletRed3
|
||||
139 34 82 VioletRed4
|
||||
255 0 255 magenta1
|
||||
238 0 238 magenta2
|
||||
205 0 205 magenta3
|
||||
139 0 139 magenta4
|
||||
255 131 250 orchid1
|
||||
238 122 233 orchid2
|
||||
205 105 201 orchid3
|
||||
139 71 137 orchid4
|
||||
255 187 255 plum1
|
||||
238 174 238 plum2
|
||||
205 150 205 plum3
|
||||
139 102 139 plum4
|
||||
224 102 255 MediumOrchid1
|
||||
209 95 238 MediumOrchid2
|
||||
180 82 205 MediumOrchid3
|
||||
122 55 139 MediumOrchid4
|
||||
191 62 255 DarkOrchid1
|
||||
178 58 238 DarkOrchid2
|
||||
154 50 205 DarkOrchid3
|
||||
104 34 139 DarkOrchid4
|
||||
155 48 255 purple1
|
||||
145 44 238 purple2
|
||||
125 38 205 purple3
|
||||
85 26 139 purple4
|
||||
171 130 255 MediumPurple1
|
||||
159 121 238 MediumPurple2
|
||||
137 104 205 MediumPurple3
|
||||
93 71 139 MediumPurple4
|
||||
255 225 255 thistle1
|
||||
238 210 238 thistle2
|
||||
205 181 205 thistle3
|
||||
139 123 139 thistle4
|
||||
0 0 0 gray0
|
||||
0 0 0 grey0
|
||||
3 3 3 gray1
|
||||
3 3 3 grey1
|
||||
5 5 5 gray2
|
||||
5 5 5 grey2
|
||||
8 8 8 gray3
|
||||
8 8 8 grey3
|
||||
10 10 10 gray4
|
||||
10 10 10 grey4
|
||||
13 13 13 gray5
|
||||
13 13 13 grey5
|
||||
15 15 15 gray6
|
||||
15 15 15 grey6
|
||||
18 18 18 gray7
|
||||
18 18 18 grey7
|
||||
20 20 20 gray8
|
||||
20 20 20 grey8
|
||||
23 23 23 gray9
|
||||
23 23 23 grey9
|
||||
26 26 26 gray10
|
||||
26 26 26 grey10
|
||||
28 28 28 gray11
|
||||
28 28 28 grey11
|
||||
31 31 31 gray12
|
||||
31 31 31 grey12
|
||||
33 33 33 gray13
|
||||
33 33 33 grey13
|
||||
36 36 36 gray14
|
||||
36 36 36 grey14
|
||||
38 38 38 gray15
|
||||
38 38 38 grey15
|
||||
41 41 41 gray16
|
||||
41 41 41 grey16
|
||||
43 43 43 gray17
|
||||
43 43 43 grey17
|
||||
46 46 46 gray18
|
||||
46 46 46 grey18
|
||||
48 48 48 gray19
|
||||
48 48 48 grey19
|
||||
51 51 51 gray20
|
||||
51 51 51 grey20
|
||||
54 54 54 gray21
|
||||
54 54 54 grey21
|
||||
56 56 56 gray22
|
||||
56 56 56 grey22
|
||||
59 59 59 gray23
|
||||
59 59 59 grey23
|
||||
61 61 61 gray24
|
||||
61 61 61 grey24
|
||||
64 64 64 gray25
|
||||
64 64 64 grey25
|
||||
66 66 66 gray26
|
||||
66 66 66 grey26
|
||||
69 69 69 gray27
|
||||
69 69 69 grey27
|
||||
71 71 71 gray28
|
||||
71 71 71 grey28
|
||||
74 74 74 gray29
|
||||
74 74 74 grey29
|
||||
77 77 77 gray30
|
||||
77 77 77 grey30
|
||||
79 79 79 gray31
|
||||
79 79 79 grey31
|
||||
82 82 82 gray32
|
||||
82 82 82 grey32
|
||||
84 84 84 gray33
|
||||
84 84 84 grey33
|
||||
87 87 87 gray34
|
||||
87 87 87 grey34
|
||||
89 89 89 gray35
|
||||
89 89 89 grey35
|
||||
92 92 92 gray36
|
||||
92 92 92 grey36
|
||||
94 94 94 gray37
|
||||
94 94 94 grey37
|
||||
97 97 97 gray38
|
||||
97 97 97 grey38
|
||||
99 99 99 gray39
|
||||
99 99 99 grey39
|
||||
102 102 102 gray40
|
||||
102 102 102 grey40
|
||||
105 105 105 gray41
|
||||
105 105 105 grey41
|
||||
107 107 107 gray42
|
||||
107 107 107 grey42
|
||||
110 110 110 gray43
|
||||
110 110 110 grey43
|
||||
112 112 112 gray44
|
||||
112 112 112 grey44
|
||||
115 115 115 gray45
|
||||
115 115 115 grey45
|
||||
117 117 117 gray46
|
||||
117 117 117 grey46
|
||||
120 120 120 gray47
|
||||
120 120 120 grey47
|
||||
122 122 122 gray48
|
||||
122 122 122 grey48
|
||||
125 125 125 gray49
|
||||
125 125 125 grey49
|
||||
127 127 127 gray50
|
||||
127 127 127 grey50
|
||||
130 130 130 gray51
|
||||
130 130 130 grey51
|
||||
133 133 133 gray52
|
||||
133 133 133 grey52
|
||||
135 135 135 gray53
|
||||
135 135 135 grey53
|
||||
138 138 138 gray54
|
||||
138 138 138 grey54
|
||||
140 140 140 gray55
|
||||
140 140 140 grey55
|
||||
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|
||||
143 143 143 grey56
|
||||
145 145 145 gray57
|
||||
145 145 145 grey57
|
||||
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|
||||
148 148 148 grey58
|
||||
150 150 150 gray59
|
||||
150 150 150 grey59
|
||||
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|
||||
153 153 153 grey60
|
||||
156 156 156 gray61
|
||||
156 156 156 grey61
|
||||
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|
||||
158 158 158 grey62
|
||||
161 161 161 gray63
|
||||
161 161 161 grey63
|
||||
163 163 163 gray64
|
||||
163 163 163 grey64
|
||||
166 166 166 gray65
|
||||
166 166 166 grey65
|
||||
168 168 168 gray66
|
||||
168 168 168 grey66
|
||||
171 171 171 gray67
|
||||
171 171 171 grey67
|
||||
173 173 173 gray68
|
||||
173 173 173 grey68
|
||||
176 176 176 gray69
|
||||
176 176 176 grey69
|
||||
179 179 179 gray70
|
||||
179 179 179 grey70
|
||||
181 181 181 gray71
|
||||
181 181 181 grey71
|
||||
184 184 184 gray72
|
||||
184 184 184 grey72
|
||||
186 186 186 gray73
|
||||
186 186 186 grey73
|
||||
189 189 189 gray74
|
||||
189 189 189 grey74
|
||||
191 191 191 gray75
|
||||
191 191 191 grey75
|
||||
194 194 194 gray76
|
||||
194 194 194 grey76
|
||||
196 196 196 gray77
|
||||
196 196 196 grey77
|
||||
199 199 199 gray78
|
||||
199 199 199 grey78
|
||||
201 201 201 gray79
|
||||
201 201 201 grey79
|
||||
204 204 204 gray80
|
||||
204 204 204 grey80
|
||||
207 207 207 gray81
|
||||
207 207 207 grey81
|
||||
209 209 209 gray82
|
||||
209 209 209 grey82
|
||||
212 212 212 gray83
|
||||
212 212 212 grey83
|
||||
214 214 214 gray84
|
||||
214 214 214 grey84
|
||||
217 217 217 gray85
|
||||
217 217 217 grey85
|
||||
219 219 219 gray86
|
||||
219 219 219 grey86
|
||||
222 222 222 gray87
|
||||
222 222 222 grey87
|
||||
224 224 224 gray88
|
||||
224 224 224 grey88
|
||||
227 227 227 gray89
|
||||
227 227 227 grey89
|
||||
229 229 229 gray90
|
||||
229 229 229 grey90
|
||||
232 232 232 gray91
|
||||
232 232 232 grey91
|
||||
235 235 235 gray92
|
||||
235 235 235 grey92
|
||||
237 237 237 gray93
|
||||
237 237 237 grey93
|
||||
240 240 240 gray94
|
||||
240 240 240 grey94
|
||||
242 242 242 gray95
|
||||
242 242 242 grey95
|
||||
245 245 245 gray96
|
||||
245 245 245 grey96
|
||||
247 247 247 gray97
|
||||
247 247 247 grey97
|
||||
250 250 250 gray98
|
||||
250 250 250 grey98
|
||||
252 252 252 gray99
|
||||
252 252 252 grey99
|
||||
255 255 255 gray100
|
||||
255 255 255 grey100
|
||||
169 169 169 dark grey
|
||||
169 169 169 DarkGrey
|
||||
169 169 169 dark gray
|
||||
169 169 169 DarkGray
|
||||
0 0 139 dark blue
|
||||
0 0 139 DarkBlue
|
||||
0 139 139 dark cyan
|
||||
0 139 139 DarkCyan
|
||||
139 0 139 dark magenta
|
||||
139 0 139 DarkMagenta
|
||||
139 0 0 dark red
|
||||
139 0 0 DarkRed
|
||||
144 238 144 light green
|
||||
144 238 144 LightGreen
|
||||
|
||||
|
1742
docs/commands.txt
Normal file
1742
docs/commands.txt
Normal file
File diff suppressed because it is too large
Load diff
162
docs/console.css
Normal file
162
docs/console.css
Normal file
|
@ -0,0 +1,162 @@
|
|||
DT
|
||||
{
|
||||
font-weight: bold;
|
||||
}
|
||||
DD
|
||||
{
|
||||
margin-bottom: 1em;
|
||||
margin-left: 1.5em;
|
||||
margin-right: 1.5em;
|
||||
}
|
||||
TH
|
||||
{
|
||||
text-align: left;
|
||||
font-weight: bold;
|
||||
padding-right: 2em;
|
||||
vertical-align: top;
|
||||
}
|
||||
TD
|
||||
{
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
/* Command Descriptions */
|
||||
DIV.c
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 0.4em;
|
||||
border-top: 1px solid;
|
||||
margin-top: 1em;
|
||||
padding-left: 0.4em;
|
||||
font-weight: bold;
|
||||
padding-bottom: 0.2em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.2em;
|
||||
border-bottom: 1px solid;
|
||||
background-color: rgb(152,251,152);
|
||||
margin-bottom: 0px;
|
||||
}
|
||||
DIV.b
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 1.2em;
|
||||
border-top: 1px;
|
||||
padding-left: 1.2em;
|
||||
padding-bottom: 0.5em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.5em;
|
||||
border-bottom: 2px solid;
|
||||
background-color: rgb(240,255,240);
|
||||
margin-top: 0px;
|
||||
}
|
||||
|
||||
/* Variable Descriptions */
|
||||
DIV.v, DIV.vf
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 0.4em;
|
||||
border-top: 1px solid;
|
||||
margin-top: 1em;
|
||||
padding-left: 0.4em;
|
||||
font-weight: bold;
|
||||
padding-bottom: 0.2em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.2em;
|
||||
border-bottom: 1px solid;
|
||||
background-color: rgb(175,238,238);
|
||||
}
|
||||
DIV.vf
|
||||
{
|
||||
background-color: rgb(175,200,238);
|
||||
}
|
||||
DIV.t, DIV.tf
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 1.2em;
|
||||
border-top: 1px;
|
||||
padding-left: 0.9em;
|
||||
padding-bottom: 0.2em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.2em;
|
||||
border-bottom: 1px solid;
|
||||
background-color: rgb(224,255,255);
|
||||
}
|
||||
DIV.tf
|
||||
{
|
||||
background-color: rgb(224,238,255);
|
||||
}
|
||||
DIV.d, DIV.df
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 1.2em;
|
||||
border-top: 2px;
|
||||
padding-left: 1.2em;
|
||||
padding-bottom: 0.5em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.5em;
|
||||
border-bottom: 2px solid;
|
||||
background-color: rgb(240,255,255);
|
||||
}
|
||||
DIV.df
|
||||
{
|
||||
background-color: rgb(240,248,255);
|
||||
}
|
||||
P
|
||||
{
|
||||
margin-top: 1em;
|
||||
margin-bottom: 0em;
|
||||
}
|
||||
A
|
||||
{
|
||||
color: Blue;
|
||||
text-decoration: none;
|
||||
}
|
||||
A:hover
|
||||
{
|
||||
text-decoration: underline;
|
||||
}
|
||||
H1, H2
|
||||
{
|
||||
font-weight: bold;
|
||||
left: -0.8em;
|
||||
font-family: Verdana, Arial, Helvetica, Sans-Serif;
|
||||
position: relative;
|
||||
}
|
||||
H3, H4
|
||||
{
|
||||
font-weight: bold;
|
||||
font-family: Verdana, Arial, Helvetica, Sans-Serif;
|
||||
left: 0em;
|
||||
}
|
||||
BODY
|
||||
{
|
||||
margin: 2em 2em 2em 2em;
|
||||
background-color: white;
|
||||
}
|
||||
PRE
|
||||
{
|
||||
border: ridge 2px;
|
||||
background-color: rgb(210,210,210);
|
||||
padding: 1em 1em 1em 1em;
|
||||
}
|
||||
DIV.index
|
||||
{
|
||||
padding-right: 0.8em;
|
||||
padding-left: 0.8em;
|
||||
left: 0px;
|
||||
float: left;
|
||||
padding-bottom: 1em;
|
||||
overflow: auto;
|
||||
clip: rect(auto,auto,auto,auto);
|
||||
padding-top: 0.5em;
|
||||
position: absolute;
|
||||
top: 0px;
|
||||
background-color: #ffffcc;
|
||||
border-right: solid 1px #808080;
|
||||
border-bottom: solid 1px #808080;
|
||||
}
|
||||
DIV.main
|
||||
{
|
||||
margin-left: 11em;
|
||||
height: 50%;
|
||||
}
|
3587
docs/console.html
Normal file
3587
docs/console.html
Normal file
File diff suppressed because it is too large
Load diff
390
docs/console.txt
Normal file
390
docs/console.txt
Normal file
|
@ -0,0 +1,390 @@
|
|||
<a href="#addbot">addbot</a><br>
|
||||
<a href="#addkeysection">addkeysection</a><br>
|
||||
<a href="#addmenukey">addmenukey</a><br>
|
||||
<a href="#addrocketexplosion">addrocketexplosion</a><br>
|
||||
<a href="#addslot">addslot</a><br>
|
||||
<a href="#alias">alias</a><br>
|
||||
<a href="#alwaysapplydmflags">alwaysapplydmflags</a><br>
|
||||
<a href="#am_backcolor">am_backcolor</a><br>
|
||||
<a href="#am_cdwallcolor">am_cdwallcolor</a><br>
|
||||
<a href="#am_fdwallcolor">am_fdwallcolor</a><br>
|
||||
<a href="#am_gridcolor">am_gridcolor</a><br>
|
||||
<a href="#am_interlevelcolor">am_interlevelcolor</a><br>
|
||||
<a href="#am_intralevelcolor">am_intralevelcolor</a><br>
|
||||
<a href="#am_lockedcolor">am_lockedcolor</a><br>
|
||||
<a href="#am_notseencolor">am_notseencolor</a><br>
|
||||
<a href="#am_overlay">am_overlay</a><br>
|
||||
<a href="#am_ovotherwallscolor">am_ovotherwallscolor</a><br>
|
||||
<a href="#am_ovtelecolor">am_ovtelecolor</a><br>
|
||||
<a href="#am_ovthingcolor">am_ovthingcolor</a><br>
|
||||
<a href="#am_ovtrans">am_ovtrans</a><br>
|
||||
<a href="#am_ovunseencolor">am_ovunseencolor</a><br>
|
||||
<a href="#am_ovwallcolor">am_ovwallcolor</a><br>
|
||||
<a href="#am_ovyourcolor">am_ovyourcolor</a><br>
|
||||
<a href="#am_rotate">am_rotate</a><br>
|
||||
<a href="#am_showitems">am_showitems</a><br>
|
||||
<a href="#am_showmonsters">am_showmonsters</a><br>
|
||||
<a href="#am_showsecrets">am_showsecrets</a><br>
|
||||
<a href="#am_showtime">am_showtime</a><br>
|
||||
<a href="#am_thingcolor">am_thingcolor</a><br>
|
||||
<a href="#am_tswallcolor">am_tswallcolor</a><br>
|
||||
<a href="#am_usecustomcolors">am_usecustomcolors</a><br>
|
||||
<a href="#am_wallcolor">am_wallcolor</a><br>
|
||||
<a href="#am_xhaircolor">am_xhaircolor</a><br>
|
||||
<a href="#am_yourcolor">am_yourcolor</a><br>
|
||||
<a href="#anubis">anubis</a><br>
|
||||
<a href="#archivecvar">archivecvar</a><br>
|
||||
<a href="#atexit">atexit</a><br>
|
||||
<a href="#autoaim">autoaim</a><br>
|
||||
<a href="#autosavenum">autosavenum</a><br>
|
||||
<a href="#bind">bind</a><br>
|
||||
<a href="#binddefaults">binddefaults</a><br>
|
||||
<a href="#bot_allowspy">bot_allowspy</a><br>
|
||||
<a href="#bot_next_color">bot_next_color</a><br>
|
||||
<a href="#bot_observer">bot_observer</a><br>
|
||||
<a href="#bumpgamma">bumpgamma</a><br>
|
||||
<a href="#cd_close">cd_close</a><br>
|
||||
<a href="#cd_drive">cd_drive</a><br>
|
||||
<a href="#cd_eject">cd_eject</a><br>
|
||||
<a href="#cd_enabled">cd_enabled</a><br>
|
||||
<a href="#cd_pause">cd_pause</a><br>
|
||||
<a href="#cd_play">cd_play</a><br>
|
||||
<a href="#cd_resume">cd_resume</a><br>
|
||||
<a href="#cd_stop">cd_stop</a><br>
|
||||
<a href="#centerview">centerview</a><br>
|
||||
<a href="#changemap">changemap</a><br>
|
||||
<a href="#changemus">changemus</a><br>
|
||||
<a href="#chase">chase</a><br>
|
||||
<a href="#chase_dist">chase_dist</a><br>
|
||||
<a href="#chase_height">chase_height</a><br>
|
||||
<a href="#chasedemo">chasedemo</a><br>
|
||||
<a href="#chat_substitution">chat_substition</a><br>
|
||||
<a href="#chatmacroX">chatmacro0</a><br>
|
||||
<a href="#chatmacroX">chatmacro1</a><br>
|
||||
<a href="#chatmacroX">chatmacro2</a><br>
|
||||
<a href="#chatmacroX">chatmacro3</a><br>
|
||||
<a href="#chatmacroX">chatmacro4</a><br>
|
||||
<a href="#chatmacroX">chatmacro5</a><br>
|
||||
<a href="#chatmacroX">chatmacro6</a><br>
|
||||
<a href="#chatmacroX">chatmacro7</a><br>
|
||||
<a href="#chatmacroX">chatmacro8</a><br>
|
||||
<a href="#chatmacroX">chatmacro9</a><br>
|
||||
<a href="#cl_bbannounce">cl_bbannounce</a><br>
|
||||
<a href="#cl_bloodsplats">cl_bloodsplats</a><br>
|
||||
<a href="#cl_bloodtype">cl_bloodtype</a><br>
|
||||
<a href="#cl_maxdecals">cl_maxdecals</a><br>
|
||||
<a href="#cl_missiledecals">cl_missiledecals</a><br>
|
||||
<a href="#cl_pufftype">cl_pufftype</a><br>
|
||||
<a href="#cl_rockettrails">cl_rockettrails</a><br>
|
||||
<a href="#cl_run">cl_run</a><br>
|
||||
<a href="#cl_showmultikills">cl_showmultikills</a><br>
|
||||
<a href="#cl_showsprees">cl_showsprees</a><br>
|
||||
<a href="#cl_spreaddecals">cl_spreaddecals</a><br>
|
||||
<a href="#clear">clear</a><br>
|
||||
<a href="#clearwallcycles">clearwallcycles</a><br>
|
||||
<a href="#cmdlist">cmdlist</a><br>
|
||||
<a href="#color">color</a><br>
|
||||
<a href="#compat_limitpain">compat_limitpain</a><br>
|
||||
<a href="#compat_nopassover">compat_nopassover</a><br>
|
||||
<a href="#compat_shortTex">compat_shortTex</a><br>
|
||||
<a href="#compat_silentpickup">compat_silentpickup</a><br>
|
||||
<a href="#compat_soundslots">compat_soundslots</a><br>
|
||||
<a href="#compat_stairs">compat_stairs</a><br>
|
||||
<a href="#compatflags">compatflags</a><br>
|
||||
<a href="#con_centernotify">con_centernotify</a><br>
|
||||
<a href="#con_ctrl_d">con_ctrl_d</a><br>
|
||||
<a href="#con_midtime">con_midtime</a><br>
|
||||
<a href="#con_notifytime">con_notifytime</a><br>
|
||||
<a href="#con_scaletext">con_scaletext</a><br>
|
||||
<a href="#countdecals">countdecals</a><br>
|
||||
<a href="#countdecalsreal">countdecalsreal</a><br>
|
||||
<a href="#crosshair">crosshair</a><br>
|
||||
<a href="#crosshaircolor">crosshaircolor</a><br>
|
||||
<a href="#crosshairgrow">crosshairgrow</a><br>
|
||||
<a href="#crosshairhealth">crosshairhealth</a><br>
|
||||
<a href="#crosshairscale">crosshairscale</a><br>
|
||||
<a href="#cvarlist">cvarlist</a><br>
|
||||
<a href="#cvarlistplain">cvarlistplain</a><br>
|
||||
<a href="#deathmatch">deathmatch</a><br>
|
||||
<a href="#defaultbind">defaultbind</a><br>
|
||||
<a href="#demo_compress">demo_compress</a><br>
|
||||
<a href="#developer">developer</a><br>
|
||||
<a href="#dimamount">dimamount</a><br>
|
||||
<a href="#dimcolor">dimcolor</a><br>
|
||||
<a href="#dir">dir </a><br>
|
||||
<a href="#disableautosave">disableautosave</a><br>
|
||||
<a href="#dmflags">dmflags</a><br>
|
||||
<a href="#dmflags2">dmflags2</a><br>
|
||||
<a href="#doublebind">doublebind</a><br>
|
||||
<a href="#dumpclasses">dumpclasses</a><br>
|
||||
<a href="#dumpheap">dumpheap</a><br>
|
||||
<a href="#dumpmap">dumpmap</a><br>
|
||||
<a href="#dumpmapthings">dumpmapthings</a><br>
|
||||
<a href="#dumpspawnables">dumpspawnables</a><br>
|
||||
<a href="#echo">echo</a><br>
|
||||
<a href="#endgame">endgame</a><br>
|
||||
<a href="#error">error</a><br>
|
||||
<a href="#eval">eval</a><br>
|
||||
<a href="#exec">exec</a><br>
|
||||
<a href="#exit">exit</a><br>
|
||||
<a href="#fly">fly</a><br>
|
||||
<a href="#forcewater">forcewater</a><br>
|
||||
<a href="#fov">fov</a><br>
|
||||
<a href="#fraglimit">fraglimit</a><br>
|
||||
<a href="#freelook">freelook</a><br>
|
||||
<a href="#freeze">freeze</a><br>
|
||||
<a href="#fullscreen">fullscreen</a><br>
|
||||
<a href="#gameversion">gameversion</a><br>
|
||||
<a href="#gamma">gamma</a><br>
|
||||
<a href="#genblockmap">genblockmap</a><br>
|
||||
<a href="#gender">gender</a><br>
|
||||
<a href="#gennodes">gennodes</a><br>
|
||||
<a href="#get">get</a><br>
|
||||
<a href="#give">give</a><br>
|
||||
<a href="#god">god</a><br>
|
||||
<a href="#heapsize">heapsize</a><br>
|
||||
<a href="#history">history</a><br>
|
||||
<a href="#hud_scale">hud_scale</a><br>
|
||||
<a href="#i_remapkeypad">i_remapkeypad</a><br>
|
||||
<a href="#idclev">idclev</a><br>
|
||||
<a href="#iddqd">iddqd</a><br>
|
||||
<a href="#idmus">idmus</a><br>
|
||||
<a href="#idmypos">idmypos</a><br>
|
||||
<a href="#in_mouse">in_mouse</a><br>
|
||||
<a href="#invertmouse">invertmouse</a><br>
|
||||
<a href="#invnext">invnext</a><br>
|
||||
<a href="#invprev">invprev</a><br>
|
||||
<a href="#invuse">invuse</a><br>
|
||||
<a href="#invuseall">invuseall</a><br>
|
||||
<a href="#joy_speedmultiplier">joy_speedmultiplier</a><br>
|
||||
<a href="#joy_xsensitivity">joy_xsensitivity</a><br>
|
||||
<a href="#joy_xthreshold">joy_xthreshold</a><br>
|
||||
<a href="#joy_ysensitivity">joy_ysensitivity</a><br>
|
||||
<a href="#joy_ythreshold">joy_ythreshold</a><br>
|
||||
<a href="#key">key</a><br>
|
||||
<a href="#kill">kill</a><br>
|
||||
<a href="#land">land</a><br>
|
||||
<a href="#language">language</a><br>
|
||||
<a href="#listbots">listbots</a><br>
|
||||
<a href="#logfile">logfile</a><br>
|
||||
<a href="#lookspring">lookspring</a><br>
|
||||
<a href="#lookstrafe">lookstrafe</a><br>
|
||||
<a href="#m_forward">m_forward</a><br>
|
||||
<a href="#m_pitch">m_pitch</a><br>
|
||||
<a href="#m_side">m_side</a><br>
|
||||
<a href="#m_yaw">m_yaw</a><br>
|
||||
<a href="#map">map</a><br>
|
||||
<a href="#mdk">mdk</a><br>
|
||||
<a href="#mem">mem</a><br>
|
||||
<a href="#menu_display">menu_display</a><br>
|
||||
<a href="#menu_endgame">menu_endgame</a><br>
|
||||
<a href="#menu_game">menu_game</a><br>
|
||||
<a href="#menu_gameplay">menu_gameplay</a><br>
|
||||
<a href="#menu_help">menu_help</a><br>
|
||||
<a href="#menu_keys">menu_keys</a><br>
|
||||
<a href="#menu_load">menu_load</a><br>
|
||||
<a href="#menu_main">menu_main</a><br>
|
||||
<a href="#menu_options">menu_options</a><br>
|
||||
<a href="#menu_player">menu_player</a><br>
|
||||
<a href="#menu_quit">menu_quit</a><br>
|
||||
<a href="#menu_save">menu_save</a><br>
|
||||
<a href="#menu_video">menu_video</a><br>
|
||||
<a href="#messagemode">messagemode</a><br>
|
||||
<a href="#messagemode2">messagemode2</a><br>
|
||||
<a href="#morphme">morphme</a><br>
|
||||
<a href="#mouse_sensitivity">mouse_sensitivity</a><br>
|
||||
<a href="#movebob">movebob</a><br>
|
||||
<a href="#msg">msg</a><br>
|
||||
<a href="#msg0color">msg0color</a><br>
|
||||
<a href="#msg1color">msg1color</a><br>
|
||||
<a href="#msg2color">msg2color</a><br>
|
||||
<a href="#msg3color">msg3color</a><br>
|
||||
<a href="#msg4color">msg4color</a><br>
|
||||
<a href="#msgmidcolor">msgmidcolor</a><br>
|
||||
<a href="#msgmidcolor2">msgmidcolor2</a><br>
|
||||
<a href="#name">name</a><br>
|
||||
<a href="#neverswitchonpickup">neverswitchonpickup</a><br>
|
||||
<a href="#noclip">noclip</a><br>
|
||||
<a href="#nofilecompression">nofilecompression</a><br>
|
||||
<a href="#noise">noise</a><br>
|
||||
<a href="#notarget">notarget</a><br>
|
||||
<a href="#pause">pause</a><br>
|
||||
<a href="#pings">pings</a><br>
|
||||
<a href="#playdemo">playdemo</a><br>
|
||||
<a href="#playerinfo">playerinfo</a><br>
|
||||
<a href="#playersounds">playersounds</a><br>
|
||||
<a href="#playlist">playlist</a><br>
|
||||
<a href="#playlistnext">playlistnext</a><br>
|
||||
<a href="#playlistpos">playlistpos</a><br>
|
||||
<a href="#playlistprev">playlistprev</a><br>
|
||||
<a href="#playliststatus">playliststatus</a><br>
|
||||
<a href="#playmovie">playmovie</a><br>
|
||||
<a href="#playsound">playsound</a><br>
|
||||
<a href="#png_gamma">png_gamma</a><br>
|
||||
<a href="#png_level">png_level</a><br>
|
||||
<a href="#powerup">powerup</a><br>
|
||||
<a href="#print">print</a><br>
|
||||
<a href="#puke">puke</a><br>
|
||||
<a href="#pullin">pullin</a><br>
|
||||
<a href="#queryiwad">queryiwad</a><br>
|
||||
<a href="#quickload">quickload</a><br>
|
||||
<a href="#quicksave">quicksave</a><br>
|
||||
<a href="#quit">quit</a><br>
|
||||
<a href="#r_columnmethod">r_columnmethod</a><br>
|
||||
<a href="#r_detal">r_detail</a><br>
|
||||
<a href="#r_drawflat">r_drawflat</a><br>
|
||||
<a href="#r_drawfuzz">r_drawfuzz</a><br>
|
||||
<a href="#r_drawmirrors">r_drawmirrors</a><br>
|
||||
<a href="#r_drawplayersprites">r_drawplayersprites</a><br>
|
||||
<a href="#r_drawtrans">r_drawtrans</a><br>
|
||||
<a href="#r_fogboundary">r_fogboundary</a><br>
|
||||
<a href="#r_particles">r_particles</a><br>
|
||||
<a href="#r_stretchsky">r_stretchsky</a><br>
|
||||
<a href="#r_viewsize">r_viewsize</a><br>
|
||||
<a href="#r_visibility">r_visibility</a><br>
|
||||
<a href="#rebind">rebind</a><br>
|
||||
<a href="#removebots">removebots</a><br>
|
||||
<a href="#say">say</a><br>
|
||||
<a href="#say_team">say_team</a><br>
|
||||
<a href="#screenblocks">screenblocks</a><br>
|
||||
<a href="#screenshot">screenshot</a><br>
|
||||
<a href="#screenshot_quiet">screenshot_quiet</a><br>
|
||||
<a href="#screenshot_type">screenshot_type</a><br>
|
||||
<a href="#scriptstat">scriptstat</a><br>
|
||||
<a href="#select">select</a><br>
|
||||
<a href="#set">set</a><br>
|
||||
<a href="#setcolor">setcolor</a><br>
|
||||
<a href="#setslot">setslot</a><br>
|
||||
<a href="#show_messages">show_messages</a><br>
|
||||
<a href="#sizedown">sizedown</a><br>
|
||||
<a href="#sizeup">sizeup</a><br>
|
||||
<a href="#skill">skill</a><br>
|
||||
<a href="#skin">skin</a><br>
|
||||
<a href="#skins">skins</a><br>
|
||||
<a href="#slot">slot</a><br>
|
||||
<a href="#snd_3d">snd_3d</a><br>
|
||||
<a href="#snd_buffersize">snd_buffersize</a><br>
|
||||
<a href="#snd_channels">snd_channels</a><br>
|
||||
<a href="#snd_driver">snd_driver</a><br>
|
||||
<a href="#snd_flipstereo">snd_flipstereo</a><br>
|
||||
<a href="#snd_fpumixer">snd_fpumixer</a><br>
|
||||
<a href="#snd_listdrivers">snd_listdrivers</a><br>
|
||||
<a href="#snd_listmididevices">snd_listmididevices</a><br>
|
||||
<a href="#snd_matrix">snd_matrix</a><br>
|
||||
<a href="#snd_mididevice">snd_mididevice</a><br>
|
||||
<a href="#snd_midiprecache">snd_midiprecache</a><br>
|
||||
<a href="#snd_midivolume">snd_midivolume</a><br>
|
||||
<a href="#snd_movievolume">snd_movievolume</a><br>
|
||||
<a href="#snd_musicvolume">snd_musicvolume</a><br>
|
||||
<a href="#snd_output">snd_output</a><br>
|
||||
<a href="#snd_pitched">snd_pitched</a><br>
|
||||
<a href="#snd_reset">snd_reset</a><br>
|
||||
<a href="#snd_samplerate">snd_samplerate</a><br>
|
||||
<a href="#snd_sfxvolume">snd_sfxvolume</a><br>
|
||||
<a href="#snd_status">snd_status</a><br>
|
||||
<a href="#snd_surround">snd_surround</a><br>
|
||||
<a href="#snd_waterreverb">snd_waterreverb</a><br>
|
||||
<a href="#soundlinks">soundlinks</a><br>
|
||||
<a href="#soundlist">soundlist</a><br>
|
||||
<a href="#spc_8bit">spc_8bit</a><br>
|
||||
<a href="#spc_amp">spc_amp</a><br>
|
||||
<a href="#spc_frequency">spc_frequency</a><br>
|
||||
<a href="#spc_lowpass">spc_lowpass</a><br>
|
||||
<a href="#spc_oldsamples">spc_oldsamples</a><br>
|
||||
<a href="#spc_quality">spc_quality</a><br>
|
||||
<a href="#spc_stereo">spc_stereo</a><br>
|
||||
<a href="#spc_surround">spc_surround</a><br>
|
||||
<a href="#splashfactor">splashfactor</a><br>
|
||||
<a href="#spray">spray</a><br>
|
||||
<a href="#spynext">spynext</a><br>
|
||||
<a href="#spyprev">spyprev</a><br>
|
||||
<a href="#st_scale">st_scale</a><br>
|
||||
<a href="#stat">stat</a><br>
|
||||
<a href="#stillbob">stillbob</a><br>
|
||||
<a href="#stop">stop</a><br>
|
||||
<a href="#stopmus">stopmus</a><br>
|
||||
<a href="#storesavepic">storesavepic</a><br>
|
||||
<a href="#summon">summon</a><br>
|
||||
<a href="#sv_aircontrol">sv_aircontrol</a><br>
|
||||
<a href="#sv_barrelrespawn">sv_barrelrespawn</a><br>
|
||||
<a href="#sv_cheats">sv_cheats</a><br>
|
||||
<a href="#sv_falldamage">sv_falldamage</a><br>
|
||||
<a href="#sv_fastmonsters">sv_fastmonsters</a><br>
|
||||
<a href="#sv_forcerespawn">sv_forcerespawn</a><br>
|
||||
<a href="#sv_gravity">sv_gravity</a><br>
|
||||
<a href="#sv_infiniteammo">sv_infiniteammo</a><br>
|
||||
<a href="#sv_itemrespawn">sv_itemrespawn</a><br>
|
||||
<a href="#sv_monsterrespawn">sv_monsterrespawn</a><br>
|
||||
<a href="#sv_noarmor">sv_noarmor</a><br>
|
||||
<a href="#sv_nobfgaim">sv_nobfgaim</a><br>
|
||||
<a href="#sv_noexit">sv_noexit</a><br>
|
||||
<a href="#sv_nofov">sv_nofov</a><br>
|
||||
<a href="#sv_nofreelook">sv_nofreelook</a><br>
|
||||
<a href="#sv_nohealth">sv_nohealth</a><br>
|
||||
<a href="#sv_noitems">sv_noitems</a><br>
|
||||
<a href="#sv_nojump">sv_nojump</a><br>
|
||||
<a href="#sv_nomonsters">sv_nomonsters</a><br>
|
||||
<a href="#sv_oldfalldamage">sv_oldfalldamage</a><br>
|
||||
<a href="#sv_respawnprotect">sv_respawnprotect</a><br>
|
||||
<a href="#sv_respawnsuper">sv_respawnsuper</a><br>
|
||||
<a href="#sv_samelevel">sv_samelevel</a><br>
|
||||
<a href="#sv_spawnfarthest">sv_spawnfarthest</a><br>
|
||||
<a href="#sv_weapondrop">sv_weapondrop</a><br>
|
||||
<a href="#sv_weaponstay">sv_weaponstay</a><br>
|
||||
<a href="#team">team</a><br>
|
||||
<a href="#teamdamage">teamdamage</a><br>
|
||||
<a href="#teamplay">teamplay</a><br>
|
||||
<a href="#telezoom">telezoom</a><br>
|
||||
<a href="#test">test</a><br>
|
||||
<a href="#testblend">testblend</a><br>
|
||||
<a href="#testcolor">testcolor</a><br>
|
||||
<a href="#testfade">testfade</a><br>
|
||||
<a href="#ticker">ticker</a><br>
|
||||
<a href="#tilt">tilt</a><br>
|
||||
<a href="#timedemo">timedemo</a><br>
|
||||
<a href="#timelimit">timelimit</a><br>
|
||||
<a href="#timidity_8bit">timidity_8bit</a><br>
|
||||
<a href="#timidity_byteswap">timidity_byteswap</a><br>
|
||||
<a href="#timidity_chorus">timidity_chorus</a><br>
|
||||
<a href="#timidity_exe">timidity_exe</a><br>
|
||||
<a href="#timidity_extargs">timidity_extargs</a><br>
|
||||
<a href="#timidity_frequency">timidity_frequency</a><br>
|
||||
<a href="#timidity_pipe">timidity_pipe</a><br>
|
||||
<a href="#timidity_reverb">timidity_reverb</a><br>
|
||||
<a href="#timidity_stereo">timidity_stereo</a><br>
|
||||
<a href="#toggle">toggle</a><br>
|
||||
<a href="#toggleconsole">toggleconsole</a><br>
|
||||
<a href="#togglemap">togglemap</a><br>
|
||||
<a href="#togglemessages">togglemessages</a><br>
|
||||
<a href="#transsouls">transsouls</a><br>
|
||||
<a href="#turbo">turbo</a><br>
|
||||
<a href="#turn180">turn180</a><br>
|
||||
<a href="#turnspeeds">turnspeeds</a><br>
|
||||
<a href="#tx">tx</a><br>
|
||||
<a href="#ty">ty</a><br>
|
||||
<a href="#unbind">unbind</a><br>
|
||||
<a href="#unbindall">unbindall</a><br>
|
||||
<a href="#undoublebind">undoublebind</a><br>
|
||||
<a href="#unset">unset</a><br>
|
||||
<a href="#use">use</a><br>
|
||||
<a href="#use_joystick">use_joystick</a><br>
|
||||
<a href="#use_mouse">use_mouse</a><br>
|
||||
<a href="#var_friction">var_friction</a><br>
|
||||
<a href="#var_pushers">var_pushers</a><br>
|
||||
<a href="#vid_attachedsurfaces">vid_attachedsurfaces (Win32 only)</a><br>
|
||||
<a href="#vid_currentmode">vid_currentmode</a><br>
|
||||
<a href="#vid_defbits">vid_defbits</a><br>
|
||||
<a href="#vid_defheight">vid_defheight</a><br>
|
||||
<a href="#vid_defwidth">vid_defwidth</a><br>
|
||||
<a href="#vid_fps">vid_fps</a><br>
|
||||
<a href="#vid_listmodes">vid_listmodes</a><br>
|
||||
<a href="#vid_noblitter">vid_noblitter (Win32 only)</a><br>
|
||||
<a href="#vid_palettehack">vid_palettehack (Win32 only)</a><br>
|
||||
<a href="#vid_setmode">vid_setmode</a><br>
|
||||
<a href="#vid_vsync">vid_vsync (Win32 only)</a><br>
|
||||
<a href="#vid_winscale">vid_winscale</a><br>
|
||||
<a href="#weapnext">weapnext</a><br>
|
||||
<a href="#weapon">weapon</a><br>
|
||||
<a href="#weapprev">weapprev</a><br>
|
||||
<a href="#wi_percents">wi_percents</a><br>
|
||||
<a href="#wipetype">wipetype</a><br>
|
464
docs/console2.html
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464
docs/console2.html
Normal file
|
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|
|||
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|
||||
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|
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|
||||
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|
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|
||||
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
<title>ZDoom includes a powerful console that you can use to manipulate or
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
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|
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||||
text-indent:-.25in;
|
||||
mso-ansi-font-size:10.0pt;
|
||||
font-family:Symbol;}
|
||||
@list l9
|
||||
{mso-list-id:1802117089;
|
||||
mso-list-type:hybrid;
|
||||
mso-list-template-ids:1380746592 689494654 -1541107352 -1297045148 -173254316 -2131698750 1508031626 -1410297752 -1837830562 372664458;}
|
||||
@list l10
|
||||
{mso-list-id:1807695059;
|
||||
mso-list-type:hybrid;
|
||||
mso-list-template-ids:1407893458 1337116600 -2124374718 -2145628386 -2039033766 -1145645950 1018592814 926160498 1505642846 712400720;}
|
||||
@list l10:level1
|
||||
{mso-level-number-format:bullet;
|
||||
mso-level-text:\F0B7;
|
||||
mso-level-tab-stop:.5in;
|
||||
mso-level-number-position:left;
|
||||
text-indent:-.25in;
|
||||
mso-ansi-font-size:10.0pt;
|
||||
font-family:Symbol;}
|
||||
@list l11
|
||||
{mso-list-id:1905872787;
|
||||
mso-list-type:hybrid;
|
||||
mso-list-template-ids:150497658 223655122 1863870932 -2041170490 1818011262 -636699064 1665060092 1516957276 -588601664 2126671290;}
|
||||
@list l12
|
||||
{mso-list-id:2131968032;
|
||||
mso-list-type:hybrid;
|
||||
mso-list-template-ids:-1936026304 1252412506 1728357352 1996384130 1098690316 -585067264 -1692122122 -1350537662 1298047156 -873440630;}
|
||||
@list l13
|
||||
{mso-list-id:2142531460;
|
||||
mso-list-type:hybrid;
|
||||
mso-list-template-ids:-701841198 -1314860012 -1088756404 989619594 -745792078 1975953494 -1896712442 -987226800 -987218510 1376819838;}
|
||||
ol
|
||||
{margin-bottom:0in;}
|
||||
ul
|
||||
{margin-bottom:0in;}
|
||||
-->
|
||||
</style>
|
||||
<meta content="http://schemas.microsoft.com/intellisense/nav4-0"
|
||||
name="vs_targetSchema">
|
||||
</head>
|
||||
|
||||
|
||||
|
||||
<body lang=EN-US link=blue vlink=blue style='tab-interval:.5in'>
|
||||
|
||||
<div class=Section1>
|
||||
|
||||
<p class=MsoNormal>ZDoom includes a powerful console that you can use to
|
||||
manipulate or inspect various aspects of the game while you are playing. </p>
|
||||
|
||||
<h1>Obsolete commands and variables</h1>
|
||||
|
||||
<p class=MsoNormal>The following commands and variables were present in ZDoom
|
||||
1.22 but have been removed: </p>
|
||||
|
||||
<p class=MsoNormal><b>configver<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This variable was used by ZDoom to determine which version
|
||||
wrote the zdoom.cfg. This has been replaced by the [LastRun] section of
|
||||
zdoom.ini and is no longer accessible from the console.</p>
|
||||
|
||||
<p class=MsoNormal><b>def_patch<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>You can now have multiple dehacked patches loaded
|
||||
automatically. To do this, add a [Doom.DefaultDehacked] section to zdoom.ini
|
||||
like this: </p>
|
||||
|
||||
<pre style='margin-left:.5in'>[Doom.DefaultDehacked]</pre><pre
|
||||
style='margin-left:.5in'>Path=my_first_patch.deh</pre><pre style='margin-left:
|
||||
.5in'>Path=my_second_patch.deh</pre>
|
||||
|
||||
<p class=MsoNormal style='margin-left:.5in'>You can add as many Path= lines as
|
||||
you like. Not all Dehacked patches will work well together. Changes made by
|
||||
patches listed later will override any changes made by patches listed earlier
|
||||
that affect the same things. If you specify any patches with -deh or -bex at
|
||||
the command line, then those patches will be loaded instead of the ones listed
|
||||
here.</p>
|
||||
|
||||
<p class=MsoNormal><b>impulse<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>Use the new slot and weapon commands instead.</p>
|
||||
|
||||
<p class=MsoNormal><b>nobfgaim<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This was renamed to sv_nobfgaim and is now a part of
|
||||
dmflags2.</p>
|
||||
|
||||
<p class=MsoNormal><b>vid_noptc<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>PTC is no longer used for video, so there is nothing for this
|
||||
cvar to disable.</p>
|
||||
|
||||
<p class=MsoNormal><b>testgibs<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This variable never did anything useful in 1.22. </p>
|
||||
|
||||
<p class=MsoNormal>There are five types of cvars: </p>
|
||||
|
||||
<p class=MsoNormal><b>boolean<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This type of variable represents a yes/no or on/off value. It
|
||||
can only be set to true or false. As shorthand, setting a boolean variable to 0
|
||||
will set it to false, and setting it to anything non-zero will set it to true.</p>
|
||||
|
||||
<p class=MsoNormal><b>integer<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This is an ordinary number without a decimal point. For
|
||||
example, 1 is an integer, but 1.2 is not.</p>
|
||||
|
||||
<p class=MsoNormal><b>float<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This is an ordinary number that can have a decimal point.</p>
|
||||
|
||||
<p class=MsoNormal><b>string<o:p></o:p></b></p>
|
||||
|
||||
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
|
||||
margin-left:.5in'>This is a series of text characters enclosed in quotes: For
|
||||
example, "Felix loitered lecherously on the lot" is a string. If you
|
||||
removed the quotes around it, then it would not be a string.</p>
|
||||
|
||||
<p class=MsoNormal>
|
112
docs/doomlic.txt
Normal file
112
docs/doomlic.txt
Normal file
|
@ -0,0 +1,112 @@
|
|||
|
||||
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement")
|
||||
is a legal agreement between you, the end-user, and Id Software, Inc.
|
||||
("ID"). By downloading or purchasing the software material, which
|
||||
includes source code (the "Source Code"), artwork data, music and
|
||||
software tools (collectively, the "Software"), you are agreeing to
|
||||
be bound by the terms of this Agreement. If you do not agree to the
|
||||
terms of this Agreement, promptly destroy the Software you may have
|
||||
downloaded or copied.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the right to use the
|
||||
Software. You have no ownership or proprietary rights in or to the
|
||||
Software, or the Trademark. For purposes of this section, "use" means
|
||||
loading the Software into RAM, as well as installation on a hard disk
|
||||
or other storage device. The Software, together with any archive copy
|
||||
thereof, shall be destroyed when no longer used in accordance with
|
||||
this Agreement, or when the right to use the Software is terminated.
|
||||
You agree that the Software will not be shipped, transferred or
|
||||
exported into any country in violation of the U.S. Export
|
||||
Administration Act (or any other law governing such matters) and that
|
||||
you will not utilize, in any other manner, the Software in violation
|
||||
of any applicable law.
|
||||
|
||||
2. Permitted Uses. For educational purposes only, you, the
|
||||
end-user, may use portions of the Source Code, such as particular
|
||||
routines, to develop your own software, but may not duplicate the
|
||||
Source Code, except as noted in paragraph 4. The limited right
|
||||
referenced in the preceding sentence is hereinafter referred to as
|
||||
"Educational Use." By so exercising the Educational Use right you
|
||||
shall not obtain any ownership, copyright, proprietary or other
|
||||
interest in or to the Source Code, or any portion of the Source
|
||||
Code. You may dispose of your own software in your sole discretion.
|
||||
With the exception of the Educational Use right, you may not
|
||||
otherwise use the Software, or an portion of the Software, which
|
||||
includes the Source Code, for commercial gain.
|
||||
|
||||
3. Prohibited Uses: Under no circumstances shall you, the
|
||||
end-user, be permitted, allowed or authorized to commercially exploit
|
||||
the Software. Neither you nor anyone at your direction shall do any
|
||||
of the following acts with regard to the Software, or any portion
|
||||
thereof:
|
||||
|
||||
Rent;
|
||||
|
||||
Sell;
|
||||
|
||||
Lease;
|
||||
|
||||
Offer on a pay-per-play basis;
|
||||
|
||||
Distribute for money or any other consideration; or
|
||||
|
||||
In any other manner and through any medium whatsoever
|
||||
commercially exploit or use for any commercial purpose.
|
||||
|
||||
Notwithstanding the foregoing prohibitions, you may commercially
|
||||
exploit the software you develop by exercising the Educational Use
|
||||
right, referenced in paragraph 2. hereinabove.
|
||||
|
||||
4. Copyright. The Software and all copyrights related thereto
|
||||
(including all characters and other images generated by the Software
|
||||
or depicted in the Software) are owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
Id shall retain exclusive ownership and copyright in and to the
|
||||
Software and all portions of the Software and you shall have no
|
||||
ownership or other proprietary interest in such materials. You must
|
||||
treat the Software like any other copyrighted material. You may not
|
||||
otherwise reproduce, copy or disclose to others, in whole or in any
|
||||
part, the Software. You may not copy the written materials
|
||||
accompanying the Software. You agree to use your best efforts to
|
||||
see that any user of the Software licensed hereunder complies with
|
||||
this Agreement.
|
||||
|
||||
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT
|
||||
TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL
|
||||
RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE
|
||||
WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS.
|
||||
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||
OF ID.
|
||||
|
||||
Exclusive Remedies. The Software is being offered to you
|
||||
free of any charge. You agree that you have no remedy against ID, its
|
||||
affiliates, contractors, suppliers, and agents for loss or damage
|
||||
caused by any defect or failure in the Software regardless of the form
|
||||
of action, whether in contract, tort, includinegligence, strict
|
||||
liability or otherwise, with regard to the Software. This Agreement
|
||||
shall be construed in accordance with and governed by the laws of the
|
||||
State of Texas. Copyright and other proprietary matters will be
|
||||
governed by United States laws and international treaties. IN ANY
|
||||
CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
|
||||
SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
|
||||
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
|
||||
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY
|
||||
OTHER PARTY. Some jurisdictions do not allow the exclusion or
|
||||
limitation of incidental or consequential damages, so the above
|
||||
limitation or exclusion may not apply to you.
|
||||
|
||||
|
||||
|
||||
|
227
docs/foo.txt
Normal file
227
docs/foo.txt
Normal file
|
@ -0,0 +1,227 @@
|
|||
<div class="v" id="addrocketexplosion">addrocketexplosion</div>
|
||||
<div class="v" id="alwaysapplydmflags">alwaysapplydmflags</div>
|
||||
<div class="v" id="am_backcolor">am_backcolor</div>
|
||||
<div class="v" id="am_cdwallcolor">am_cdwallcolor</div>
|
||||
<div class="v" id="am_fdwallcolor">am_fdwallcolor</div>
|
||||
<div class="v" id="am_gridcolor">am_gridcolor</div>
|
||||
<div class="v" id="am_interlevelcolor">am_interlevelcolor</div>
|
||||
<div class="v" id="am_intralevelcolor">am_intralevelcolor</div>
|
||||
<div class="v" id="am_lockedcolor">am_lockedcolor</div>
|
||||
<div class="v" id="am_notseencolor">am_notseencolor</div>
|
||||
<div class="v" id="am_overlay">am_overlay</div>
|
||||
<div class="v" id="am_ovotherwallscolor">am_ovotherwallscolor</div>
|
||||
<div class="v" id="am_ovtelecolor">am_ovtelecolor</div>
|
||||
<div class="v" id="am_ovthingcolor">am_ovthingcolor</div>
|
||||
<div class="v" id="am_ovtrans">am_ovtrans</div>
|
||||
<div class="v" id="am_ovunseencolor">am_ovunseencolor</div>
|
||||
<div class="v" id="am_ovwallcolor">am_ovwallcolor</div>
|
||||
<div class="v" id="am_ovyourcolor">am_ovyourcolor</div>
|
||||
<div class="v" id="am_rotate">am_rotate</div>
|
||||
<div class="v" id="am_showitems">am_showitems</div>
|
||||
<div class="v" id="am_showmonsters">am_showmonsters</div>
|
||||
<div class="v" id="am_showsecrets">am_showsecrets</div>
|
||||
<div class="v" id="am_showtime">am_showtime</div>
|
||||
<div class="v" id="am_thingcolor">am_thingcolor</div>
|
||||
<div class="v" id="am_tswallcolor">am_tswallcolor</div>
|
||||
<div class="v" id="am_usecustomcolors">am_usecustomcolors</div>
|
||||
<div class="v" id="am_wallcolor">am_wallcolor</div>
|
||||
<div class="v" id="am_xhaircolor">am_xhaircolor</div>
|
||||
<div class="v" id="am_yourcolor">am_yourcolor</div>
|
||||
<div class="v" id="autoaim">autoaim</div>
|
||||
<div class="v" id="bot_allowspy">bot_allowspy</div>
|
||||
<div class="v" id="bot_next_color">bot_next_color</div>
|
||||
<div class="v" id="bot_observer">bot_observer</div>
|
||||
<div class="v" id="cd_drive">cd_drive</div>
|
||||
<div class="v" id="cd_enabled">cd_enambled</div>
|
||||
<div class="v" id="chase_dist">chase_dist</div>
|
||||
<div class="v" id="chase_height">chase_height</div>
|
||||
<div class="v" id="chasedemo">chasedemo</div>
|
||||
<div class="v" id="chat_substitution">chat_substition</div>
|
||||
<div class="v" id="chatmacroX">chatmacro0<br>
|
||||
<div class="v" id="cl_bbannounce">cl_bbannounce</div>
|
||||
<div class="v" id="cl_bloodsplats">cl_bloodsplats</div>
|
||||
<div class="v" id="cl_bloodtype">cl_bloodtype</div>
|
||||
<div class="v" id="cl_maxdecals">cl_maxdecals</div>
|
||||
<div class="v" id="cl_missiledecals">cl_missiledecals</div>
|
||||
<div class="v" id="cl_pufftype">cl_pufftype</div>
|
||||
<div class="v" id="cl_rockettrails">cl_rockettrails</div>
|
||||
<div class="v" id="cl_run">cl_run</div>
|
||||
<div class="v" id="cl_showmultikills">cl_showmultikills</div>
|
||||
<div class="v" id="cl_showsprees">cl_showsprees</div>
|
||||
<div class="v" id="cl_spreaddecals">cl_spreaddecals</div>
|
||||
<div class="v" id="color">color</div>
|
||||
<div class="v" id="compat_limitpain">compat_limitpain</div>
|
||||
<div class="v" id="compat_nopassover">compat_nopassover</div>
|
||||
<div class="v" id="compat_shortTex">compat_shortTex</div>
|
||||
<div class="v" id="compat_silentpickup">compat_silentpickup</div>
|
||||
<div class="v" id="compat_soundslots">compat_soundslots</div>
|
||||
<div class="v" id="compat_stairs">compat_stairs</div>
|
||||
<div class="v" id="compatflags">compatflags</div>
|
||||
<div class="v" id="con_centernotify">con_centernotify</div>
|
||||
<div class="v" id="con_ctrl_d">con_ctrl_d</div>
|
||||
<div class="v" id="con_midtime">con_midtime</div>
|
||||
<div class="v" id="con_notifytime">con_notifytime</div>
|
||||
<div class="v" id="con_scaletext">con_scaletext</div>
|
||||
<div class="v" id="crosshair">crosshair</div>
|
||||
<div class="v" id="crosshaircolor">crosshaircolor</div>
|
||||
<div class="v" id="crosshairgrow">crosshairgrow</div>
|
||||
<div class="v" id="crosshairhealth">crosshairhealth</div>
|
||||
<div class="v" id="crosshairscale">crosshairscale</div>
|
||||
<div class="v" id="deathmatch">deathmatch</div>
|
||||
<div class="v" id="demo_compress">demo_compress</div>
|
||||
<div class="v" id="developer">developer</div>
|
||||
<div class="v" id="dimamount">dimamount</div>
|
||||
<div class="v" id="dimcolor">dimcolor</div>
|
||||
<div class="v" id="disableautosave">disableautosave</div>
|
||||
<div class="v" id="dmflags">dmflags</div>
|
||||
<div class="v" id="dmflags2">dmflags2</div>
|
||||
<div class="v" id="forcewater">forcewater</div>
|
||||
<div class="v" id="fraglimit">fraglimit</div>
|
||||
<div class="v" id="freelook">freelook</div>
|
||||
<div class="v" id="fullscreen">fullscreen</div>
|
||||
<div class="v" id="gamma">gamma</div>
|
||||
<div class="v" id="genblockmap">genblockmap</div>
|
||||
<div class="v" id="gender">gender</div>
|
||||
<div class="v" id="gennodes">gennodes</div>
|
||||
<div class="v" id="heapsize">heapsize</div>
|
||||
<div class="v" id="hud_scale">hud_scale</div>
|
||||
<div class="v" id="i_remapkeypad">i_remapkeypad</div>
|
||||
<div class="v" id="idmypos">idmypos</div>
|
||||
<div class="v" id="in_mouse">in_mouse</div>
|
||||
<div class="v" id="invertmouse">invertmouse</div>
|
||||
<div class="v" id="joy_speedmultiplier">joy_speedmultiplier</div>
|
||||
<div class="v" id="joy_xsensitivity">joy_xsensitivity</div>
|
||||
<div class="v" id="joy_xthreshold">joy_xthreshold</div>
|
||||
<div class="v" id="joy_ysensitivity">joy_ysensitivity</div>
|
||||
<div class="v" id="joy_ythreshold">joy_ythreshold</div>
|
||||
<div class="v" id="language">language</div>
|
||||
<div class="v" id="lookspring">lookspring</div>
|
||||
<div class="v" id="lookstrafe">lookstrafe</div>
|
||||
<div class="v" id="m_forward">m_forward</div>
|
||||
<div class="v" id="m_pitch">m_pitch</div>
|
||||
<div class="v" id="m_side">m_side</div>
|
||||
<div class="v" id="m_yaw">m_yaw</div>
|
||||
<div class="v" id="mouse_sensitivity">mouse_sensitivity</div>
|
||||
<div class="v" id="movebob">movebob</div>
|
||||
<div class="v" id="msg">msg</div>
|
||||
<div class="v" id="msg0color">msg0color</div>
|
||||
<div class="v" id="msg1color">msg1color</div>
|
||||
<div class="v" id="msg2color">msg2color</div>
|
||||
<div class="v" id="msg3color">msg3color</div>
|
||||
<div class="v" id="msg4color">msg4color</div>
|
||||
<div class="v" id="msgmidcolor">msgmidcolor</div>
|
||||
<div class="v" id="msgmidcolor2">msgmidcolor2</div>
|
||||
<div class="v" id="name">name</div>
|
||||
<div class="v" id="neverswitchonpickup">neverswitchonpickup</div>
|
||||
<div class="v" id="nofilecompression">nofilecompression</div>
|
||||
<div class="v" id="noise">noise</div>
|
||||
<div class="v" id="png_gamma">png_gamma</div>
|
||||
<div class="v" id="png_level">png_level</div>
|
||||
<div class="v" id="queryiwad">queryiwad</div>
|
||||
<div class="v" id="r_columnmethod">r_columnmethod</div>
|
||||
<div class="v" id="r_detal">r_detail</div>
|
||||
<div class="v" id="r_drawflat">r_drawflat</div>
|
||||
<div class="v" id="r_drawfuzz">r_drawfuzz</div>
|
||||
<div class="v" id="r_drawmirrors">r_drawmirrors</div>
|
||||
<div class="v" id="r_drawplayersprites">r_drawplayersprites</div>
|
||||
<div class="v" id="r_drawtrans">r_drawtrans</div>
|
||||
<div class="v" id="r_fogboundary">r_fogboundary</div>
|
||||
<div class="v" id="r_particles">r_particles</div>
|
||||
<div class="v" id="r_stretchsky">r_stretchsky</div>
|
||||
<div class="v" id="r_viewsize">r_viewsize</div>
|
||||
<div class="v" id="screenblocks">screenblocks</div>
|
||||
<div class="v" id="screenshot_quiet">screenshot_quiet</div>
|
||||
<div class="v" id="screenshot_type">screenshot_type</div>
|
||||
<div class="v" id="show_messages">show_messages</div>
|
||||
<div class="v" id="skill">skill</div>
|
||||
<div class="v" id="skin">skin</div>
|
||||
<div class="v" id="snd_3d">snd_3d</div>
|
||||
<div class="v" id="snd_buffersize">snd_buffersize</div>
|
||||
<div class="v" id="snd_channels">snd_channels</div>
|
||||
<div class="v" id="snd_driver">snd_driver</div>
|
||||
<div class="v" id="snd_flipstereo">snd_flipstereo</div>
|
||||
<div class="v" id="snd_fpumixer">snd_fpumixer</div>
|
||||
<div class="v" id="snd_matrix">snd_matrix</div>
|
||||
<div class="v" id="snd_mididevice">snd_mididevice</div>
|
||||
<div class="v" id="snd_midiprecache">snd_midiprecache</div>
|
||||
<div class="v" id="snd_midivolume">snd_midivolume</div>
|
||||
<div class="v" id="snd_movievolume">snd_movievolume</div>
|
||||
<div class="v" id="snd_musicvolume">snd_musicvolume</div>
|
||||
<div class="v" id="snd_output">snd_output</div>
|
||||
<div class="v" id="snd_pitched">snd_pitched</div>
|
||||
<div class="v" id="snd_samplerate">snd_samplerate</div>
|
||||
<div class="v" id="snd_sfxvolume">snd_sfxvolume</div>
|
||||
<div class="v" id="snd_surround">snd_surround</div>
|
||||
<div class="v" id="snd_waterreverb">snd_waterreverb</div>
|
||||
<div class="v" id="spc_8bit">spc_8bit</div>
|
||||
<div class="v" id="spc_amp">spc_amp</div>
|
||||
<div class="v" id="spc_frequency">spc_frequency</div>
|
||||
<div class="v" id="spc_lowpass">spc_lowpass</div>
|
||||
<div class="v" id="spc_oldsamples">spc_oldsamples</div>
|
||||
<div class="v" id="spc_quality">spc_quality</div>
|
||||
<div class="v" id="spc_stereo">spc_stereo</div>
|
||||
<div class="v" id="spc_surround">spc_surround</div>
|
||||
<div class="v" id="splashfactor">splashfactor</div>
|
||||
<div class="v" id="st_scale">st_scale</div>
|
||||
<div class="v" id="stillbob">stillbob</div>
|
||||
<div class="v" id="storesavepic">storesavepic</div>
|
||||
<div class="v" id="sv_aircontrol">sv_aircontrol</div>
|
||||
<div class="v" id="sv_barrelrespawn">sv_barrelrespawn</div>
|
||||
<div class="v" id="sv_cheats">sv_cheats</div>
|
||||
<div class="v" id="sv_falldamage">sv_falldamage</div>
|
||||
<div class="v" id="sv_fastmonsters">sv_fastmonsters</div>
|
||||
<div class="v" id="sv_forcerespawn">sv_forcerespawn</div>
|
||||
<div class="v" id="sv_gravity">sv_gravity</div>
|
||||
<div class="v" id="sv_infiniteammo">sv_infiniteammo</div>
|
||||
<div class="v" id="sv_itemrespawn">sv_itemrespawn</div>
|
||||
<div class="v" id="sv_monsterrespawn">sv_monsterrespawn</div>
|
||||
<div class="v" id="sv_noarmor">sv_noarmor</div>
|
||||
<div class="v" id="sv_nobfgaim">sv_nobfgaim</div>
|
||||
<div class="v" id="sv_noexit">sv_noexit</div>
|
||||
<div class="v" id="sv_nofov">sv_nofov</div>
|
||||
<div class="v" id="sv_nofreelook">sv_nofreelook</div>
|
||||
<div class="v" id="sv_nohealth">sv_nohealth</div>
|
||||
<div class="v" id="sv_noitems">sv_noitems</div>
|
||||
<div class="v" id="sv_nojump">sv_nojump</div>
|
||||
<div class="v" id="sv_nomonsters">sv_nomonsters</div>
|
||||
<div class="v" id="sv_oldfalldamage">sv_oldfalldamage</div>
|
||||
<div class="v" id="sv_respawnprotect">sv_respawnprotect</div>
|
||||
<div class="v" id="sv_respawnsuper">sv_respawnsuper</div>
|
||||
<div class="v" id="sv_samelevel">sv_samelevel</div>
|
||||
<div class="v" id="sv_spawnfarthest">sv_spawnfarthest</div>
|
||||
<div class="v" id="sv_weapondrop">sv_weapondrop</div>
|
||||
<div class="v" id="sv_weaponstay">sv_weaponstay</div>
|
||||
<div class="v" id="team">team</div>
|
||||
<div class="v" id="teamdamage">teamdamage</div>
|
||||
<div class="v" id="teamplay">teamplay</div>
|
||||
<div class="v" id="telezoom">telezoom</div>
|
||||
<div class="v" id="ticker">ticker</div>
|
||||
<div class="v" id="tilt">tilt</div>
|
||||
<div class="v" id="timelimit">timelimit</div>
|
||||
<div class="v" id="timidity_8bit">timidity_8bit</div>
|
||||
<div class="v" id="timidity_byteswap">timidity_byteswap</div>
|
||||
<div class="v" id="timidity_chorus">timidity_chorus</div>
|
||||
<div class="v" id="timidity_exe">timidity_exe</div>
|
||||
<div class="v" id="timidity_extargs">timidity_extargs</div>
|
||||
<div class="v" id="timidity_frequency">timidity_frequency</div>
|
||||
<div class="v" id="timidity_pipe">timidity_pipe</div>
|
||||
<div class="v" id="timidity_reverb">timidity_reverb</div>
|
||||
<div class="v" id="timidity_stereo">timidity_stereo</div>
|
||||
<div class="v" id="transsouls">transsouls</div>
|
||||
<div class="v" id="turbo">turbo</div>
|
||||
<div class="v" id="tx">tx</div>
|
||||
<div class="v" id="ty">ty</div>
|
||||
<div class="v" id="use_joystick">use_joystick</div>
|
||||
<div class="v" id="use_mouse">use_mouse</div>
|
||||
<div class="v" id="var_friction">var_friction</div>
|
||||
<div class="v" id="var_pushers">var_pushers</div>
|
||||
<div class="v" id="vid_attachedsurfaces">vid_attachedsurfaces (Win32 only)</div>
|
||||
<div class="v" id="vid_defbits">vid_defbits</div>
|
||||
<div class="v" id="vid_defheight">vid_defheight</div>
|
||||
<div class="v" id="vid_defwidth">vid_defwidth</div>
|
||||
<div class="v" id="vid_fps">vid_fps</div>
|
||||
<div class="v" id="vid_noblitter">vid_noblitter (Win32 only)</div>
|
||||
<div class="v" id="vid_palettehack">vid_palettehack (Win32 only)</div>
|
||||
<div class="v" id="vid_vsync">vid_vsync (Win32 only)</div>
|
||||
<div class="v" id="wi_percents">wi_percents</div>
|
||||
<div class="v" id="wipetype">wipetype</div>
|
534
docs/history.txt
Normal file
534
docs/history.txt
Normal file
|
@ -0,0 +1,534 @@
|
|||
ZDoom Release History
|
||||
|
||||
More detailed info can be found in the file docs/rh-log.txt included with
|
||||
the source code.
|
||||
|
||||
|
||||
1.22 (12 December 1999)
|
||||
=======================
|
||||
* Scroll_Texture_Both and TranslucentLine specials can now be used from ACS.
|
||||
* Fixed compiler-dependent cvar ordering during netgame arbitration.
|
||||
* Fixed certain polyobject movement combinations that would not stop even
|
||||
though they were supposed to.
|
||||
* Did some cleanup for Alpha processors.
|
||||
|
||||
|
||||
1.21 (26 November 1999)
|
||||
=======================
|
||||
* Fixed problems with thinkers removing themselves and causing other thinkers
|
||||
to not get a chance to think.
|
||||
* Added hud_scale cvar.
|
||||
|
||||
|
||||
1.20 (25 November 1999)
|
||||
=======================
|
||||
* Fixed saving, reloading, and then resaving games when travelling between
|
||||
levels in a hub.
|
||||
* Fixed saving of ACS scripts scheduled to occur on a future level.
|
||||
|
||||
|
||||
1.19 (24 November 1999)
|
||||
=======================
|
||||
* DeHackEd patches that set an actor's death sound to 0 without removing
|
||||
the A_Scream call no longer crash.
|
||||
* Fixed sync problems when playing with bullet puffs as particles vs as
|
||||
sprites.
|
||||
* Fixed friction when walking on the bottom of swimmable water.
|
||||
* Added Jeffrey Cuenco's fixes to get -host and -join to work properly.
|
||||
* Fixed BOOM generalized locked doors so that the open/close type will
|
||||
actually close.
|
||||
* Added pointer tracking and cleanup. This should fix the occasional
|
||||
crashes when saving games and various other anomalies.
|
||||
|
||||
|
||||
1.18b (15 September 1999)
|
||||
=========================
|
||||
* Fixed crash when saving games with more than 1024 objects.
|
||||
* Fixed crash when loading a game without starting a new one first.
|
||||
* Reduced the size and frequency of pregame network packets, under the
|
||||
assumption that problems people were having using 1.18 on the Internet
|
||||
are a result of limited modem bandwidth.
|
||||
|
||||
|
||||
1.18a (12 September 1999)
|
||||
=========================
|
||||
* Fixed liquid warping temporarily stopping when changing levels.
|
||||
* +/-mlook commands do not generate unknown command messages.
|
||||
* Fixed support for maps with >10 deathmatch starts. Thanks to Roman
|
||||
Hatsiev.
|
||||
* Fixed support for the special "maps" EndGame? in MAPINFO lumps.
|
||||
* Teleport destination (no gravity) now works as intended.
|
||||
* Hopefully fixed savegame problems.
|
||||
* Bots are restored from savegames.
|
||||
* Fixed keyboard turning speed when -dup is used.
|
||||
* Network commands get executed only once when -dup is used.
|
||||
* In sectors with damaging floors and swimmable deep water, the damage
|
||||
will also be applied while the player is swimming and not just when
|
||||
the player is on the ground.
|
||||
|
||||
|
||||
1.18 (5 September 1999)
|
||||
=======================
|
||||
* Replaced the older Cajun 0.71 with Cajun 0.97.
|
||||
* Fixed handling of status bar faces with skins that provide them.
|
||||
* Added swimmable water.
|
||||
* Messages printed to the middle of the screen also print to the console.
|
||||
* Skill and other server cvars get saved in savegames again.
|
||||
* Added liquid texture warping.
|
||||
* Bad MAPINFO lumps generate error messages instead of hanging.
|
||||
* Realized that it's impossible to guarantee that all object pointers will
|
||||
be valid without some effort, so FArchive saves DObject objects as NULL
|
||||
objects now instead of aborting with an error.
|
||||
* Added the ACS built-in functions localambientsound, activatorsound, and
|
||||
setlinemonsterblocking.
|
||||
* Added a thing that does nothing but count toward the number of secrets.
|
||||
* Added a fly mode.
|
||||
* Finally implemented the +moveup and +movedown commands.
|
||||
|
||||
|
||||
118test10-source only (14 August 1999)
|
||||
======================================
|
||||
* Reimplemented hub travel.
|
||||
* Optimized R_MapPlane slightly.
|
||||
* Added fov command.
|
||||
* Added vertical sub-pixel accuracy to the renderer.
|
||||
* Added searches for an IWAD in the current directory, $DOOMWADDIR, and
|
||||
$HOME.
|
||||
|
||||
|
||||
118test9 (9 August 1999)
|
||||
========================
|
||||
* Fixed the "wild" bot spinning problem.
|
||||
* Commands like changemap that could make network games go out of sync
|
||||
should work properly now. The reason they would do that is closely related
|
||||
to the reason that the bots would start spinning.
|
||||
* Finished the serializer. Now savegames work. Hubs don't, because I haven't
|
||||
written the player travelling code yet.
|
||||
* Various other code cleanup.
|
||||
|
||||
|
||||
118test8 (20 July 1999)
|
||||
=======================
|
||||
* Fixed a crash problem with the "burn" screen wipe.
|
||||
* Fixed a crash problem with playing non-assigned sound sequences.
|
||||
* Fixed a crash problem related to trying to shutdown the music subsystem
|
||||
twice.
|
||||
* If you try to add more coop bots than there are coop starts, the extra
|
||||
bot leaves quietly instead of ending the game.
|
||||
* Weapondrop is now a "server" cvar, which it should have been in the
|
||||
first place.
|
||||
* Changed the nodetable file format to be more compact.
|
||||
* Bots can now be recorded in demos.
|
||||
* Bots work in multiplayer games. Still buggy. Spawning bots can cause
|
||||
consistancy failures, and they can start spinning wildly.
|
||||
|
||||
|
||||
118test7 (12 July 1999)
|
||||
=======================
|
||||
* Fixed handling of maps with scrolling walls.
|
||||
* Single player works again. In test6, all games were considered either coop
|
||||
or deathmatch.
|
||||
* Disabled the bot thinking code in single player games, so you don't suffer
|
||||
a performance hitwhen not using bots.
|
||||
* Added some performance counters accessible through the stat command.
|
||||
|
||||
|
||||
118test6 (10 July 1999)
|
||||
=======================
|
||||
* Rewrote the wu line drawer to look better (especially in overlay mode).
|
||||
* Stretched skies now get stretched horizontally as well as vertically.
|
||||
* Did an initial integration of the Cajun Bot 0.71 code.
|
||||
|
||||
|
||||
118test5 (6 July 1999)
|
||||
======================
|
||||
* Fixed a potential infinite loop that was introduced in 118test1.
|
||||
* Delayed the initial execution of cvar callbacks.
|
||||
* Added Heretic's anti-aliased Wu line drawer to the automap.
|
||||
|
||||
|
||||
118test4 (3 July 1999)
|
||||
======================
|
||||
* Fixed the "Bad DCanvas::CopyRect" problem introduced in test3.
|
||||
* Fixed sound sequences that should not be cut off when stopped (such as
|
||||
the standard doors).
|
||||
|
||||
|
||||
118test3 (2 July 1999)
|
||||
======================
|
||||
* Removed unnecessary display mode switches.
|
||||
* Created a DCanvas class to encapsulate most 2D rendering.
|
||||
|
||||
|
||||
118test2 (1 July 1999)
|
||||
======================
|
||||
* Fixed vertical aim clipping (BFG works again).
|
||||
* Fixed monster wandering.
|
||||
* Maps with mapthings of type 0 no longer generate warning messages.
|
||||
* Crushers that do no damage no longer act as if they inflict pain to
|
||||
actors.
|
||||
* The alias command lists aliases again.
|
||||
* Aliases are saved to the config file again.
|
||||
|
||||
|
||||
118test1 (30 June 1999)
|
||||
=======================
|
||||
* Tweaked the optimized renderer for fifth-generation processors.
|
||||
* Added the following specials:
|
||||
- Line_AlignFloor
|
||||
- Line_AlignCeiling
|
||||
- Sector_SetRotation
|
||||
- Sector_SetCeilingPanning
|
||||
- Sector_SetFloorPanning
|
||||
- Secter_SetCeilingScale
|
||||
- Sector_SetFloorScale
|
||||
* Added an additional parameter to the Transfer_Heights special.
|
||||
* Switched to the OpenPTC library for display.
|
||||
* Converted lots of code to an object-oriented C++ architecture.
|
||||
|
||||
|
||||
1.17c (5 May 1999)
|
||||
==================
|
||||
* Fixed game saving crashes on maps with wind/current effects.
|
||||
* In deep water sectors, the underwater light and fog colors can now be
|
||||
set independently of the area above water.
|
||||
* Added nojump, allowjump, nofreelook, and allowfreelook keywords for
|
||||
use in MAPINFO lumps.
|
||||
* The random number seed now changes each time you run the program.
|
||||
|
||||
|
||||
1.17b (15 March 1999)
|
||||
=====================
|
||||
1.17b contains some minor bug fixes over 1.17 and 1.17a. It also loads
|
||||
faster because the sprite dimensions are not cached until they are
|
||||
actually needed. There are also some other internal changes in
|
||||
preparation for supporting Heretic and Hexen, but those don't affect
|
||||
the user yet.
|
||||
|
||||
|
||||
1.17a (21 February 1999)
|
||||
========================
|
||||
1.17a is mostly minor bug fixes and was released because Herian 2 needed
|
||||
some of those fixes. There are a few new features, however:
|
||||
|
||||
* If you have a skins directory in the same directory as zdoom.exe,
|
||||
every wad file in it will be automatically loaded when the game starts.
|
||||
This way, you don't have to load your skins by hand to use them.
|
||||
* New formatting options for text printed using ACS.
|
||||
* A code pointer to make monsters fire a railgun.
|
||||
|
||||
|
||||
1.17 (17 February 1999)
|
||||
=======================
|
||||
* I'm releasing both DOS and Win32 versions simultaneously. (The DOS version
|
||||
does not support MIDI/MUS music or a joystick.)
|
||||
|
||||
Bug fixes:
|
||||
* Multiplayer games with monsters do not crash.
|
||||
* Player corpses do not levitate and then fall down when a player respawns
|
||||
in multiplayer games.
|
||||
* Using togglemap outside of a game will not crash.
|
||||
* Monsters stop attacking their target once it's dead.
|
||||
* EV_StopPlat() does not get stuck in an infinite loop if there are moving
|
||||
platforms.
|
||||
* Partially invisible players are drawn the proper colors (instead of
|
||||
green) if r_drawfuzz is 0.
|
||||
* If you are invisible, so are your muzzle flashes.
|
||||
* Trying to execute a non-existant script will not crash.
|
||||
* Using a ChangeCamera special from an open script will not crash.
|
||||
* The FloorAndCeiling_RaiseByValue and FloorAndCeiling_LowerByValues now
|
||||
behave like Hexen's.
|
||||
* Using -loadgame from the command line works.
|
||||
* Fixed a memory leak during generation of the translucency tables.
|
||||
* In high resolutions, weapon sprites meet the bottom of the screen.
|
||||
* Sounds will not cut out mysteriously when there is no reason for them to
|
||||
do so.
|
||||
* Sounds will also not be stopped immediately when a thing is removed, so
|
||||
explosion sounds will play to their full length.
|
||||
* Things can make more than one sound at once.
|
||||
* The deathmatch scoreboard is aligned properly at high resolutions.
|
||||
* Spynext and spyprev work properly instead of leaving the status bar
|
||||
"lagging behind" the player being viewed.
|
||||
* The light-amp does not disable colored lighting.
|
||||
* The sky gets inverted when using the invulnerability powerup.
|
||||
* Implemented better z-checking code (from Heretic/Hexen).
|
||||
* Pain elementals will spawn one lost soul at a time instead of two inside
|
||||
of each other.
|
||||
* Bex patches that use thing mnemonics really do work now, and unknown bit
|
||||
messages aren't generated for regular DeHackEd patches.
|
||||
* Linedef type 134 for regular DOOM/BOOM maps requires a red key for
|
||||
activation (it was being improperly translated to require a blue one).
|
||||
* Monsters can activate secret lines when they cross them. (See DOOM2/MAP08).
|
||||
* The player extreme death sound is used.
|
||||
* When a player leaves a network game, their body is removed instead of
|
||||
being left empty.
|
||||
* 0-length sounds are treated as empty sounds instead of sounds 4 gigs long.
|
||||
* Skins that replaced player sounds with sounds in the IWAD work.
|
||||
* Muzzle flashes do not light up foggy areas, and fullbright sprites stay
|
||||
shrouded in fog.
|
||||
* Alphanumeric keys no longer automatically repeat on the console.
|
||||
* Wads such as gothicdm2 that used new flats in addition to the ones in the
|
||||
IWAD with the regular doom.exe work.
|
||||
|
||||
New features:
|
||||
* Significant speed improvements on modern processors.
|
||||
* Armor and keys are shown on the fullscreen HUD.
|
||||
* Colored text.
|
||||
* A playdemo console command.
|
||||
* A chasecam.
|
||||
* A particle sytsem.
|
||||
* An optional railgun to show off the particle system. (Start the game with
|
||||
-deh railgun.bex if you want to use it.)
|
||||
|
||||
New features interesting for wad authors:
|
||||
* Polyobjects.
|
||||
* Sound sequences.
|
||||
* WAVE files can be used as sound lumps without converting them to DMX's
|
||||
format first.
|
||||
* A sky can be specified to not be stretched even if it is shorter than 200
|
||||
pixels.
|
||||
* Sparks.
|
||||
* Particle fountains.
|
||||
* Parallax skies.
|
||||
* Some new DeHackEd thing flags from Hexen (bobbing, reflective, etc.).
|
||||
|
||||
|
||||
1.16 (22 December 1998)
|
||||
=======================
|
||||
Bug fixes:
|
||||
* No more limit on size of savegames or demos.
|
||||
* Screen resolutions above 320x200 are now the proper brightness (they were
|
||||
too bright before.)
|
||||
* Improved the brightness of the console font.
|
||||
* Bullet puffs can show up on the floor and ceiling and not just walls.
|
||||
* Missile weapons can trigger gun activation lines.
|
||||
* Barrels now bounce around as much as they did in original DOOM. (They were
|
||||
too "inert" in 1.14.)
|
||||
* If a demo is being recorded, quitting the game normally will save the demo
|
||||
to disk. (Previously, you had to use the stop command to do this.)
|
||||
|
||||
New features for players:
|
||||
* Proper support for BOOM maps.
|
||||
* Mouse wheel support and weapnext/weapprev commands.
|
||||
* Doublebindings.
|
||||
* Better analog joystick support.
|
||||
* 180 degree turn command for keyboarders.
|
||||
* Damage done by a rocket to its shooter is configurable and defaults to the
|
||||
original Doom behavior.
|
||||
* User-configurable gender. (Even though I don't have any new player sounds,
|
||||
at least the obituaries are gender-aware. :-)
|
||||
* Teamplay mode.
|
||||
* New cvar to disable manual aiming of the BFG to prevent someone from
|
||||
shooting it at the floor and quickly triggering tracer damage before.
|
||||
* Maps no longer need to have as many deathmatch starts as there are players
|
||||
in a deathmatch game.
|
||||
* Support for Doom Legacy skins.
|
||||
* Rewrote the MIDI/MUS code so that it has a working volume control.
|
||||
* Many more console commands and cvars.
|
||||
|
||||
New features for editors:
|
||||
* Proper support for BOOM maps.
|
||||
* Obituaries are configurable with a .bex patch.
|
||||
* Moster paths
|
||||
* Colored lighting
|
||||
* Fog can be applied to only part of a level instead of all of it.
|
||||
* Per-sector gravity settings.
|
||||
* Support for up to 256 ambient sounds (as opposed to the limit of 64 in
|
||||
earlier versions).
|
||||
* Sector damage adjustable from between 0-255 points of damage.
|
||||
* Changable camera views.
|
||||
* The following editing features that were introduced in Hexen are also
|
||||
available in ZDoom:
|
||||
- Most line specials take arguments that modify their behavior.
|
||||
- ACS scripting.
|
||||
- Hubs.
|
||||
- Earthquakes.
|
||||
- Dormant monsters.
|
||||
- Trigger events to happen on monster deaths.
|
||||
- "Waggling" floors.
|
||||
- Pillar builders.
|
||||
- Push activation lines (walking into a wall can trigger an event).
|
||||
- Thing spawning (e.g. for traps/gifts).
|
||||
|
||||
|
||||
1.14a (27 July 1998)
|
||||
====================
|
||||
Bugs fixed are:
|
||||
|
||||
* No more crashing about freeing a pointer without ZONEID when changing
|
||||
levels.
|
||||
* Skies wider than 256 pixels are drawn correctly.
|
||||
* Monsters' heights are once again the same as they were in id's original
|
||||
DOOM, so certain areas work properly again.
|
||||
* Monsters shouldn't teleport into each other anymore.
|
||||
* Improved support for international keyboards.
|
||||
* The skill level chosen for a new game is no longer ignored if the new
|
||||
game is started while a demo is playing.
|
||||
|
||||
Cosmetic changes:
|
||||
|
||||
* No more "sv_gravity changed to...", "skill changed to...", etc. messages
|
||||
in single player games.
|
||||
* Activating the player setup menu automatically stops any playing demos,
|
||||
since it doesn't work properly while they play.
|
||||
* Barrels don't go flying away when exploding anymore.
|
||||
* Added def_patch cvar to automatically load a DeHackEd patch each time the
|
||||
game is started.
|
||||
* ZDoom save games now use the name zdoomsv?.dsg instead of doomsav?.dsg.
|
||||
|
||||
This version also includes some preliminary BOOM support as I started
|
||||
integrating some of the BOOM source code with ZDoom:
|
||||
|
||||
* Medusa fix.
|
||||
* Openings limit removed.
|
||||
* Removed limit on switches and animations.
|
||||
* Added support for BOOM-like ANIMATED and SWITCHES lumps in PWADs.
|
||||
* Added support for BOOM-style scrollers (including conveyors).
|
||||
* Added partial deep-water support.
|
||||
|
||||
|
||||
1.14 (14 July 1998)
|
||||
===================
|
||||
Bugs fixed:
|
||||
* The bunny scroller at the end of E3M8 no longer crashes the game.
|
||||
* The IDKFA cheat gives the proper amount of armor again.
|
||||
* Demo recording works again.
|
||||
* Telefragging works again.
|
||||
* Picking up the invulnerability sphere displays the correct colors now.
|
||||
* DeHackEd patches containing text replacements no longer crash the game.
|
||||
* Printing a string containing "%s" to the console and then changing the
|
||||
video mode will no longer crash the game.
|
||||
* Chat mode finally works again.
|
||||
* If MIDAS can't initialize, you can still play the game but without sound.
|
||||
* Pistol and chaingun sounds no longer cut out when there are lots of
|
||||
zombie men shooting their pistols at you.
|
||||
* Mouse input should no longer be so jerky under Windows NT.
|
||||
* The crosshair is finally accurate for aiming.
|
||||
* Autoaim is properly remembered each time you start ZDoom.
|
||||
* Switches in the Ultimate Doom that aren't also in the shareware Doom
|
||||
properly change their appearance when switched.
|
||||
|
||||
New features:
|
||||
* Players can choose their own colors and names.
|
||||
(Player setup menu is included).
|
||||
* 8-player support (untested but should work).
|
||||
* Miscellaneous internal code changes have been borrowed from the BOOM
|
||||
source. (This does *not* mean that ZDoom supports BOOM levels yet.)
|
||||
* Cheats, chat messages, and gamestate changes are now recorded in demos.
|
||||
* Single-player demos recorded with ZDoom are generally smaller than
|
||||
before.
|
||||
* Quake 2-style deathmatch flags.
|
||||
* Cheats (optionally) work in multiplayer games.
|
||||
* Mode X is now supported under Win95, so all the machines that couldn't
|
||||
run ZDoom in 320x200 before should be able to now.
|
||||
* Fewer conditions result in error messages that quit the game. (If you
|
||||
have Heretic, try this: Start ZDoom with -file heretic and go to the
|
||||
console and type "MAP E1M1".)
|
||||
* Keys can repeat in the console.
|
||||
* The console and chat mode now use the localized keymap set with the
|
||||
Keyboard control panel.
|
||||
* Messages at the top of the screen now break along between words instead
|
||||
of in the middle of them.
|
||||
* Added -config command line parameter.
|
||||
* Added -fastdemo command line parameter.
|
||||
* Added new screen shot command. (bound to "Print Screen" key by default)
|
||||
* Added Quake-like +showscores command. (bound to "\" key by default)
|
||||
* Aliases are now saved in the config file.
|
||||
* Added support for multiple pitched sounds like in very old version of
|
||||
Doom. (Use the snd_pitched cvar to turn it on and off.)
|
||||
|
||||
|
||||
1.13 (26 May 1998)
|
||||
==================
|
||||
* Fixed some major bugs (that crashed the game) and other lesser bugs that were
|
||||
just annoying.
|
||||
* 3-D collisions for walking under and standing on other things.
|
||||
* The status bar can be scaled to the full width of the screen.
|
||||
* The screen mode can be selected from a menu inside the game.
|
||||
* ZDoom can run in a window on the desktop.
|
||||
* Better DeHackEd support. Only a few text replacements are not supported.
|
||||
Everything else works (including monster infighting which I haven't seen
|
||||
in any other port).
|
||||
* New features for level designers (see editing.txt for details):
|
||||
Specification of next and secret maps on a per-map basis.
|
||||
Specify sky texture on a per-map basis.
|
||||
Use any lump in a wad as music for a map.
|
||||
Give maps a custom name without using a DeHackEd patch.
|
||||
Maps can be named anything (not just E?M? or MAP??).
|
||||
Place any messages of any length between any two maps.
|
||||
Hexen-style fog (of any color).
|
||||
Ambient sounds--either point like Quake or global like Heretic and Hexen.
|
||||
Automatic use of DeHackEd patches in PWADs.
|
||||
No more tutti-frutti for short textures of certain heights.
|
||||
zdoom.wcf file for use with WadAuthor.
|
||||
* Rocket jumping. (One very important note about this: You need to be *in the
|
||||
air* when your rocket explodes for rocket jumping to work. This is different
|
||||
from Quake, and I will probably rewrite it for the next release.)
|
||||
* Dynamic palette flashes.
|
||||
* Supports stretching skies for freelook.
|
||||
* Larger freelook range.
|
||||
* Added tab-completion to the console.
|
||||
* zdoom.cfg is now the name of the default configuration file since Doom
|
||||
Legacy decided to start using config.cfg.
|
||||
* French language support. (Set language cvar to "french".)
|
||||
* Player obituaries.
|
||||
* Unlimited ammo cheat (use g_unlimitedammo cvar).
|
||||
|
||||
|
||||
1.12 (7 April 1998)
|
||||
===================
|
||||
* Some visual enhancements were made such as centering the menus and
|
||||
drawing borders around the status bar in higher resolutions.
|
||||
* Console commands can now be specified on the command line.
|
||||
* Removed some of DOOM's limits such as VisPlanes, VisSprites, and 2S
|
||||
HOM.
|
||||
* Rewrote some of the inner loops in assembly. (There was some assembly
|
||||
in 1.11, but it never got used.)
|
||||
* New cvars relating to mouse movement. (invertmouse, m_pitch, m_yaw,
|
||||
etc.)
|
||||
* Mouse movement doesn't get sluggish in high resolutions.
|
||||
* Automap colors are customizable.
|
||||
* Automap overlay and rotation are available.
|
||||
* Eight crosshairs.
|
||||
* Shoot up/down.
|
||||
* Alt-Tab and Pause work properly on all machines now.
|
||||
* The +jump command now works.
|
||||
* 25% and 75% translucency levels in addition to 50%. The translucency
|
||||
tables now get saved to disk, too, so they only need to be calculated
|
||||
once instead of every time the game is run.
|
||||
* The console font is now editable.
|
||||
* Near complete support for DeHackEd patches. (Only monster infighting
|
||||
and changing a few minor text strings are not supported.)
|
||||
* Sky height and position is now fixed for high resolutions. (It still
|
||||
wraps if you look up, but at least now if you look straight ahead, it
|
||||
never will.)
|
||||
* Weapon sprite is always drawn at the correct location. (It was being
|
||||
drawn too low in some resolutions like 400x300.)
|
||||
* New options menu, which includes a key configuration screen.
|
||||
* "Stealth" monsters.
|
||||
* New full-screen HUD.
|
||||
* And a few other things not worth mentioning separately.
|
||||
|
||||
|
||||
1.11 (6 March 1998) Initial Release
|
||||
===================================
|
||||
* Works under both Windows 95 and NT 4.0, although it works best under
|
||||
Win95.
|
||||
* Limited support for the Pause key. It works with some keyboards on
|
||||
some machines.
|
||||
* Supports any resolution compatible with your DirectDraw drivers.
|
||||
* Look up/down ala Heretic.
|
||||
* Translucency for selected objects.
|
||||
* Has a console with most of the functionality of Quake's. The only
|
||||
significant missing feature is Tab-completion.
|
||||
* Notarget cheat.
|
||||
* Command to kill all monsters in a level or yourself.
|
||||
* Can play MUS, MIDI, and MOD music.
|
||||
* Selected sounds are played in surround sound.
|
||||
* Doors that need keys to open are highlighted on the automap.
|
||||
* Automap now shows various statistics in addition to the level name.
|
||||
* True keybindings. Bind any key to any command or sequence of
|
||||
commands.
|
||||
* Intermission screen can now display your stats using absolute values
|
||||
rather than percentages.
|
||||
* A new more general demo format.
|
22
docs/notes.txt
Normal file
22
docs/notes.txt
Normal file
|
@ -0,0 +1,22 @@
|
|||
For cygwin, using the PSDK headers:
|
||||
|
||||
#define _STDCALL_SUPPORTED, _M_IX86, _inline=__inline__
|
||||
-Wno-unknown-pragmas
|
||||
But then there is all the __asm, which won't work with GCC. :-(
|
||||
|
||||
---Hexen---
|
||||
|
||||
Pig (not player) needs MF3_SEEISALSOACTIVE and activesound "PigActive2"
|
||||
|
||||
MT_WRAITHB, MT_SERPENT, MT_SERPENTLEADER, and MT_MINOTAUR need MF3_STAYMORPHED
|
||||
MT_LEAF1, MT_LEAF2, MT_SPLASH and MT_SLUDGECHUNK need MF3_DONTSPLASH
|
||||
MT_CENTAUR_FX is launched at z+45*FRACUNIT
|
||||
MT_ICEGUY_FX is launched at z+40*FRACUNIT
|
||||
MT_HOLY_MISSILE is launched at z+40*FRACUNIT
|
||||
MT_ICEGUY_FX2 is launched at z+3*FRACUNIT
|
||||
MT_MSTAFF_FX2 is launched at z+40*FRACUNIT
|
||||
MT_LIGHTNING_FLOOR is launched at ONFLOORZ
|
||||
MT_LIGHTNING_CEILING is launched at ONCEILINGZ
|
||||
MT_MWAND_MISSILE and MT_CFLAME_MISSILE need MF3_VERYFAST
|
||||
|
||||
Anything with MF2_BOSS also needs MF3_IGNOREMATTACKS
|
11792
docs/rh-log.txt
Normal file
11792
docs/rh-log.txt
Normal file
File diff suppressed because it is too large
Load diff
597
docs/thingdef_doc.txt
Normal file
597
docs/thingdef_doc.txt
Normal file
|
@ -0,0 +1,597 @@
|
|||
|
||||
|
||||
Examples for actor definitions
|
||||
------------------------------
|
||||
|
||||
1) a complete definition from scratch:
|
||||
|
||||
ACTOR ZombieMan 3004
|
||||
{
|
||||
Health 20
|
||||
Radius 20
|
||||
Height 56
|
||||
Speed 8
|
||||
PainChance 200
|
||||
MONSTER
|
||||
+FLOORCLIP
|
||||
SeeSound grunt/sight
|
||||
AttackSound grunt/attack
|
||||
PainSound grunt/pain
|
||||
DeathSound grunt/death
|
||||
ActiveSound grunt/active
|
||||
Obituary "%o was killed by a zombieman."
|
||||
DropItem Clip
|
||||
Damage 4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POSS AB 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
POSS AABBCCDD 4 A_Chase
|
||||
Loop
|
||||
Missile:
|
||||
POSS E 10 A_FaceTarget
|
||||
POSS F 8 A_BulletAttack
|
||||
POSS E 8
|
||||
Goto See
|
||||
Pain:
|
||||
POSS G 3
|
||||
POSS G 3 A_Pain
|
||||
Goto See
|
||||
Death:
|
||||
POSS H 5
|
||||
POSS I 5 A_Scream
|
||||
POSS J 5 A_Fall
|
||||
POSS K 5
|
||||
POSS L -1
|
||||
Stop
|
||||
XDeath:
|
||||
POSS M 5
|
||||
POSS N 5 A_XScream
|
||||
POSS O 5 A_Fall
|
||||
POSS PQRST 5
|
||||
POSS U -1
|
||||
Stop
|
||||
Raise:
|
||||
POSS KJIH 5
|
||||
Goto See
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
2) an actor which inherits from an existing one:
|
||||
|
||||
|
||||
ACTOR PlasmaZombie : ZombieMan 9600
|
||||
{
|
||||
Health 40
|
||||
DropItem Cell
|
||||
MissileType PlasmaBall
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
POSS E 10 A_FaceTarget
|
||||
POSS F 5 A_MissileAttack
|
||||
POSS E 5 A_FaceTarget
|
||||
POSS F 5 A_MissileAttack
|
||||
POSS E 5 A_FaceTarget
|
||||
POSS F 5 A_MissileAttack
|
||||
Goto See
|
||||
}
|
||||
}
|
||||
|
||||
(this is a zombie which fires 3 plasma bullets when attacking)
|
||||
|
||||
|
||||
3) an actor which uses SKIP_SUPER
|
||||
|
||||
ACTOR DeadZombieMan : ZombieMan 18
|
||||
{
|
||||
SKIP_SUPER
|
||||
Spawn Parent Death+4
|
||||
}
|
||||
|
||||
(this actor doesn't inherit anything from its parent - it just uses
|
||||
some of its states.)
|
||||
|
||||
|
||||
Syntax:
|
||||
-------
|
||||
|
||||
ACTOR classname [ : parentclassname] [doomednum]
|
||||
{
|
||||
properties
|
||||
flags
|
||||
...
|
||||
}
|
||||
|
||||
classname: The name this new actor is referenced by in the game
|
||||
parentclassname: (optional) The name of a parent class this new actor
|
||||
inherits its attributes from.
|
||||
doomednum: Editor number for this actor (optional)
|
||||
|
||||
|
||||
List of properties:
|
||||
===================
|
||||
|
||||
SKIP_SUPER reinitializes the actor as if it has no parent
|
||||
This can be used to have access to the parent's
|
||||
states without inheriting its attributes. See
|
||||
3) above for an example.
|
||||
SPAWNID value defines the spawn ID to be used with Thing_Spawn
|
||||
and its derivates.
|
||||
HEALTH value defines the health a monster starts with
|
||||
Default is 1000
|
||||
REACTIONTIME value Time in tics (1/35 seconds) a monster needs
|
||||
to attack back. There is normally no need to
|
||||
change this value.
|
||||
Default is 8
|
||||
PAINCHANCE value Probability of entering the pain state.
|
||||
255=always, 0=never
|
||||
Default is 0
|
||||
DAMAGE value For a projectile defines the damage it inflicts
|
||||
upon impact. The formula is random(1,8)*damage
|
||||
or (random(1,4)*damage if STRIFEDAMAGE is set.
|
||||
This also defines the damage for actors which
|
||||
attack like the Lost Soul. The formula for this
|
||||
is random(1,8)*damage.
|
||||
DAMAGE is also used to define how many bullets
|
||||
are fired by the generic hitscan attack function
|
||||
A_Bulletattack.
|
||||
Default is 0
|
||||
SPEED value Defines how fast an actor moves. For projectiles
|
||||
this is the distance it moves. For monsters it
|
||||
defines the size of one step done in A_Chase.
|
||||
Default is 0.
|
||||
RADIUS value Defines the radius of this actor.
|
||||
Default is 20.
|
||||
HEIGHT value Defines the height of this actor
|
||||
Default is 16.
|
||||
MASS value Defines the mass of this actor.
|
||||
The larger the mass the less an actor moves when
|
||||
being thrust by damage.
|
||||
Default is 100.
|
||||
XSCALE value Defines the X-scaling for this actor.
|
||||
Range is [0.0, 4.0].
|
||||
Default is 1.0
|
||||
YSCALE value Defines the Y-scaling for this actor.
|
||||
Range is [0.0, 4.0].
|
||||
Default is 1.0
|
||||
SCALE value Combines XScale and YScale
|
||||
Range is [0.0, 4.0].
|
||||
Default is 1.0
|
||||
SEESOUND name Defines the sound the actor makes when it sees
|
||||
the player (for monsters) or when a projectile
|
||||
is spawned.
|
||||
ATTACKSOUND name Defines the sound the actor makes when attacking.
|
||||
PAINSOUND name Defines the sound the actor makes when in pain.
|
||||
To hear this sound A_Pain has to be called.
|
||||
DEATHSOUND name Defines the sound the actor makes when dying
|
||||
or when a projectile explodes.
|
||||
ACTIVESOUND name Defines the sound the actor makes when active.
|
||||
MELEESOUND name Defines the sound the actor makes when doing
|
||||
a melee attack in A_MeleeAttack. Note that
|
||||
several original attack functions which have
|
||||
such a sound use a hard coded reference (e.g.
|
||||
A_TroopAttack uses imp/melee)
|
||||
RENDERSTYLE type Defines how this actor is rendered. Useful values are:
|
||||
NONE - actor is invisible
|
||||
NORMAL - actor is visible and not translucent
|
||||
FUZZY - like the Spectre in Doom
|
||||
TRANSLUCENT - actor is translucent.
|
||||
ADD - actor uses additive translucency.
|
||||
Default is NORMAL
|
||||
ALPHA value defines the opacity/intensity for render styles
|
||||
TRANSLUCENT and ADD.
|
||||
Range is [0.0, 1.0]
|
||||
Default is 1.0
|
||||
DEATHHEIGHT value Defines the height this actor has after dying.
|
||||
Default is 1/4 of the original height
|
||||
BURNHEIGHT value Defines the height this actor has after dying by fire.
|
||||
Default is 1/4 of the original height
|
||||
*OBITUARY string Defines the obituary string for this actor. This string
|
||||
uses a few placeholders:
|
||||
%o: victim's name
|
||||
%k: killer's name
|
||||
%g: he/she/it
|
||||
%h: him/her/it
|
||||
%p: his/her/its
|
||||
*HITOBITUARY string Defines the obituary string for a melee attack by this
|
||||
actor. If not present OBITUARY is used. The same format
|
||||
as for OBITUARY appplies.
|
||||
*DONTHURTSHOOTER If this actor deals explosive damage and is a projectile
|
||||
it does not hurt the shooter.
|
||||
*EXPLOSIONRADIUS value Defines the radius of explosive damage
|
||||
Default is 128
|
||||
*EXPLOSIONDAMAGE value Defines the amount of explosive damage
|
||||
Default is 128
|
||||
MELEEDAMAGE value Defines the amount of damage this monste will inflict
|
||||
when using A_MeleeAttack. The formula is random(1,8)*damage.
|
||||
MISSILETYPE name Defines the projectile type this monster is firing when
|
||||
using A_MissileAttack. Any valid projectile present in the
|
||||
game can be specified.
|
||||
MISSILEHEIGHT value Defines the height at which the projectile is spawned.
|
||||
Default is 32.
|
||||
MONSTER Sets all appropriate flags to make this actor act as a regular
|
||||
monster. The following flags are being set:
|
||||
SHOOTABLE, COUNTKILL, SOLID, CANPUSHWALLS, ACTIVATEMCROSS, CANPASS, ISMONSTER.
|
||||
PROJECTILE Sets all appropriate flags to make this actor act as a regular
|
||||
projectile. The following flags are being set:
|
||||
NOBLOCKMAP, NOGRAVITY, DROPOFF, MISSILE, ACTIVATEIMPACT, ACTIVATEPCROSS, NOTELEPORT.
|
||||
CLEARFLAGS clears all flags
|
||||
*DROPITEM name [probability [amount]]
|
||||
Drops an item of type 'name' when dying. Optionally the probability
|
||||
can be specified. A probability of 255 means the item is always dropped,
|
||||
a probability of 0 means it is never dropped.
|
||||
amount is only applicable for Heretic ammuniton. It specifies how much
|
||||
ammo the dropped item contains.
|
||||
There can be more than one DROPITEM definitions for an actor. The
|
||||
amount is unlimited.
|
||||
DROPITEM works differently with inherited actors. An actor can inherit
|
||||
a list of DROPITEM definitions from its parent but if it defines one
|
||||
of its own the entire parent's list is discarded.
|
||||
SPAWN
|
||||
SEE
|
||||
MELEE
|
||||
MISSILE
|
||||
PAIN
|
||||
DEATH
|
||||
XDEATH
|
||||
BURN
|
||||
ICE
|
||||
RAISE
|
||||
CRASH With these keywords a specific state in the actor can be either cleared
|
||||
or set to one of the parent's states. The syntax is:
|
||||
SPAWN 0 to clear a state or
|
||||
SPAWN PARENT DEATH[+offset] to set a parent's state. See 3) above for an
|
||||
example
|
||||
|
||||
STATES Defines an actor's states. See the separate block STATES for more information
|
||||
|
||||
|
||||
Properties prefixed with a '*' cannot be inherited from predefined actors due to the
|
||||
implementation.
|
||||
|
||||
|
||||
List of flags
|
||||
=============
|
||||
|
||||
|
||||
Flags are special properties that can be either set or cleared
|
||||
+flagname sets a flag
|
||||
-flagname clears a flag
|
||||
|
||||
The following flags exist. If applicable the name is identical with the one used
|
||||
in regular DECORATE items.
|
||||
|
||||
SOLID set when the object should be solid (blocking)
|
||||
SHOOTABLE object can be damaged. If health goes below 0 it dies
|
||||
NOSECTOR Object is not linked into the sector. This makes it invisible
|
||||
and excludes it from certain physics checks.
|
||||
NOBLOCKMAP This object is excluded from passive collision detection. Nothing else
|
||||
can run into a NOBLOCKMAP object but the object itself can run
|
||||
into others. All projectiles have this set.
|
||||
AMBUSH Monster is 'deaf'. Normally this is set in an editor on a per-
|
||||
object basis.
|
||||
JUSTHIT try to attack right back (used in monster AI, probably not
|
||||
particularly useful in actor definitions)
|
||||
JUSTATTACKED take at least one step before attacking
|
||||
SPAWNCEILING spawned hanging from the ceiling as opposed to standing on the
|
||||
floor.
|
||||
NOGRAVITY Actor is not subject to gravity
|
||||
DROPOFF Monster can walk over ledges/taller steps.
|
||||
NOCLIP Actor is totally excluded from collision detection and
|
||||
can walk through walls etc.
|
||||
FLOAT Floating monster - can change height at will.
|
||||
TELEPORT Although implemented there isn't a single actor which
|
||||
uses this flag. I can't say what it does precisely but
|
||||
it excludes an actor that has it set from certain parts
|
||||
of the collision detection logic.
|
||||
MISSILE Actor is a projectile.
|
||||
SHADOW Actor is nearly invisible. Unlike regular Doom this does
|
||||
not automatically imply fuzziness. For that you have to
|
||||
specify RenderStyle Fuzzy.
|
||||
NOBLOOD Actor does not bleed when hurt.
|
||||
CORPSE Actor is a corpse. For normal actors there is no need to
|
||||
set this but in combination with the crashstate it might
|
||||
be useful.
|
||||
COUNTKILL Counts toward kill percentage
|
||||
COUNTITEM Counts toward item percentage
|
||||
NOTDMATCH Is not being spawned in Deathmatch games.
|
||||
NOLIFTDROP Does not drop when a lift under it lowers
|
||||
STEALTH Stealth monster
|
||||
ICECORPSE Actor is a frozen corpse
|
||||
LOWGRAVITY Actor is subject to low gravity
|
||||
WINDTHRUST Actor is thrust by the Heretic wind specials. I hope its
|
||||
functionality is some day expanded to the Boom wind specials
|
||||
HERETICBOUNCE Heretic style bouncing (objects only bounce off the floor)
|
||||
HEXENBOUNCE Hexen style bouncing (objects bounce off floors and walls)
|
||||
DOOMBOUNCE ZDoom style bouncing (like hexen but stops when losing a certain
|
||||
amount of momentum)
|
||||
The 3 bounce types are mutually exclusive
|
||||
FLOORCLIP Actor's lower part is clipped when standing in a sector
|
||||
with a liquid texture (defined in the TERRAIN lump)
|
||||
SPAWNFLOAT Actor is spawned hat a random height in the sector.
|
||||
NOTELEPORT Actor cannot teleport
|
||||
RIPPER For projectiles that can rip through monsters and players.
|
||||
PUSHABLE Actor can be pushed.
|
||||
SLIDESONWALLS Actor can slide along walls
|
||||
CANPASS Actor uses height sensitive collision detection. Use with care!
|
||||
This only makes sense on actors that can move by themselves.
|
||||
CANNOTPUSH This actor cannot push pushable objects.
|
||||
THRUGHOST This actor passes through ghosts (set with the GHOST flag.)
|
||||
BOSS Actor is a boss. Bosses have a few special properties
|
||||
(like playing some sounds at full volume.)
|
||||
FIREDAMAGE Actor inflicts fire damage.
|
||||
ICEDAMAGE Actor inflicts ice damage.
|
||||
NODAMAGETHRUST Upon hitting another actor the victim is not thrust when damaged.
|
||||
TELESTOMP This actor can telefrag others.
|
||||
FLOATBOB use float bobbing z movement like Heretic/Hexen's powerups
|
||||
ACTIVATEIMPACT Upon hitting a wall this actor can activate G1/GR lines
|
||||
CANPUSHWALLS Upon hitting a wall this actor can activate P1/PR lines
|
||||
ACTIVATEMCROSS This actor can activate 'Monster crosses' lines.
|
||||
ACTIVATEPCROSS This actor can activate 'Projectile crosses' lines.
|
||||
CANTLEAVEFLOORPIC This actor cannot cross into a sector with a different floor
|
||||
texture.
|
||||
NONSHOOTABLE Actor cannot be hit (projectiles pass through.)
|
||||
INVULNERABLE Actor cannot be hurt.
|
||||
DORMANT Actor is dormant and has to be activated with Thing_Activate.
|
||||
SEEKERMISSILE Actor is a homing missile. This is only used as a hint to the
|
||||
game. For a homing missile to be effective it has to use
|
||||
one of the seeker missile code pointers in its moving states.
|
||||
REFLECTIVE Actor reflects missiles shot at it.
|
||||
FLOORHUGGER defines a projectile that is moving along the floor.
|
||||
CEILINGHUGGER defines a projectile that is moving along the ceiling.
|
||||
NORADIUSDMG Actor cannot be hurt by radius (explosive) damage.
|
||||
GHOST Actor is a ghost. This does not imply translucency etc.
|
||||
DONTSPLASH Actor does not create any terrain splashes
|
||||
DONTOVERLAP Two actors with this flag cannot overlap at the same x/y-position
|
||||
but different heights
|
||||
DONTMORPH Cannot be morphed into a chicken or pig.
|
||||
DONTSQUASH This actor cannot be instantly killed by Heretic's powered up Mace.
|
||||
FULLVOLACTIVE Plays its active sound at full volume
|
||||
ISMONSTER Actor is a monster
|
||||
SKYEXPLODE Projectile explodes when hitting a sky instead of vanishing
|
||||
STAYMORPHED If morphed this actor cannot revert to its original form.
|
||||
DONTBLAST Cannot be blasted by Hexen's Disc of Repulsion.
|
||||
CANBLAST Can be blasted by Hexen's Disc of Repulsion. For monsters this is
|
||||
implicit.
|
||||
NOTARGET cannot be targeted by other monsters.
|
||||
DONTGIB cannot be crushed to a pile of blood.
|
||||
NOBLOCKMONST can walk through monster blocking lines.
|
||||
FULLVOLDEATH Plays its death sound at full volume
|
||||
CANBOUNCEWATER Can bounce on water. Normally an object is destroyed in this case.
|
||||
NOWALLBOUNCESND Does not play a sound when bouncing off a wall. Normally the
|
||||
Seesound is played in this case.
|
||||
FOILINVUL Can hurt invulnerable monsters (but not players.)
|
||||
NOTELEOTHER Cannot be teleported by Hexen's banishment device.
|
||||
QUICKTORETALIATE Immediately switches targets when being attacked.
|
||||
NOICEDEATH Monster cannot be frozen, used to prevent the generic ice death.
|
||||
RANDOMIZE Randomizes the duration for its first frame. Most of Doom's projectiles
|
||||
use this.
|
||||
FIXMAPTHINGPOS Move thing out of walls. For torches and similar things that tend to be
|
||||
placed directly on a wall.
|
||||
ACTLIKEBRIDGE Uses the special collision logic for bridge things.
|
||||
STRIFEDAMAGE Strife uses a different damage calculation for its projectiles.
|
||||
|
||||
|
||||
States (a.k.a. Frames)
|
||||
======================
|
||||
|
||||
States define the behavior of an actor. For any regular actor there are the following
|
||||
labels:
|
||||
|
||||
SPAWN defines the state that is displayed when an actor is spawned
|
||||
For monsters this is normally also the idle loop.
|
||||
SEE defines the walking animation for a monster.
|
||||
MELEE defines the melee (near) attack.
|
||||
MISSILE defines the missile (far) attack.
|
||||
PAIN defines the pain action
|
||||
DEATH defines the normal death sequence
|
||||
XDEATH defines the extreme (splatter) death sequence
|
||||
BURN defines the burn (fire) death sequence
|
||||
ICE defines the freeze (ice) death sequence
|
||||
RAISE defines the resurrection sequence (for the Arch Vile)
|
||||
CRASH defines the crash sequence. This is entered when the actor
|
||||
is a corpse and hits the floor.
|
||||
|
||||
|
||||
|
||||
|
||||
A state definition is started with the 'STATES' keyword and enclosed
|
||||
by braces '{', '}'.
|
||||
|
||||
A state definition consists of the following:
|
||||
|
||||
1) State labels. This is one of the keywords listed above followed by a ':'.
|
||||
Example
|
||||
Spawn:
|
||||
defines the entry point for the spawn state.
|
||||
|
||||
2) State definitions. These consist of a sprite name, a frame sequence,
|
||||
the duration in tics (1/35 seconds) and optionally the 'BRIGHT'
|
||||
keyword to indicate a fullbright display and an action function name
|
||||
(code pointer)
|
||||
Example
|
||||
POSS AABBCCDD 4 A_Chase
|
||||
This defines 8 states. Each one of them uses the sprite POSS, has a duration
|
||||
of 4 and uses the code pointer A_Chase which is the standard walk function
|
||||
for monsters. Of these 8 states the first 2 will use the sprite frame 'A',
|
||||
the next 2 the frame 'B' and so on. The length of theframe sequence can be
|
||||
up to 256 characters. Valid frames are 'A'-'Z', '[', '\' and ']'.
|
||||
Different sprites can be freely mixed in an actor definition each separate
|
||||
state definition is limited to one sprite only.
|
||||
|
||||
3) Jump instructions
|
||||
There are 4 different jump instructions:
|
||||
|
||||
-Loop jumps to the most recently defined state label. This is
|
||||
used for a looping animation
|
||||
-Stop Stops animating this actor. Normally this is used at the
|
||||
end of the death sequences.
|
||||
-Wait Loops the last defined state. This is only useful if a
|
||||
code pointer is used that waits a given time or for a
|
||||
certain event. Currently the only usable code pointer
|
||||
for this is A_FreezeDeathChunks which is normally used
|
||||
at the end of a freeze death sequence.
|
||||
-Goto label+offset
|
||||
Jumps to an arbitrary state in the current actor.
|
||||
With this you can also jump to a state that was
|
||||
inherited by a parent. See Example 2) above for this
|
||||
The 'Goto see' jumps to the walking animation that
|
||||
has been inherited.
|
||||
|
||||
Important note:
|
||||
---------------
|
||||
This format has been designed for maximum flexibility. As a result no assumptions
|
||||
are made what the designer wants. No states are ever implicitly created.
|
||||
|
||||
|
||||
Action functions:
|
||||
=================
|
||||
|
||||
This information is kept rather brief. For normal purposes in-depth information
|
||||
is not necessary. All action functions names are preceded by 'A_'.
|
||||
|
||||
A_BFGSpray Starts the effect when a BFG projectile hits something
|
||||
A_Pain Plays the pain sound (that's all it does, it can also be used outside the pain sequence!)
|
||||
A_NoBlocking Sets the actor to non-blocking and drops items.
|
||||
A_XScream Plays the sound 'misc/gibbed'
|
||||
A_Look Look for players - used in the idle sequence of monsters
|
||||
A_Chase Standard walking function - used in the walk sequence of monsters
|
||||
A_FaceTarget Change angle to face target
|
||||
A_PosAttack Zombie attack (one bullet)
|
||||
A_Scream Plays the death sound (that's all it does, it can also be used outside the death sequence!)
|
||||
A_SPosAttack Shotgunner attack (3 bullets)
|
||||
A_VileChase Arch Vile: look for corpses and walk.
|
||||
A_VileStart Plays sound 'vile/start'
|
||||
A_VileTarget Spawns the Arch Vile fire.
|
||||
A_VileAttack Arch Vile attack function. Inflicts some damage and thrusts victim in the air.
|
||||
A_Fire Keeps Arch Vile's fire in front of target
|
||||
A_StartFire Plays sound 'vile/firestrt' and calls A_Fire
|
||||
A_FireCrackle Plays sound 'vile/firecrkl' and calls A_Fire
|
||||
A_Tracer Homing routine for Revenant's missile
|
||||
A_SkelWhoosh Calls A_FaceTarget and plays sound 'skeleton/swing'.
|
||||
A_SkelFist Revenant's melee attack.
|
||||
A_SkelMissile Revenant's missile attack
|
||||
A_FatRaise Calls A_FaceTarget and plays sound 'fatso/raiseguns'.
|
||||
A_FatAttack1 Mancubus attack 1
|
||||
A_FatAttack2 Mancubus attack 2
|
||||
A_FatAttack3 Mancubus attack 3
|
||||
A_BossDeath Boss death specials. Has no effect for custom monsters
|
||||
A_CPosAttack Chaingunner attack
|
||||
A_CPosRefire Chaingunner refiring
|
||||
A_TroopAttack Imp attack
|
||||
A_SargAttack Demon attack
|
||||
A_HeadAttack Cacodemon attack
|
||||
A_BruisAttack Baron attack
|
||||
A_SkullAttack Lost Soul attack
|
||||
A_Metal Plays 'spider/metal' and calls A_Chase
|
||||
A_SpidRefire Spider refiring
|
||||
A_BabyMetal Plays 'baby/walk' and calls A_Chase
|
||||
A_BspiAttack Arachnotron attack
|
||||
A_Hoof Plays 'cyber/hoof' and calls A_Chase
|
||||
A_CyberAttack Cyberdemon attack
|
||||
A_PainAttack Pain Elemental attack
|
||||
A_PainDie Pain Elemental death
|
||||
A_KeenDie Keen death - opens door with tag 666 if all monsters of the calling kind are dead.
|
||||
A_BrainPain Plays 'brain/pain' at full volume.
|
||||
A_BrainScream Starts brain explosion
|
||||
A_BrainDie Ends level if not in deathmatch
|
||||
A_BrainAwake Plays 'brain/sight' at full volume.
|
||||
A_BrainSpit Spits one brain cube
|
||||
A_SpawnFly Brain cube handling incl. monster creation
|
||||
A_SpawnSound plays 'brain/cube' and calls A_SpawnFly
|
||||
A_BrainExplode Brain explosion
|
||||
A_Die Kills actor
|
||||
A_Detonate Inflicts explosive damage - amount specified by DAMAGE in the actor
|
||||
A_Mushroom Shoots a lot of mancubus fireballs high in the air
|
||||
|
||||
A_SetFloorClip Sets the FLOORCLIP flag
|
||||
A_UnSetFloorClip Clears the FLOORCLIP flag
|
||||
A_HideThing Makes actor invisible
|
||||
A_UnHideThing Makes actor visible
|
||||
A_SetInvulnerable Makes actor invulnerable
|
||||
A_UnSetInvulnerable Makes actor vulnerable
|
||||
A_SetReflective Sets the REFLECTIVE flag
|
||||
A_UnSetReflective Clears the REFLECTIVE flag
|
||||
A_SetReflectiveInvulnerable A_SetInvulnerable + A_SetReflective
|
||||
A_UnSetReflectiveInvulnerable A_UnSetInvulnerable + A_UnSetReflective
|
||||
A_SetShootable Makes actor shootable
|
||||
A_UnSetShootable Makes actor non shootable
|
||||
A_NoGravity makes Actor not subject to gravity
|
||||
A_Gravity makes Actor subject to gravity
|
||||
A_LowGravity makes Actor subject to low gravity
|
||||
A_ScreamAndUnblock combines A_Scream and A_NoBlocking
|
||||
A_ActiveSound plays actor's active sound
|
||||
A_ActiveAndUnblock combines A_ActiveSound and A_NoBlocking
|
||||
A_FastChase A_Chase variation used by Hexen's class bosses
|
||||
A_FreezeDeath Starts the freeze death sequence.
|
||||
A_GenericFreezeDeath Starts the generic freeze death sequence. Calls A_FreezeDeath and sets the ice palette translation.
|
||||
A_FreezeDeathChunks Burst the actor into chunks. The state with this function has to be looped because it waits until all movement has stopped.
|
||||
A_IceGuyDie Stops all movement and bursts the actor into ice chunks immediately.
|
||||
|
||||
|
||||
The following functions use some actor properties to determine their behavior
|
||||
-----------------------------------------------------------------------------
|
||||
|
||||
A_Explode Inflicts explosive damage.
|
||||
Uses:
|
||||
ExplosionDamage Amount of damage being inflicted
|
||||
ExplosionRadius Radius of damage
|
||||
DontHurtShooter If a projectile, don't hurt the guy who shot it.
|
||||
|
||||
A_MeleeAttack performs a melee attack
|
||||
Uses:
|
||||
MeleeDamage Amount of damage, The formula is random(1,8)*MeleeDamage
|
||||
MeleeSound Sound being played if the actual attack happens.
|
||||
|
||||
A_MissileAttack launches a missile
|
||||
Uses:
|
||||
MissileName Actor name of the missile being launched
|
||||
MissileHeight Height above floor for the spawned missile
|
||||
|
||||
A_MissileAttack can handle homing missiles as long as the missile
|
||||
has the SEEKERMISSILE flag set and contains some kind of tracer
|
||||
code pointer (A_Tracer, A_MummyFX1Seek, etc.) In its moving animation.
|
||||
|
||||
A_ComboAttack combines A_MeleeAttack and A_MissileAttack depending on the current
|
||||
distance to the target.
|
||||
|
||||
A_BulletAttack Hitscan attack
|
||||
Uses:
|
||||
damage amount of bullets being fired
|
||||
|
||||
|
||||
The following functions use direct parameters:
|
||||
----------------------------------------------
|
||||
|
||||
A_PlaySound ("soundname") Plays the sound soundname
|
||||
A_PlayWeaponSound ("soundname") Plays the sound soundname on the weapon channel
|
||||
Sounds played with A_PlaySound and A_PlayWeaponSound
|
||||
can occur simultaneously.
|
||||
A_SeekerMissile (threshold, maxturnangle)
|
||||
Seeker missile handling. threshold and maxturnangle determine
|
||||
how 'aggressive' the missile will home in on its target. The larger
|
||||
the values the more precise it is. threshold specifies the angle
|
||||
inside which the missile will home in directly on its target.
|
||||
If the angle toward the target is larger than threshold it will
|
||||
change its movement angle only partially towards the target.
|
||||
maxturnangle is the maximum change of movement direction that
|
||||
will be performed in one move. Maxturnangle should be larger
|
||||
than threshold. Both angles are specified in degrees and must be
|
||||
in the range [0, 90].
|
||||
Example: The flaming skull of Heretic's mummy uses an equivalent
|
||||
of A_SeekerMisile 20 30
|
||||
A_Jump (chance, distance) Randomly advances to different state. Like painchance, the chance
|
||||
value can range between 0 and 255. A chance of 0 will never advance,
|
||||
while a chance of 255 will almost always advance. If the state is
|
||||
not advanced, then the one immediately following the A_Jump will
|
||||
be used as if A_Jump had not been present.
|
||||
A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle)
|
||||
Spawns a missile attack where "missiletype" is the type of missile
|
||||
to shoot, spawnheight is how high from the monster's feet to shoot
|
||||
the missile, spawnofs_xy is how far the monster's center to shoot
|
||||
the missile, and angle is the direction relative to the monster's
|
||||
facing angle in which to shoot the missile.
|
1134
docs/zdoom.txt
Normal file
1134
docs/zdoom.txt
Normal file
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