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DMPSMU(1) DMPSMU(1)
NAME
dmpsmu - DooM PostScript Maps Utility
SYNOPSIS
dmpsmu [ -? ] [ -w main WAD file ] [ -pw patch WAD file ] [
-file patch WAD files ... ]
AVAILABILITY
This command has been tested only on SunOS4.1, IRIX4.0 and
Linux1.0.9, but it should be easily portable to other Unix
flavors and to PC/DJGPP.
DESCRIPTION
dmpsmu is an interactive utility of which the primary func-
tion is to generate PostScript maps of levels in DOOM and
DOOM ][, the 3D action games by id Software. It is derived
from DEU, the Doom Editor Utility and retains from this tool
all functions that have a read-only effect on the DOOM WAD
files, thus allowing examination but not modification of
these files under Unix.
The appearance of the PostScript maps is controlled by a
large number of print flags, yielding a wide range of possi-
bilities in outputting the maps. Besides printing the basic
map, dmpsmu offers several advanced features:
- detailed control over layout and appearance of the page(s)
- multi-page capability, printing on 2 or 4 normal pages
- detailed control over which Things will be printed
- fading LineDefs that are secret or part of a secret Sector
- shading secret Sector areas, but not their inner Sectors
- linking teleporters and their exits by faint lines
For an explanation of Things, LineDefs and Sectors, as well
as anything else you may want to know about WAD files, see
the DOOM Specs.
OPTIONS
Options are case-insensitive and filenames are case-
sensitive. Both the short and long forms of the options are
listed.
-? -h -help
Displays usage information.
-w -main
Specifies the name of the main WAD file; default is
DOOM.WAD. Eg. to use the shareware main WAD file,
specify: -w DOOM1.WAD .
-pw -pwad
Specifies the name of a patch WAD file. Eg. to merge a
single patch WAD file, specify: -pw <file>.WAD .
-file
Specifies a list of names of patch WAD files. Eg. to
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merge several patch WAD files, specify: -file
<file1>.WAD <file2>.WAD <file3>.WAD .
COMMANDS
Commands, print flags and directory entries are case-
insensitive and filenames and level names are case-
sensitive. Both the short and long forms of the commands
are listed.
? H Help
Gives a brief command overview. The commands and their
parameters with a short explanation are displayed.
A Analyze
Analyzes and displays a level's statistics. Specify an
episode number and a mission number for a DOOM level,
or 0 (zero) and a map number for a DOOM ][ level. An
overview of that map's characteristics is displayed:
the map dimensions, the amount of structures of various
kinds (including the number of player-teleporting
LineDefs and secret Sectors), a break-down of Things
into classes (see THING CLASSES below) and break-downs
of PowerUps (weapons and enhancements) and Enemies into
types. The Analyze command respects the state of the M
and U print flags.
D Dump
Displays a directory entry in hex. Specify the name of
a directory entry and an optional output filename. A
hex/text dump of the entry is displayed, pausing after
every 23 lines, or written to the file. In case of mul-
tiple entries with the same name, the command allows
for skipping to the next such entry, or writes all such
entries to the file.
F Flags
Displays or sets the print flags. If no parameters are
specified, the current state of all flags is listed.
Otherwise, specify a list of flag settings to set
(+flag) or reset (-flag) any print flag. See PRINT
FLAGS below for the available flags and their meaning.
L List
Lists the directory of a WAD file. Specify the name of
a (main or patch) WAD file and an optional output file-
name. The directory of the WAD file is displayed, paus-
ing after every 23 lines, or written to the file.
M Master
Displays the master directory. Optionally specify an
output filename. The master directory is displayed,
pausing after every 23 lines, or written to the file.
The master directory is an administrative list, main-
tained by the program, of the directory entries from
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all open files, both the main WAD file and any merged
patch WAD files.
N Name
Displays or (re)sets the user level name. If no parame-
ter is specified, the current name is displayed. Other-
wise, specify the name to be used when subsequently
printing or analyzing a level, or '' to reset it. The
main purpose is to temporarily set the actual name of a
patch WAD level before printing, overruling the regular
name for that episode/mission.
P Print
Prints the map of a level to a PostScript file. Specify
an episode number and a mission number for a DOOM
level, or 0 (zero) and a map number for a DOOM ][
level. Follow either combination with an output file-
name. The layout and objects of that map are printed in
PostScript to the file, according to the currect print
flag settings.
Q Quit
Quits the program.
R Read
Reads a new patch WAD file. Specify the filename of a
patch WAD file. The file is read and its directory
entries are merged into the master directory, overwrit-
ing any duplicate entries.
W Wads
Displays a list of the open WAD files. Requires no
parameters. The currently open WAD files are listed,
starting with the main WAD file and then any merged
patch WAD files.
X Xtract Extract
Extracts a directory entry into a raw file. Specify the
name of a directory entry and an output filename. The
entry is written as binary data to the file. In case
of multiple entries with the same name, only the first
such entry is extracted.
THING CLASSES
As shown by the Analyze command, Things are grouped in the
following classes:
START player and deathmatch starting points
TLPORT teleport exits
BONUS helmets, potions, stimpacks, medikits and small
ammunition
DMPSMU 31 October 1994 3
DMPSMU(1) DMPSMU(1)
WEAPON weapons and boxes of ammunition
ENHANC keys, armours, spheres, hi-tech gadgets (suit,
goggles, etc.) and backpacks
ENEMY former humans, imps, demons, barons, etc.
DECOR pillars, torches, stakes, dead monsters, etc.
BARREL explosive barrels
PRINT FLAGS
The following flags are available with the Flags command,
shown in their 'set' meaning with their 'reset' meaning in
brackets:
2 use double [normal] page
Double pages are A3 or Tabloid, depending on flag A.
The resulting PostScript file can be displayed using a
GhostScript viewer. To print the file into an upper and
lower normal sized page, use the dmps2ul.sh command.
Flags 2 and 4 cannot both be set; if necessary flag 4 is
reset.
4 use quadruple [normal] page
Quadruple pages are A2 or double_Tabloid, depending on
flag A. The resulting PostScript file can be displayed
using a GhostScript viewer, although not all viewers may
be able to show the whole map. To print a normal sized
page from the file for each of the 4 quadrants, use the
dmps4qd.sh command. Flags 2 and 4 cannot both be set; if
necessary flag 2 is reset.
A use A4 [Letter] paper size
Gives a choice of European and American paper sizes.
B print [no] border around map
The border is a solid rectangle with a thin white
stripe, 0.25 inch inside the edges of the paper.
D print all [no] decorations & barrels
Decorations are printed as tiny crosses and barrels as
small circles.
E print all [no] enemies
Enemies are printed as triangles with a line extending
from the center in the direction the monster faces.
F [don't] fade secret lines
Prints faint lines for LineDefs part of a secret Sector
and for secret LineDefs.
G print all [no] goodies (weapons/bonuses/enhancements)
Weapons are printed as double squares, bonuses as small
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DMPSMU(1) DMPSMU(1)
single squares and enhancements as double circles.
L print [no] legend above map
The legend is a box in the upper-right corner of the map
with the icons used for the Thing classes and the map
scale. This is a relative scale, indicating the ratio
of map coordinates to PostScript coordinates. Note that
without the border (flag B), the legend box looks incom-
plete.
M print [no] multi-player things
Multi-player Things also include player 2, 3 & 4 and
deathmatch starting points.
N print [no] name above map
The name is a text in the upper-left corner of the map,
printed as ExMy: <map name> . In the name, x is the
episode number, y is the mission number and <map name>
is the user level name if set or else the regular name.
P use Portrait [Landscape] orientation
Offers a choice of horizontal and vertical map orienta-
tion, allowing auto-zoom to achieve the optimum scale
depending on a map's dimensions.
S [don't] shade secret areas
Prints faint areas for secret Sectors; any inner Sectors
(eg. massive pillars) are not shaded.
T [don't] link teleports
Prints a faint line from the middle of each (incl. mon-
ster-only) teleporting LineDef to the corresponding
teleport exit.
U print things for [below] Ultra-Violence skill
Things below UV skill are all Things on the first three
difficulty levels together. This is a simplification,
but nobody plays below UV anyway, right? :-)
Z auto-zoom [default] map scale
Auto-zoom computes the scale such that the map achieves
an optimum fit on the page, depending on paper size,
orientation and the presence of name and/or legend. The
default scale ensures that the largest level (E3M6) fits
on a normal Portrait page; this helps to get an idea of
the sizes of the maps relative to eachother.
By default, all flags except 2, 4 and M are set. The player
1 starting point and teleport exits are always printed.
Starting points are printed as circles and teleport exits as
squares. Both have a line extending from the center in the
direction the player faces at that point.
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EXAMPLES
The command:
dmpsmu -pw foobar.wad
starts the utility with the following messages:
DMPSMU: DooM PostScript Maps Utility, ver 2.0
By Frans P. de Vries (fpv@xymph.iaf.nl)
[Derived from DEU v5.21 GCC by Brendon Wyber and Raphael Quinet]
Patch WAD file: foobar.wad.
Loading main WAD file: DOOM.WAD...
Loading patch WAD file: foobar.wad...
[Updating level E1M1]
Some examples of dmpsmu commands are shown below:
[? for help]> flags -p +m
-P use Landscape orientation
+M print multi-player things
[? for help]> n FooBar
User level name set : FooBar
[? for help]> print 1 1 foobar.ps
Outputting PostScript map of level E1M1 to "foobar.ps".
[? for help]> name ''
User level name reset
[? for help]> a 3 6
Statistics of level E3M6: Mt. Erebus
========================
MapDim: MaxX MinX SizeX MaxY MinY SizeY
4216 -2568 6784 3392 -3400 6792
Struct: Things Vertxs LinDfs TelePt SidDfs Sectrs Secret
334 550 687 10 949 125 4
Things: START TLPORT BONUS WEAPON ENHANC ENEMY DECOR BARREL
9 6 60 18 16 126 85 0
PowrUps:SHOTGN COMBAT CHAING RCKTLR PLASMA BFG9K CHNSAW BERSRK BCKPCK
1 0 1 1 1 0 1 1 1
GRNARM BLUARM SOULSP MEGASP BLURAF INVLAF RDSUIT CMPMAP LITAMP
2 1 2 0 0 2 5 1 0
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DMPSMU(1) DMPSMU(1)
Enemies: HUMAN SARGE COMNDO IMP DEMON SPECTR LOSTSL CACODM PNELEM
7 18 0 36 6 4 32 22 0
MANCBS REVENT KNIGHT BARON ARCHNO ARVILE CYBERD SPIDER WOLFSS
0 0 0 1 0 0 0 0 0
SEE ALSO
DEU 5.21, by Raphael Quinet (quinet@montefiore.ulg.ac.be)
and Brendon J. Wyber (b.wyber@csc.canterbury.ac.nz), ported
to GCC by Per Allansson (c91peral@und.ida.liu.se) and Per
Kofod (per@ollie.dnk.hp.com)
DOOM Specs v1.666, by Matt Fell (matt.burnett@acebbs.com),
distributed by Hank Leukart (ap641@cleveland.freenet.edu)
dmpsmap(1)
LIMITATIONS
When shading secret Sectors, those with more than 100
LineDefs are skipped.
DIAGNOSTICS
dmpsmu can show warning messages in the following format:
[<warning message>.]
or terminate with error messages in the following format:
Program Error: *** <error message> ***
The messages are fairly self-explanatory and are therefore
not repeated here.
NOTES
The T print flag really just emerged out of my inability to
remember which teleporter took me to which part of the end
area in E3M7 :-)
AUTHOR
Frans P. de Vries (fpv@xymph.iaf.nl)
DMPSMU 31 October 1994 7