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Instant Doom Levels
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Instant.Doom.Levels.-.Level.Master.II.iso
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EDITORS
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RMB
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OPTIONS.TXT
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1995-02-23
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==================== Options Quick Reference =========================
A full list of the available options, with a short explanation of the function
of each, is given below.
NOTE: options marked with & gained new syntax in v2.1;
options marked with + are new to v2.1;
options marked with ! can cause problems in combination with PREPROCESS.
# Marks a comment line in the option file
+ BAND Makes æbandsÆ of blindness/ safety
&! BLIND Makes sector(s) blind (or partially so)
BLOCK Stops monsters seeing through a pair of specified lines
DISTANCE Specifies how far (on the ground) monsters can see generally
DOOR Specifies the max. # of doors monsters can see through generally
EnMy Marks start of options for a particular Doom1 level
& EXCLUDE Forces exclusion of view from one sector to another
+ GROUP Merges sectors into one. (Sectors get the same reject maps)
& INCLUDE Forces inclusion of view from one sector to another
& INV BLIND Makes sector(s) long-sighted
& INV SAFE Makes sector(s) invisible to close monsters (but not far ones)
LEFT Makes a 2s line one-way see-through (from left to right)
! LENGTH Specifies how far (by sector) monsters can see generally
LINE Makes a 2s line impossible to look through for monsters
MAPxx Marks start of options for a particular Doom2 map
& NODOOR Marks sector(s) as not being a door [used only with DOOR option]
NOMAP Removes the graphical display; reports progress as dots instead
+ NOPROCESS Only apply special effects no processing done. Very fast.
ONE Same as BLOCK, but only operates in one direction
PERFECT Generates a perfect REJECT map: forces processing of all sectors
+ PREPROCESS Groups sectors to gain processing speed. (The efficiency drops)
& PROCESS Forces processing of specified sector(s)
REPORT Reports all detected distances >=DISTANCE setting to file
RIGHT Makes a 2s line one-way see-through (from right to left)
&! SAFE Makes sector(s) invisible to far monsters
INV is short for INVERT. Any option can be abbreviated to itÆs shortest unique
form. If you wish SAFE can be abbreviated S, as no other options start with S.
Equivalently PREPROCESS can be abbreviated PRE, but not PR as PROCESS also
starts with PR.
Because many of these options alter RMB's processing methodology, their use
will have implications for the time taken by RMB to build the REJECT map.
Below is a list of all the options, graded by their effect on the program's
processing speed.
These options speed RMB up (greatest first):
NOPROCESS [<Wadfile> [<Level id>]]
PREPROCESS <Number>
LENGTH <Distance>
DISTANCE <Map distance>
DOOR <Number>
GROUP <Sector> <Sector list>
BLIND <Distance> <Sector list>
LINE <Line no>
LEFT <Line no>
RIGHT <Line no>
BLOCK <Line no> <Line no>
ONE <Line no> <Line no>
These options have no effect on speed:
# <Comment>
EnMy
MAPxx
NOMAP
INCLUDE <Sector> <Sector>
EXCLUDE <Sector> <Sector>
SAFE <Distance> <Sector list>
INV SAFE <Distance> <Sector list>
INV BLIND <Distance> <Sector list>
BAND {SAFE, BLIND} <Distance> <Distance> <Sector list>
INV BAND {SAFE, BLIND} <Distance> <Distance> <Sector list>
These options cause RMB to slow down (greatest last):
REPORT <Distance>
NODOOR <Sector list>
PROCESS <Sector list>
PERFECT
Bear in mind that the longer RMB works, the greater the final efficiency of
the REJECT table (and the better the final speed-up) is likely to be.
Nevertheless, there will come a point where the additional return will not be
worth the extra effort.
The following terms are used to describe the arguments which RMB options take:
<Comment> Any text, terminated by end-of-line.
<Distance> A distance, measured in sectors, including the specified sector,
so that 0 means "no distance"; 1 means "this sector only";
2 means "this and all immediately adjacent sectors" and so on.
<Line no> The identification number of a 2-sided LINEDEF bordering two
different sectors. E.g. a line with the 2s bit set and two
sidedefs that point to two different sectors. You will find the
linedef number in your WAD editor. (If yours won't tell you,
you're using the wrong one!)
<Map distance> Distance as measured in Doom map co-ordinates. Opinions
vary as to how this equates to distance in the real world: a
good rule of thumb seems to be 1 map unit is equivalent to 2cm.
<Number> A positive integer.
<Sector> The identification number of a SECTOR, determined from a WAD
editor.
<Sector list> A list of <sectors>, separated from each other by spaces
and surrounded by brackets. e.g. (1 2 5 7 9)