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Home Edutainment Collection 4: Games & Extensions
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Aztech-HomeEdutainmentCollection-Vol4-3DGamesExtensions.iso
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dck
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dck.cfg
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1994-08-01
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5KB
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118 lines
; *****************************************************************************
; DCK.CFG -- Doom Construction Kit configuration file.
; NOTE: Blank lines and lines that begin with ; are ignored.
; Yes, I'll be putting this in a program dialog box eventually :)
; *****************************************************************************
; *****************************************************************************
; Location of DOOM.WAD. Keep the trailing "\"
; *****************************************************************************
c:\doom\
; *****************************************************************************
; Location and path of your node builder. The following parameters are
; available:
; $FULL Full path and filename of the .WAD file in question
; $FILE Just the filename (eg, DOOM.WAD) of the .WAD file
; $PATH The path of the .WAD file (excluding a trailing backslash)
; Please note: DCK *requires* that the nodes are stored in
; the same file after this node builder is run, otherwise it will keep
; re-calling the node builder.
; *****************************************************************************
c:\doom\bsp.exe $full $full
; *****************************************************************************
; Location and path for DOOM.EXE (changes to the dir first)
; The following variables (as well as the above) are available:
; $EPISODE Episode number of the map when F9 was pressed
; $MISSION Mission number of the map when F9 was pressed
; *****************************************************************************
c:\doom\doom.exe -file $full -devparm -warp $episode $mission
; *****************************************************************************
; Default X Scaling Factor. This determines how many horizontal map units
; are visible on the screen at a time. A map can be a maximum of approximately
; 32000 by 32000 units.
; *****************************************************************************
6000
; *****************************************************************************
; High/low zoom factors with CTRL-Z
; *****************************************************************************
6000
1000
; *****************************************************************************
; Graphics Mode # to use.
; 0 - VGA 640x200 [Paging]
; 1 - VGA 640x350 [Paging]
; 2 - VGA 640x480 [No Paging]
; The best mode to use on most systems is probably mode 1; it provides
; relatively high resolution and allows paging, which makes things a whole
; lot easier on the eyes.
; *****************************************************************************
2
; *****************************************************************************
; If the graphics mode you have selected supports more than one page of
; graphics, make the next number 1.
; *****************************************************************************
0
; *****************************************************************************
; Global detail setting.
; Set to 1 for high detail, 0 for low detail. Does not affect
; functionality in any way, but makes things a little faster on slow
; computers.
; *****************************************************************************
1
; *****************************************************************************
; Auto re-do consistency checker? If 0, you'll have to manually tell DCK
; to re-do the consistency check instead of pop up the previous error log
; (by pressing R in the error log.)
;
; Otherwise, DCK will re-do the check automatically if the map has changed
; since the previous check (the setting is 1.)
; *****************************************************************************
0
; *****************************************************************************
; Maximums. This is a list of "maximums" for the objects in a level. When
; DCK is loaded, it allocates memory for the entire list and loads in what
; it can from the level. This takes up a lot less memory and is much
; faster than conventional methods of reallocating .. well, never mind.
; You probably won't have to change these numbers unless you're editing
; a massive (and I do mean massive!) level.
; *****************************************************************************
; MAX number of vertices (4 bytes each)
3072
; MAX number of linedefs (14 bytes each)
3072
; MAX number of sidedefs (12 bytes each)
4200
; MAX number of sectors (26 bytes each)
768
; MAX number of things (10 bytes each)
1024
; *****************************************************************************
; The welcome window!
; *****************************************************************************
0