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- ; *****************************************************************************
- ; DCK.CFG -- Doom Construction Kit configuration file.
- ; NOTE: Blank lines and lines that begin with ; are ignored.
- ; *****************************************************************************
-
- ; *****************************************************************************
- ; 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
-
- ; *****************************************************************************
- ; 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. Even E2M7 comes to just past
- ; half the maximums set here.
- ; *****************************************************************************
-
- ; 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!
- ; *****************************************************************************
-
- 1
-