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- *KEYHELP
- DCK Map Editor Key Help
-
- Display Commands / Toggles
- + / - Zoom/unzoom map
- Z Fast-zoom on cursor position
- ] / [ Increase/decrease grid scale
- Arrows Move map around
-
- G Toggle grid on/off
- ` Toggle fine mode on/off
- J Toggle auto-join mode on/off
- P Toggle snap to grid on/off
- B Toggle clipboard rectangle on/off
-
- Marking Commands
- Space Mark/unmark object under cursor
- C Clear all marks
- Alt+F Find and mark objects
-
- Clipboard Commands
- Alt+Grey Plus Copy marked objects to clipboard
- Alt+Grey Minus Cut marked objects to clipboard
- Alt+Grey Star Copy clipboard to map
-
- Edit Commands
- V,L,T,S Edit mode: Vertex, Line, Thing, Sector
- Home/End Previous / Next mode
-
- [All]
- Del Delete marked + highlighted objects
- Ctrl+A Scale marked objects
- Ctrl+O Rotate marked objects
- Ctrl+X / Ctrl+Y Align objects on the cursor's X/Y axis
- , and . Decrease / increase selection leniency
- Alt+C Invoke consistency checker
- Alt+G Go to object
- Right Button / Enter
- Edit marked objects
- Alt+F Find and mark objects
-
- [Thing]
- Double-Click Create a new thing
- Double-Click and Drag
- Copy marked and highlighted things to
- a new location
-
- [Vertex]
- Ctrl+J Delete vertex and join lines
-
- [Line]
- Ctrl+C Split line(s) in center
- Ctrl+F Flip linedefs
- Ctrl+R Flip sidedefs
- Ctrl+I Add required textures
- Ctrl+U Remove unrequired textures
- Ctrl+J Delete line and join sectors
- Alt+1 / Alt+2 Edit sidedef 1 / 2
- Alt+R Search and replace textures
-
- [Sector]
- Ctrl+D Create door from sector
-
- Information Commands
- K Display key box/extra info bar
- * Cursor size toggle
-
- File Commands
- Alt+S Save the current file
- Alt+X Exit DCK
- Alt+E Edit a different map
-
- Menu System
- ESC Activate menu bar
-
- The [Enter] Key
- The enter key performs a different action depending on
- what it is you're doing at the time you press it: --
-
- Box Mark Mode
- Marks all the objects in the box.
-
- Drag Mode (including scale/rotate)
- Drops the dragged objects at the new location.
-
- Normal Edit Mode
- Edits the settings of the selected + marked object(s).
-
- Mouse Control
- Click and release the left mouse button to mark/unmark
- the object under the cursor. To drag the object (and all
- marked objects), hold the button down and move the objects
- to the desired location before releasing it.
-
- Double-click the left mouse button to create a new object
- at the mouse location. In line mode, click once again
- to complete the current line and start a new one, or the
- right mouse button to finish drawing lines.
-
- If you click the left mouse button when NOT on an object,
- all the marks will be cleared.
-
- Hold down the CTRL key to limit mouse movement to the Y axis,
- and the SHIFT key to limit to the X axis. [Not implemented]
-
- *CS_L_2SNOSD2
- "Line is 2S but has no second sidedef"
-
- In order for a line to be two-sided, it must
- have its 2S flag set AND have a second
- sidedef. If one of these conditions is set
- without the other, the DOOM engine will
- behave strangely.
-
- Fix: Removes the line's 2S bit, and sets the
- impassable bit if not already set.
-
- *CS_L_NO2SSD2
- "Line is NOT 2S but has a second sidedef"
-
- This line has a second sidedef but its 2S
- flag is not set. This means that the line
- will block projectiles, but will be
- see-through.
-
- Fix: Sets the line's 2S bit.
-
- *CS_L_VSAME
- "Line's vertex references are the same"
-
- The line in question starts and ends at the
- same VERTEX. This is a leftover product
- from other editors.
-
- Fix: Deletes the line.
-
- *CS_L_NOSD1
- "Line has no first sidedef"
-
- In order for the DOOM engine to function
- properly, every line must have a first
- (or "right") sidedef.
-
- Fix: If the line has a second sidedef and is
- impassable/not 2S, reverses the sidedefs.
- Otherwise, does nothing.
-
- *CS_L_TYPENOTAG
- "Line has a type but no sector tag"
-
- In order for this line's type field to
- operate properly, it must have a sector tag
- of greater than 0, and at least one sector
- must have the same tag.
-
- Fix: Sets the line type to "Normal." If
- this is not desired, press 'G' to go to the
- object and set the sector tag.
-
- *CS_L_TAGNOTYPE
- "Line has a sector tag but no type"
-
- This is just a reminder that a sector tag
- has been set, but the line's type will not
- use that tag.
-
- Fix: Removes the line's sector tag.
-
- *CS_L_TAGNOSEC
- "Linedef's sector tag is not shared by a sector."
-
- The line's sector tag has been set, but there is
- no sector with the same tag.
-
- You may have forgotten to set the desired
- sector's tag.
-
- Fix: Removes the line's sector tag and sets
- the line's type to Normal.
-
- *CS_SD_MISSTEX
- "Sidedef is missing [...] texture"
-
- This sidedef may require the missing
- texture(s).
-
- Fix: Adds the required textures to the
- sidedef.
-
- *CS_S_NOTCLOSED
- "Sector is not closed."
-
- Fatal error.
-
- This sector is not closed. For the DOOM
- engine to display a level correctly, all
- sectors must start and end on the same
- vertex, with a series of linedefs and
- sidedefs that reference the sector along a
- path.
-
- Fix: This error cannot be fixed
- automatically.
-
- *CS_S_G1000
- "Sector's ceil/floor diff is greater than 1000."
-
- The DOOM engine can handle a difference of
- approximately 1000 between a sector's floor
- and ceiling heights.
-
- Fix: Lowers the ceiling height to accommodate
- this limit.
-
- *CS_S_TAGNOLINE
- "Sector's tag is not shared by a linedef."
-
- The sector's tag has been set, but there is no
- linedef with the same tag.
-
- You may have forgotten to set the desired
- linedef's tag.
-
- Fix: Removes the sector's tag.
-
- *CS_T_NOSECTOR
- "Thing is not in a sector."
-
- Now, how did it get out there?
-
- Fix: Deletes the thing.
-
- *CS_T_TOOHIGH
- "Thing is too high for its sector."
-
- The thing is too high for its sector, and
- will likely be displayed incorrectly and/or
- not move correctly if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_T_COLLIDE
- "Thing collides with other things."
-
- The thing's radius extends into the area of
- the surrounding things. This will cause the
- thing to be "stuck" if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_T_INWALL
- "Thing is partially inside a wall."
-
- The thing's radius extends into a
- surrounding wall (line.) This will cause
- the thing to be "stuck" if it's a monster.
-
- Fix: Deletes the thing.
-
- *CS_M_NOP1
- "No player 1 start."
-
- Well, you need one of these.
-
- *CS_M_NOP234
- "Too few player starts."
-
- There are fewer than four player starts in
- this level. The level will not be playable
- in networked cooperative mode.
-
- *CS_M_NODM
- "Too few DEATHMATCH starts."
-
- There are fewer than four deathmatch starts
- in the level. It will not be playable in
- networked DEATHMATCH mode.
-
- *CS_M_NOEXIT
- "Missing an exit line."
-
- There is no exit line in this level. You
- should add one.
-
- *CS_M_NOTEXIT
- "Teleporter line has no tele-exit."
-
- In order for a teleporter line to work
- properly, the sector that shares its tag
- must have a "teleporter exit" THING in it.
-
- This line's tagged sector does not.
-