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From: Scott Whiteley <ar280@freenet.carleton.ca>
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Subject: ID's  LINEDEFS and discussion on them!! (fwd)
To: allang@cuug.ab.ca
Date: Mon, 18 Jul 1994 05:22:26 -0400 (EDT)
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>From doom-editing-owner@nvg.unit.no  Sun Jul 17 21:46:37 1994
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From: Life Stealer <dziedzic@ecst.csuchico.edu>
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Subject: ID's  LINEDEFS and discussion on them!!
To: doom-editing@nvg.unit.no
Date: Sun, 17 Jul 1994 18:27:41 -0700 (PDT)
In-Reply-To: <9407062255.tn82185@aol.com> from "DoomSpeck@aol.com" at Jul 6, 94 10:55:43 pm
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For all u requesting  ID's linedfs ..... Here u go!!!


> Straight from id's DOOM2 map development directory 
> 
>   Many thanks to John R. for releasing this info. Below is the linedef list
> from the next specs, so you can judge how I've incorporated the new info.
> Many of the discoveries and error corrections since the 1.3 specs were
> made by Brian Samneric (samneric@connected.com). Thanks!
>   Please email me directly any comments that the readers of this fine
> mailing list would have no interest in seeing. And be a minimalist
> quoter, if you're going to quote from this :-).
>   Does anyone realize that it would be unwise to use the new lines (78, 85,
> 99, 100, 104- ) in your pwads? First, anyone using 1.2 will get no
> effect, and even after the reg. upgrade patch is out, many will continue
> to use 1.2 (or even 1.1!). Second, even if you do the surrogate BDOPN
> etc. thing, it would be reprehensible to use these lines publicly before
> id themselves do, in Doom 2.
>   I'd already figured out the blazing doors' functions before Romero's
> post, but right now I'm away from work and home with a laptop that
> can't run doom, so I can't test these things:
>     1. They say 40 is "LowerFloorRaiseCeiling". I know the HAC part, but
>        I've never observed the LowerFloor part.
>     2. I know that 100 and 78 do nothing in 1.2 and I'm pretty sure that
>        85 and 99 do nothing also.
>     3. 44, 49, 72: I'll move them to crushing ceilings as soon as I verify
>        that they DO crush.
> 
> Explain the columns in the table:  
>   
> Val     The value of the linedef "special" field (#4). If you want them  
>         in numerical order, use SORT or something.
> *       An * before Class means it only works in doom 1.4 and up
> Class   The category of the effect
> Act     Activation. An 'n' prefix means it does NOT require a tag number
>         to tie it to a sector. W is walk-over, S is spacebar, G is shoot,
>         1 is once only, R is repeatable. Here's what id calls them:
>             Manual: nSR and nS1 doors
>             Trigger: W1
>             Retrigger: WR
>             Switch: S1
>             Button: SR
>             Impact: G
>             Effect: line 48 is the only one
>         A 'L' suffix means the affected sector is "locked out" from further
>         changes. Moving Floors and Crushing Ceilings are special - they
>         lock out further changes EXCEPT restarting the moving floor etc.
> Sound   The type of noise  
> Speed   How quickly a floor moves up/down etc.
> Tm      Time - how long it "rests"; doors "rest" when they've gone as high
>         as they're going to go, lifts "rest" at the bottom, etc.
> Chg     Change - some of them cause a floor texture change and/or special
>         sector change. See below discussion.
>             T       Trigger model
>             N       Numeric model
>             F       Floor texture is transferred, and Sector type 0.
>             S       Special Sector types 9, 4, 5, 7, 11, 16 transfer
> Effect  What happens to the affected sector(s). Shorthand:
>             open/close  the door can be activated while moving. If it's 
>                         open or opening, it closes. If it's closed or 
>                         closing, it opens.
>             open        the ceiling goes up to LAC-4
>             close       the ceiling goes down to floor
>             adjacent    any sector that shares a SIDEDEF with the tagged 
>                         sector (sectors are adjacent to themselves)
>             LAC         lowest adjacent ceiling
>             HAC         highest adjacent ceiling
>             LAF         lowest adjacent floor
>             HAF         highest adjacent floor
>             FHAF        first higher adjacent floor (on the way up)
>             HAL         highest adjacent light level
>             LAL         lowest adjacent light level
>             NAF         numeric-model adjacent floor
> id      What Romero's list calls it, if different from me, or if interesting.
>         If you want to use their terminology exactly, see Romero's list!
> 
>   Some line #s cause floor textures and/or some special sector types to
> "transfer" to the tagged sector. The source for the texture or SS is
> according to the "model" - the TRIGGER model gets the info from the
> sector that the triggering line faces (the "right" side of this linedef),
> the NUMERIC model gets the info from the sector on the other side of the
> lowest numbered two-sided linedef that has one side in the tagged sector.
>   Current knowledge says that all these lines transfer the floor texture.
> Also, they all can pass a special sector trait of "0" or "nothing", i.e. if
> the destination is an acid-floor or "damaging" sector, then any of these
> lines can erase the damaging effect. Lines 59, 93, 37, 84, and 9 also
> have the ability to transfer the "secret" trait of SS 9, and the damaging
> trait of SS 4, 5, 7, 11, 16. None of the "blinking light" effects of
> special sectors can be transferred. SS 4 "blinks" and causes damage, but
> only the damaging part can be transferred. SS 11 also turns off god-mode
> and causes a level EXIT when health <10%, this characteristic is part
> of SS 11, and cannot be isolated via fancy transfers.
>   More misc. notes:
>     1. For Teleports, if >1 sector is tagged the same and has a landing, 
>        then the lowest numbered sector is the destination.
>     2. The Floors that raise up an absolute height (up 24, 32) will go up 
>        INTO ceilings, so using the WR and SR types of these is not good. 
>     3. #9 is complex and a pain to describe succintly. It's the 
>        chainsaw-pillar on e1m2.
>     4. The moving floors alternate their floor heights between the HAF
>        and LAF when they started moving. Whether they go up or down first
>        is a 50-50 chance, which you will only notice if you are doing
>        something very intricate... :-)
> 
> ====== ====== ======
> Matt Fell (matt.burnett@acebbs.com)
> Unoffical DOOM Specs Author
> 
> ================================================================
> Val Class Act  Sound Speed Tm Chg Effect                                (id)
> 
> LOCAL DOORS ("MANUAL" DOORS)
> 1   mDoor nSR  door  med   4  -   open/close                    (raise door)
> 99 *mDoor nSR  door  med   4  -   open/close                    (raise door)
> 26  mDoor nSR  door  med   4  -   open/close BLUE KEY           (raise door)
> 27  mDoor nSR  door  med   4  -   open/close YELLOW KEY         (raise door)
> 28  mDoor nSR  door  med   4  -   open/close RED KEY            (raise door)
> 31  mDoor nS1  door  med   -  -   open
> 32  mDoor nS1  door  med   -  -   open BLUE KEY
> 33  mDoor nS1  door  med   -  -   open RED KEY
> 34  mDoor nS1  door  med   -  -   open YELLOW KEY
> 46  mDoor nGR  door  med   -  -   open
> 117*mDoor nSR  blaze turbo 3? -   open/close                    (raise door)
> 118*mDoor nS1  blaze turbo -  -   open
> 124*mDoor nSR  ?     ?     ?  -   sliding door open/close?
> REMOTE DOORS
> 4   rDoor  W1  door  med   4  -   open/close                    (raise door)
> 29  rDoor  S1  door  med   4  -   open/close                    (raise door)
> 90  rDoor  WR  door  med   4  -   open/close                    (raise door)
> 63  rDoor  SR  door  med   4  -   open/close                    (raise door)
> 2   rDoor  W1  door  med   -  -   open
> 103 rDoor  S1  door  med   -  -   open
> 86  rDoor  WR  door  med   -  -   open
> 61  rDoor  SR  door  med   -  -   open
> 3   rDoor  W1  door  med   -  -   close
> 50  rDoor  S1  door  med   -  -   close
> 75  rDoor  WR  door  med   -  -   close
> 42  rDoor  SR  door  med   -  -   close
> 16  rDoor  W1  door  med   30 -   close, then opens
> 76  rDoor  WR  door  med   30 -   close, then opens
> 108*rDoor  W1  blaze turbo 3? -   open/close                    (raise door)
> 111*rDoor  WR  blaze turbo 3? -   open/close                    (raise door)
> 105*rDoor  S1  blaze turbo 3? -   open/close                    (raise door)
> 114*rDoor  SR  blaze turbo 3? -   open/close                    (raise door)
> 109*rDoor  W1  blaze turbo -  -   open
> 112*rDoor  S1  blaze turbo -  -   open
> 106*rDoor  WR  blaze turbo -  -   open
> 115*rDoor  SR  blaze turbo -  -   open
> 110*rDoor  W1  blaze turbo -  -   close
> 113*rDoor  S1  blaze turbo -  -   close
> 107*rDoor  WR  blaze turbo -  -   close
> 116*rDoor  SR  blaze turbo -  -   close
> CEILINGS
> 40  Ceil?  W1  mover slow  -  -   up to HAC         (LowerFloorRaiseCeiling)
> 85 *Ceil?  WR  mover slow  -  -   up to HAC         (LowerFloorRaiseCeiling)
> 41  Ceil   S1  mover slow  -  -   down to floor
> 43  Ceil   SR  mover slow  -  -   down to floor
> 44  Ceil   W1  mover slow  -  -   down to floor + 8          (Ceiling_Crush)
> 49  Ceil   S1  mover slow  -  -   down to floor + 8     (CeilingCrush&Raise)
> 72  Ceil   WR  mover slow  -  -   down to floor + 8          (Ceiling_Crush)
> LIFTS
> 10  Lift   W1  lift  fast  3  -   down to LAF, pause, up to original height
> 21  Lift   S1  lift  fast  3  -   down to LAF, pause, up to original height
> 88  Lift   WR  lift  fast  3  -   down to LAF, pause, up to original height
> 62  Lift   SR  lift  fast  3  -   down to LAF, pause, up to original height
> 121*Lift   W1  ?     turbo 3? -   down to LAF, pause, up to original height
> 122*Lift   S1  ?     turbo 3? -   down to LAF, pause, up to original height
> 120*Lift   WR  ?     turbo 3? -   down to LAF, pause, up to original height
> 123*Lift   SR  ?     turbo 3? -   down to LAF, pause, up to original height
> FLOORS
> 5   Floor  W1  mover slow  -  -   up to FHAF
> 119*Floor  W1  mover slow  -  -   up to FHAF?
> 128*Floor  WR  mover slow  -  -   up to FHAF
> 18  Floor  S1  mover slow  -  -   up to FHAF
> 69  Floor  SR  mover slow  -  -   up to FHAF
> 22  Floor  W1L mover slow  -  TF  up to FHAF
> 95  Floor  WRL mover slow  -  TF  up to FHAF
> 20  Floor  S1L mover slow  -  TF  up to FHAF
> 68  Floor  SRL mover slow  -  TF  up to FHAF
> 47  Floor  G1L mover slow  -  TF  up to FHAF
> 101 Floor  S1  mover slow  -  -   up to LAC
> 24  Floor  G1  mover slow  -  -   up to LAC
> 64  Floor  SR  mover slow  -  -   up to LAC
> 130*Floor  W1  ?     turbo -  -   up to LAC?
> 131*Floor  S1  ?     turbo -  -   up to LAC?
> 129*Floor  WR  ?     turbo -  -   up to LAC?
> 132*Floor  SR  ?     turbo -  -   up to LAC?
> 56  Floor  W1L mover slow  -  -   up to LAC - 8, CRUSH
> 94  Floor  WRL mover slow  -  -   up to LAC - 8, CRUSH
> 55  Floor  S1  mover slow  -  -   up to LAC - 8, CRUSH
> 65  Floor  SR  mover slow  -  -   up to LAC - 8, CRUSH
> 58  Floor  W1  mover slow  -  -   up 24
> 92  Floor  WR  mover slow  -  -   up 24
> 15  Floor  S1  mover slow  -  TF  up 24
> 66  Floor  SR  mover slow  -  TF  up 24
> 59  Floor  W1  mover slow  -  TFS up 24
> 93  Floor  WR  mover slow  -  TFS up 24
> 14  Floor  S1  mover slow  -  TF  up 32
> 67  Floor  SR  mover slow  -  TF  up 32                   
> 30  Floor  W1  mover slow  -  -   up 128 or 72         (RaiseToShortTexture)
> 96  Floor  WR  mover slow  -  -   up 128 or 72         (RaiseToShortTexture)
> 38  Floor  W1  mover slow  -  -   down to LAF
> 23  Floor  S1  mover slow  -  -   down to LAF
> 82  Floor  WR  mover slow  -  -   down to LAF
> 60  Floor  SR  mover slow  -  -   down to LAF
> 37  Floor  W1  mover slow  -  NFS down to LAF
> 84  Floor  WR  mover slow  -  NFS down to LAF
> 91  Floor  WR  mover slow  -  -   goto LAC                     (Raise_Floor)
> 19  Floor  W1  mover slow  -  -   goto HAF
> 102 Floor  S1  mover slow  -  -   goto HAF
> 83  Floor  WR  mover slow  -  -   goto HAF
> 45  Floor  SR  mover slow  -  -   goto HAF
> 36  Floor  W1  mover slow  -  -   goto HAF + 8           (Turbo_Lower_Floor)
> 71  Floor  S1  mover slow  -  -   goto HAF + 8           (Turbo_Lower_Floor)
> 98  Floor  WR  mover slow  -  -   goto HAF + 8           (Turbo_Lower_Floor)
> 70  Floor  SR  mover slow  -  -   goto HAF + 8           (Turbo_Lower_Floor)
> 9   Floor  S1  mover slow  -  NFS goto NAF, NAF to its NAF    (Change_Donut)
> STAIRS        
> 8   Stair  W1  mover slow  -  -   stairs
> 7   Stair  S1  mover slow  -  -   stairs
> 100*Stair  W1  ?     turbo -  -   stairs (each up 16 not 8)        (Turbo16)
> 127*Stair  S1  ?     turbo -  -   stairs (each up 16 not 8)        (Turbo16)
>             
> MOVING FLOORS                                       
> 53  MvFlr  W1L door  slow  3  -   start moving floor [HAF <--> LAF] (Plat..)
> 54  MvFlr  W1L -     -     -  -   stop moving floor           (PlatformStop)
> 87  MvFlr  WRL door  slow  3  -   start moving floor [HAF <--> LAF]
> 89  MvFlr  WRL -     -     -  -   stop moving floor           (PlatformStop)
> CRUSHING CEILINGS
> 6   CrshC  W1L crush med   0  -   start [ceil <-> floor + 8] fast hurt
> 25  CrshC  W1L crush med   0  -   start [ceil <-> floor + 8] slow hurt
> 73  CrshC  WRL crush slow  0  -   start [ceil <-> floor + 8] slow hurt
> 77  CrshC  WRL crush med   0  -   start [ceil <-> floor + 8] fast hurt
> 57  CrshC  W1L -     -     -  -   stop ceil
> 74  CrshC  WRL -     -     -  -   stop ceil
> EXIT LEVEL
> 11  Exit  nS-  clunk -     -  -   Exit level, go to next level
> 51  Exit  nS-  clunk -     -  -   Exit level, go to secret level 9
> 52  Exit  nW-  clunk -     -  -   Exit level, go to next level
> TELEPORT
> 39  Telpt  W1  tport -     -  -   Teleport
> 97  Telpt  WR  tport -     -  -   Teleport
> 125*Telpt  W1  tport -     -  -   Teleport monsters only
>                                 
> 126*Telpt  WR  tport -     -  -   Teleport monsters only
>                                 
> LIGHT
> 35  Light  W1  -     -     -  -   0
> 104 Light  W1  -     -     -  -   LAL
> 12  Light  W1  -     -     -  -   HAL
> 13  Light  W1  -     -     -  -   255
> 79  Light  WR  -     -     -  -   0
> 78 *Light  WR  -     -     -  -   LAL
> 80  Light  WR  -     -     -  -   HAL
> 81  Light  WR  -     -     -  -   255
> 17  Light  W1  -     -     -  -   Light blinks 1.0 second     (SlowStrobing)
> OTHER
> 48  Other n--  -     -     -  -   Scrolling wall           (Firstcol_Scroll)
> 
> 
> 




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