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	<id>https://eternity.youfailit.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Afterglow</id>
	<title>Eternity Wiki - User contributions [en]</title>
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	<updated>2026-04-19T23:02:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://eternity.youfailit.net/index.php?title=User:Afterglow&amp;diff=5139</id>
		<title>User:Afterglow</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=User:Afterglow&amp;diff=5139"/>
		<updated>2021-03-16T22:36:41Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: I Am Not a Number. I Am a Free Man&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DoomWiki: [[Doom Wiki:Derek MacDonald (Afterglow)|Derek MacDonald (Afterglow)]]&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=List_of_console_commands_and_variables&amp;diff=5138</id>
		<title>List of console commands and variables</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=List_of_console_commands_and_variables&amp;diff=5138"/>
		<updated>2021-03-16T22:33:57Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Remove &amp;quot;use_startmap&amp;quot; CVAR  no longer in use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Console commands carry out a particular action when sent to the console.&lt;br /&gt;
:&#039;&#039;Back to [[Console]]&#039;&#039;&lt;br /&gt;
==Console commands==&lt;br /&gt;
Console commands are executed, they don&#039;t inherently store values to be checked.&lt;br /&gt;
===Flags===&lt;br /&gt;
Console commands have flags assigned to them, which alter their usability. They are:&lt;br /&gt;
*buffered: wait until all screen has rendered before running command.&lt;br /&gt;
*hidden: not showing when running cmdlist.&lt;br /&gt;
*level: only runnable during levels.&lt;br /&gt;
*netvar: under multiplayer, synchronizes with the other players.&lt;br /&gt;
*notnet: forbidden in multiplayer (unless during a demo).&lt;br /&gt;
*server: if under multiplayer, only triggerable by the &amp;quot;server&amp;quot; player.&lt;br /&gt;
===Categories===&lt;br /&gt;
The commands can be grouped by their purpose:&lt;br /&gt;
*Control: general game control.&lt;br /&gt;
*Core: main console stuff, such as &amp;quot;echo&amp;quot; or &amp;quot;delay&amp;quot;.&lt;br /&gt;
*I/O: input/output setup.&lt;br /&gt;
*Information: purely informative commands. Can be executed any time as they don&#039;t affect the game.&lt;br /&gt;
*Logging: special console logging commands.&lt;br /&gt;
*Menu: commands that show various menus, as well as a few commands with actual effects, which depend on the current menu state, and can&#039;t be run standalone.&lt;br /&gt;
*Testing: gameplay testing and &amp;quot;cheating&amp;quot; commands.&lt;br /&gt;
===List of console commands===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Parameters&lt;br /&gt;
! Flags&lt;br /&gt;
! Category&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;addfile&#039;&#039;&#039;||&#039;&#039;wadfilename&#039;&#039;||buffered notnet||Control||Adds the specified wad file at run-time. Some features will not function completely as expected when WADs are loaded at run-time, so for maximum compatibility always use the command line to load files.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;alias&#039;&#039;&#039;||&#039;&#039;newcmdname&#039;&#039; &#039;&#039;command&#039;&#039;||||Core||&#039;&#039;&#039;alias&#039;&#039;&#039; alone will list all currently defined aliases. Providing &#039;&#039;newcmdname&#039;&#039; alone will remove that alias if it exists. Providing &#039;&#039;newcmdname&#039;&#039; and a valid console &#039;&#039;command&#039;&#039; will create &amp;quot;newcmdname&amp;quot; as an alias to that command, allowing shortcuts. &lt;br /&gt;
&lt;br /&gt;
In order to make an alias take parameters, use the special variable &amp;quot;%opt&amp;quot;, as such: &lt;br /&gt;
  alias &amp;quot;mycommand&amp;quot; &amp;quot;hu_overlay %opt&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;animshot&#039;&#039;&#039;||&#039;&#039;numframes&#039;&#039;||||Control||Takes the given number of consecutive screenshots for the purpose of making a crude animation. Would be useful for animated GIFs or AVI movies. This command will make the game run very slow, however, and will eat up disk space quickly, so use it with care. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;banish&#039;&#039;&#039;||||level notnet||Testing||If the player is autoaiming at an enemy, the enemy will be removed from the play simulation and its memory will be freed once no other objects reference it.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bind&#039;&#039;&#039;||&#039;&#039;keyname&#039;&#039; &#039;&#039;actionname&#039;&#039;||||I/O||Binds the specified action to the specified key. actionname is a string and should be enclosed in quotes if it contains whitespace. actionname may specify any valid action or console command. If &amp;quot;actionname&amp;quot; is not provided, the current binding status of the specified key will be displayed. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bindings&#039;&#039;&#039;||||||Information||Dumps a list of all active keybindings to the console.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;buddha&#039;&#039;&#039;||||level notnet||Testing||Toggles &amp;quot;Buddha&amp;quot; mode, where you can take any amount of damage without dying.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;c_popup&#039;&#039;&#039;||||||Core||Instantly removes the console from view.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;closelog&#039;&#039;&#039;||||||Logging||Closes a console log opened by the &#039;&#039;&#039;openlog&#039;&#039;&#039; command. If no logging is currently occuring, this command does nothing. This command doesn&#039;t apply to files used by &#039;&#039;&#039;dumplog&#039;&#039;&#039;, as they are closed immediately, so it doesn&#039;t need to be used with the &#039;&#039;&#039;dumplog&#039;&#039;&#039; command.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;cmdlist&#039;&#039;&#039;||&#039;&#039;filter&#039;&#039;||||Core||Displays all user-visible console commands, one per line. As of Eternity Engine v3.31 Delta, this command accepts an optional &#039;&#039;filter&#039;&#039; parameter that, if provided, should consist of a single character between A and Z. The character will be used to filter the command list down to only commands beginning with that letter. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;creator&#039;&#039;&#039;||||||Information||Displays the name of the creator as set in [[EMAPINFO]].&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;credits&#039;&#039;&#039;||||||Menu||Displays game engine / game credits. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;cvarhelp&#039;&#039;&#039;||&#039;&#039;variablename&#039;&#039;||||Core||Outputs a list of possible values for the given variable.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;delay&#039;&#039;&#039;||&#039;&#039;amt&#039;&#039;||||Core||Delays the running of the next console command by either 1, or if provided, by &#039;&#039;amt&#039;&#039; game tics. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;defdmflags&#039;&#039;&#039;||&#039;&#039;mode&#039;&#039;||server||Control||Sets the deathmatch flags variable to its default settings. If no argument is provided, dmflags is set to the default for the current game type. Otherwise, the &amp;quot;mode&amp;quot; parameter indicates what game mode&#039;s defaults to set, with the following values: &lt;br /&gt;
&lt;br /&gt;
*0 = Single-player mode&lt;br /&gt;
*1 = Cooperative mode&lt;br /&gt;
*2 = Deathmatch mode&lt;br /&gt;
*3 = Altdeath mode (deathmatch 2.0, items respawn)&lt;br /&gt;
*4 = Trideath mode (DM 3, barrels respawn, players drop backpacks)&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;dir&#039;&#039;&#039;||||||Information||Lists the contents of the current working directory to the console.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;dumplog&#039;&#039;&#039;||&#039;&#039;filename&#039;&#039;||||Logging||Dumps the current state of the console message buffer to the specified file as ASCII text. The text will be appended to the file if it already exists, allowing multiple use of a single log file. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_dumpitemeffect&#039;&#039;&#039;||&#039;&#039;mnemonic&#039;&#039;||||Information||Displays the properties of an item effect metatable.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_dumpitems&#039;&#039;&#039;||||||Information||Lists all EDF thing type mnemonics and DeHackEd/DoomEd numbers for thing types which are collectable items. Useful in conjunction with the give command. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_dumpmeta&#039;&#039;&#039;||&#039;&#039;mnemonic&#039;&#039;||||Information||Displays the properties stored in the metatable for the given thingtype.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_dumpstate&#039;&#039;&#039;||&#039;&#039;mnemonic&#039;&#039;||||Information||Displays information on one EDF state definition.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_dumpthings&#039;&#039;&#039;||||||Information||Lists all EDF thing type mnemonics along with the DeHackEd numbers and doomednums of the corresponding types.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_linedef&#039;&#039;&#039;||&#039;&#039;recordnum&#039;&#039;||level||Information||Lists verbose information on an ExtraData linedef record with the given numeric record number. If no such linedef is defined or no ExtraData exists for the current map, an appropriate error message will be given.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_listkeyitems&#039;&#039;&#039;||||||Information||Lists all key-type artifact definitions.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_listlinedefs&#039;&#039;&#039;||||level||Information||Lists all linedef definitions from the current map&#039;s ExtraData. If no linedefs are defined or no ExtraData exists for the current map, an appropriate error message will be given. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_listmapthings&#039;&#039;&#039;||||level||Information||Lists all mapthing definitions from the current map&#039;s [[ExtraData]]. If no mapthings are defined or no [[ExtraData]] exists for the current map, an appropriate error message will be given. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_mapthing&#039;&#039;&#039;||&#039;&#039;recordnum&#039;&#039;||level||Information||Lists verbose information on an ExtraData mapthing record with the given numeric record number. If no such mapthing is defined or no ExtraData exists for the current map, an appropriate error message will be given. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_playsound&#039;&#039;&#039;||&#039;&#039;name&#039;&#039;||||Testing||Plays an EDF sound.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;e_thingtype&#039;&#039;&#039;||&#039;&#039;thingtypename&#039;&#039;||||Information||Lists verbose information on an EDF thingtype with the given mnemonic. If no such thingtype is defined, an error message will be given. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;echo&#039;&#039;&#039;||&#039;&#039;msg&#039;&#039;||||Core||Echoes a string message to the console. As with all console strings, the string should be in quotes if it contains whitespace. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;enable_lightning&#039;&#039;&#039;||||||Testing||Enables lightning sky effects in current level.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;endgame&#039;&#039;&#039;||||notnet||Testing||Ends game and drops to console mode.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ev_mapsectorspecs&#039;&#039;&#039;||||level||Information||List out all the sector specials in use on the current map.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ev_mapspecials&#039;&#039;&#039;||||level||Information||Lists all linedef specials in current map.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;exitlevel&#039;&#039;&#039;||||level netvar server||Testing||Exits the current level. Starting with EE v3.31 beta 1, this command will not allow an exit if the player is dead unless the comp_zombie variable is set to allow zombie exits.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;flood&#039;&#039;&#039;||||||Testing||Writes 300 garbage characters to the console. Usefulness is of debate.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;fly&#039;&#039;&#039;||||level notnet||Testing||Toggles flight mode, allowing you to fly like when having the [[Doom Wiki:Wings of Wrath|Wings of Wrath]].&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;frags&#039;&#039;&#039;||||||Information||Displays the current frag count for all players. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;g_padprofile&#039;&#039;&#039;||&#039;&#039;profilename&#039;&#039;||||I/O||Runs a console script that can setup default bindings for a particular model/brand of gamepad. &#039;&#039;Profilename&#039;&#039; is the name of a lump, typically inside &amp;quot;gamepads/&amp;quot; in the Eternity&#039;s [[PKE]]. Example values (as currently in the base Eternity PKE) are:&lt;br /&gt;
*firestorm digital 3&lt;br /&gt;
*vanilla&lt;br /&gt;
*xbox360 keylook&lt;br /&gt;
*xbox360&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;give&#039;&#039;&#039;||&#039;&#039;thingtypename&#039;&#039; &#039;&#039;num&#039;&#039;||level notnet||Testing||Spawns 1, or &amp;quot;num&amp;quot; if provided, of the object with this EDF thing type name on the player and causes the player to collect it/them. If the requested thing type is not collectable, it will not be spawned. In addition, if a collectable item is not picked up by the player, it will be removed immediately. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;GIVEARSENAL&#039;&#039;&#039;||||level notnet||Testing||Gives all weapons (as with IDFA).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;GIVEKEYS&#039;&#039;&#039;||||level notnet||Testing||Gives all keys (as with IDK).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;god&#039;&#039;&#039;||||level notnet||Testing||Toggles god mode (IDDQD) on or off.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;help&#039;&#039;&#039;||||||Menu||Displays built-in and user-provided help screens. See the BOOM editing reference on how to provide up to 99 custom help screens. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_error&#039;&#039;&#039;||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_exitwithmessage&#039;&#039;&#039;||...||||Testing||Causes a non-error exit with message.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_fatalerror&#039;&#039;&#039;||...||||Testing||Exits Eternity with error. Prints any arguments provided as a single string when the game exits. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_joystick&#039;&#039;&#039;||&#039;&#039;num&#039;&#039;||||I/O||Selects the gamepad configured in &#039;&#039;num&#039;&#039;, if it can be found.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;infammo&#039;&#039;&#039;||||level notnet||Testing||Toggles infinite ammo (INFSHOTS) on or off.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;kill&#039;&#039;&#039;||||level netvar||Testing||Causes the player to commit suiceide.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;listactions&#039;&#039;&#039;||||||Information||Displays a list of all bindable actions, aside from console commands. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;listkeys&#039;&#039;&#039;||||||Information||Displays a list of all bindable key names. Not all bindable key codes correspond to pressable keys, however. Most pressable keys have obvious names which correspond to those on the keyboard. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;listskins&#039;&#039;&#039;||||||Information||Lists names of all available player skins. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;listwads&#039;&#039;&#039;||||||Information||Lists all currently loaded WAD files.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;map&#039;&#039;&#039;||&#039;&#039;mapname&#039;&#039;||netvar server||Control||Transfers game play to the given map. mapname may be the name of a WAD file to load, as well as the name of a map header itself. &lt;br /&gt;
  Examples:&lt;br /&gt;
  	map E1M1&lt;br /&gt;
  	map w00t.wad&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;maxdisplaynum&#039;&#039;&#039;||||||Information||Displays the maximum index of the available displaynum.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mdk&#039;&#039;&#039;||||level notnet||Testing||Fires a tracer from the player that instantly kills any monster the player is targetting.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mdkbomb&#039;&#039;&#039;||||level notnet||Testing||As above, but fires 60 such tracers in a circle around the player.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_advkeys&#039;&#039;&#039;||||||Menu||Displays the advanced movement control customize menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_automap&#039;&#039;&#039;||||||Menu||Displays the automap options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_automapkeys&#039;&#039;&#039;||||||Menu||Displays the automap keybindings menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_bindings||||||Menu||Displays the control customize menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_clearmenus&#039;&#039;&#039;||||||Menu||Deactivates any active menu and returns to the game &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_compat&#039;&#039;&#039;||||||Menu||Displays the DOOM compatibility options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_config&#039;&#039;&#039;||||||Menu||Displays the user configuration menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_consolekeys&#039;&#039;&#039;||||||Menu||Brings up the console keybindings menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_demos&#039;&#039;&#039;||||notnet||Menu||Displays the Demos menu&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_dynamenu&#039;&#039;&#039;||&#039;&#039;menuname&#039;&#039;||||Menu||Brings up the EDF dynamic menu with the given mnemonic. If no such menu exists, an error message will appear in the console. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_endgame&#039;&#039;&#039;||||||Menu||Prompts the user to end the current game and return to the title screen. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_enemies&#039;&#039;&#039;||||||Menu||Displays enemy AI options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_envkeys&#039;&#039;&#039;||||||Menu||Displays the environment keybindings menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_episode&#039;&#039;&#039;||&#039;&#039;num&#039;&#039;||notnet||Menu||Brings up the Doom difficulty selection menu. &#039;&#039;Num&#039;&#039; it the index of the episode after which to show the difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_gamefuncs&#039;&#039;&#039;||||||Menu||Brings up the game function key bindings menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_gset&#039;&#039;&#039;||||||Menu||Brings up the game settings menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_hepis&#039;&#039;&#039;||&#039;&#039;num&#039;&#039;||notnet||Menu||Brings up the Heretic difficulty selection menu. &#039;&#039;Num&#039;&#039; it the index of the episode after which to show the difficulty settings.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_hud&#039;&#039;&#039;||||||Menu||Displays the heads-up display options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_joymenu&#039;&#039;&#039;||||||Menu||Brings up the SDL joystick configuration menu. NOTE: This command does not exist in the DOS version of Eternity. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_load&#039;&#039;&#039;||&#039;&#039;slotnum&#039;&#039;||||Menu||Loads the save game from save slot slotnum. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_loadgame&#039;&#039;&#039;||||||Menu||Displays the load game menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_loadwad&#039;&#039;&#039;||||notnet||Menu||Displays the wad/file options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_menukeys&#039;&#039;&#039;||||||Menu||Brings up the menue control keybindings menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_menus&#039;&#039;&#039;||||||Menu||Brings up the menu options menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_mouse&#039;&#039;&#039;||||||Menu||Displays the mouse options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_movekeys&#039;&#039;&#039;||||||Menu||Displays the basic movement control customize menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_newgame&#039;&#039;&#039;||||||Menu||Displays the New Game menu or takes the player to the start map, depending on their configuration. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_old_options&#039;&#039;&#039;||||||Menu||Displays the vanilla Doom options menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_old_sound&#039;&#039;&#039;||||||Menu||Displays the vanilla Doom sounds menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_options&#039;&#039;&#039;||||||Menu||Displays the main options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_padtest&#039;&#039;&#039;||||||Menu||If there&#039;s an active gamepad, brings up the testing widget.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_particle&#039;&#039;&#039;||||||Menu||Displays the particle effects options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_player&#039;&#039;&#039;||||||Menu||Displays the player setup menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_prevmenu&#039;&#039;&#039;||||||Menu||Returns user to the last menu they viewed, or to the game if the present menu is the highest-most in that chain. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_quit&#039;&#039;&#039;||||||Menu||Displays a prompt asking the user if they want to quit. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_savegame&#039;&#039;&#039;||||||Menu||Displays the save game menu. Will not display if not in a level. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_selectflat&#039;&#039;&#039;||||||Menu||Brings up the menu background customization menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_selectmusic&#039;&#039;&#039;||||||Menu||Brings up the music menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_selectwad&#039;&#039;&#039;||||||Menu||Brings up the wad selection dialog box. The selected wad cannot be loaded if the current gamemode is a shareware game. Flags: not in a netgame &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_sound&#039;&#039;&#039;||||||Menu||Displays the sound options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_status&#039;&#039;&#039;||||||Menu||Displays the status bar options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_testfont&#039;&#039;&#039;||&#039;&#039;fontname&#039;&#039; [&#039;&#039;message&#039;&#039;]||||Testing||Displays a widget to test a font.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_video&#039;&#039;&#039;||||||Menu||Displays the video options menu. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_weaponkeys&#039;&#039;&#039;||||||Menu||Displays the weapon control customize menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_weapons&#039;&#039;&#039;||||||Menu||Displays the weapons preferences menu &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;newgame&#039;&#039;&#039;||||notnet||Menu||Clears any active menus and starts a new game.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;noclip&#039;&#039;&#039;||||level notnet||Testing||Toggles no clipping (IDCLIP) on or off.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;nuke&#039;&#039;&#039;||||netvar level server||Testing||Kills all enemies on the level, and if there are no enemies, kills all friends on the level (equivalent to KILLEM).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;openlog&#039;&#039;&#039;||&#039;&#039;filename&#039;&#039;||||Logging||Opens the specified file in append mode and begins writing any text printed to the console into the file. All console messages will be logged until either the &#039;&#039;&#039;closelog&#039;&#039;&#039; command is used, or the program closes. Note this log file is totally separate from any used with the &amp;quot;dumplog&amp;quot; command, which is simply for saving the current buffer. If a log file is already open, this command does nothing. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;p_dumphubs&#039;&#039;&#039;||||||Information||Displays hub information (if hubs exist).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;p_linespec&#039;&#039;&#039;||&#039;&#039;name&#039;&#039; &#039;&#039;arg&#039;&#039; &#039;&#039;arg&#039;&#039; &#039;&#039;arg&#039;&#039; &#039;&#039;arg&#039;&#039; &#039;&#039;arg&#039;&#039;||level notnet||Testing||Executes the named Eternity Engine parameterized line special with the given parameters. The line special is restricted to behaving as though it has been invoked without any linedef to reference, and thus certain effects such as sector special transfers will not occur even if specified by the special type or arguments. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;p_testenvironment||&#039;&#039;id1&#039;&#039; &#039;&#039;id2&#039;&#039;||level||Testing||Alters player&#039;s sound zone to the one identified by &#039;&#039;id1&#039;&#039; and &#039;&#039;id2&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;pause&#039;&#039;&#039;||||server||Control||Pauses or unpauses the game.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;playdemo&#039;&#039;&#039;||&#039;&#039;demoname&#039;&#039;||notnet||Control||Plays the given demo normally.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;playerinfo&#039;&#039;&#039;||||||Information||Displays name information for all connected players. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;puke&#039;&#039;&#039;||&#039;&#039;script&#039;&#039; &#039;&#039;arg...&#039;&#039;||notnet||Testing||Executes an [[ACS]] script. Neither activator thing nor trigger linedef are set.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_changesky&#039;&#039;&#039;||&#039;&#039;texturename&#039;&#039; [&#039;&#039;index&#039;&#039;]||||Testing||Changes sky to specified one in &#039;&#039;texturename&#039;&#039;. If &#039;&#039;index&#039;&#039; is set, it uses the specified sky flat (if more than one).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;quicksave&#039;&#039;&#039;||||||Control||Quicksaves a game. First time command is used, a slot must be chosen normally. Subsequent uses will overwrite the save in that slot.&lt;br /&gt;
&lt;br /&gt;
NOTE: does nothing in network games or demos &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;quickload&#039;&#039;&#039;||||||Control||Quickloads a game from a previously chosen quicksave slot. NOTE: does nothing in network games or demos &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;quit&#039;&#039;&#039;||||||Control||Plays a random monster sound and exits the game normally, with no prompt. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;quote&#039;&#039;&#039;||||||Core||Currently does nothing.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;restartmap&#039;&#039;&#039;||||server netvar||Testing||Restarts current map.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;resurrect&#039;&#039;&#039;||||level notnet||Testing||Raises dead player.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_playmusic&#039;&#039;&#039;||&#039;&#039;name&#039;&#039;||||Testing||Plays the given lump as music, if that lump can be found in the music hash table. Only lumps listed in the internal music table, or new lumps with names beginning with &amp;quot;D_&amp;quot; in DOOM or &amp;quot;MUS_&amp;quot; in Heretic are available.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;say&#039;&#039;&#039;||&#039;&#039;...&#039;&#039;||netvar||Control||Sends all arguments as a single message to all players in a network game.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;screenshot&#039;&#039;&#039;||||||Control||Takes a single screenshot. Bind this command to a key in order to take a shot without the console in the way.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;skinviewer&#039;&#039;&#039;||||||Menu||Brings up the skin viewer menu widget. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_selectbank||||||Menu||Brings up the ADLMidi sound bank selector menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;spacejump&#039;&#039;&#039;||||hidden notnet||Testing||Allows the player to jump any number of times in midair; useful for testing linked portals.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;spectate_next&#039;&#039;&#039;||||||Control||Switches display to next player (spy mode). Only works during non-deathmatch gameplay, or during any multiplayer demo.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;spectate_prev&#039;&#039;&#039;||||||Control||Switches display to previous player (spy mode). Only works during non-deathmatch gameplay, or during any multiplayer demo.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;starttitle&#039;&#039;&#039;||||notnet||Testing||Returns the game to the title screen / demo / credits loop.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;stopdemo&#039;&#039;&#039;||||notnet||Control||Stops any currently playing demo and drops to console.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;summon&#039;&#039;&#039;||&#039;&#039;thingtypename&#039;&#039; &#039;&#039;flagslist&#039;&#039; &#039;&#039;mode&#039;&#039;||hidden level notnet||Testing||Allows spawning of things via their EDF thing type name. An EDF/BEX flag list can optionally be provided, with the flags separated by commas only. By default, this will cause the listed flags to be added to the thing along with its normal flags. By specifying the third parameter as &amp;quot;set&amp;quot; or &amp;quot;remove&amp;quot;, it is possible to set the thing&#039;s flags value to only the listed flags, or to remove the listed flags if the thingtype has them set by default.&lt;br /&gt;
&lt;br /&gt;
Example to spawn a friendly thing:&lt;br /&gt;
 $ summon doomimp friend &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;thunder&#039;&#039;&#039;||||||Testing||Forces a thunder to occur.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;timedemo&#039;&#039;&#039;||&#039;&#039;demoname&#039;&#039; &#039;&#039;showmenu&#039;&#039;||notnet||Control||Starts the given demo as a time demo, in which the framerate of the game can be measured. If showmenu is set to 1, a meter comparing the framerate against that of a &amp;quot;fast&amp;quot; machine will be displayed after the demo is complete. Otherwise, the framerate will be printed to the console as a number.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;togglefullscreen&#039;&#039;&#039;||||buffered||I/O||Toggles between fullscreen and window, by toggling between &#039;w&#039; and &#039;f&#039; in the current [[geom string]].&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;unbind&#039;&#039;&#039;||&#039;&#039;keyname&#039;&#039; &#039;&#039;bindingclass&#039;&#039;||||I/O||Unbinds the specified key from any action, or from only the action in the specified class if the bindingclass parameter is specified. As of Eternity Engine v3.31 Delta, keys may have one binding from each separate binding class. Binding class numbers are displayed next to action names when using the &amp;quot;bind keyname&amp;quot; command. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;unbindall&#039;&#039;&#039;||||||I/O||Releases *all* dynamic keybindings. Use with caution!&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;v_dumppatch&#039;&#039;&#039;||&#039;&#039;lumpname&#039;&#039; &#039;&#039;filename&#039;&#039; &#039;&#039;fillcolor&#039;&#039;||||Testing||Dumps a patch to a file as a PNG.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;v_fontcolors&#039;&#039;&#039;||&#039;&#039;fontname&#039;&#039; &#039;&#039;filename&#039;&#039;||||Testing||Writes the colors of &#039;&#039;fontname&#039;&#039; to a file names &#039;&#039;filename&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;vilehit&#039;&#039;&#039;||||level notnet||Testing||If the player is autoaiming at an enemy, the player will perform an Arch-vile attack on that enemy.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;viles&#039;&#039;&#039;||||hidden level notnet||Testing||A special command for DOOM II only. Try it and see what happens :)&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;w_masterlevels&#039;&#039;&#039;||[&#039;&#039;skill&#039;&#039;]||notnet||Menu||Shows the Master Levels menu, assuming master_levels_dir is properly configured.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;w_playnorest&#039;&#039;&#039;||[&#039;&#039;skill&#039;&#039;]||||Control||Start playing No Rest for the Living (if available).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;w_writelump&#039;&#039;&#039;||&#039;&#039;lumpname&#039;&#039;||||Testing||Writes a lump to a file, with the name of the lump followed by .lmp, stored in the user game path.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;warp&#039;&#039;&#039;||&#039;&#039;x&#039;&#039; &#039;&#039;y&#039;&#039;||level notnet||Testing||Teleports player to given XY coordinates.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;whistle&#039;&#039;&#039;||&#039;&#039;thingtypename&#039;&#039;||level notnet||Testing||If there is a live, friendly thing of the given EDF type, the first such thing found on the map will be teleported in front of the player. If the thing doesn&#039;t fit where the player is trying to teleport it, it will not be teleported. It will also not be teleported across blocking lines. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;xl_dumpemapinfo&#039;&#039;&#039;||&#039;&#039;mapname&#039;&#039;||||Information||Displays information on a single [[EMAPINFO]] (Eternity) entry by map name.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;xl_dumpmapinfo&#039;&#039;&#039;||&#039;&#039;mapname&#039;&#039;||||Information||Displays information on a single MAPINFO (Hexen/ZDoom) entry by map name.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;z_dumpcore&#039;&#039;&#039;||||hidden||Information||Write the zone heap to a file. Useful for debugging.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;z_print&#039;&#039;&#039;||||hidden||Information||Prints the zone heap. Useful for development debugging.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console constants==&lt;br /&gt;
These can&#039;t be changed, and when executed, show their content as information.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;version&#039;&#039;&#039;||Eternity version number (only the major and minor components, not the subversion).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ver_date&#039;&#039;&#039;||Build date.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ver_time&#039;&#039;&#039;||Build time.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ver_name&#039;&#039;&#039;||Textual name of version.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;opt&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;rngseed&#039;&#039;&#039;||Show the random generator seed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console variables==&lt;br /&gt;
These items store inherent values (unlike the commands) which can be queried by simply executing the variable without a new value, and can also be changed, often with side effects to the game.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Limits&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_back&#039;&#039;&#039;||int||0 to 255||Colour of automap background&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_grid&#039;&#039;&#039;||int||0 to 255||Colour of grid&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_wall&#039;&#039;&#039;||int||0 to 255||Colour of normal walls&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_fchg&#039;&#039;&#039;||int||0 to 255||Colour of lines with floor height change&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_cchg&#039;&#039;&#039;||int||0 to 255||Colour of lines with ceiling height change&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_clsd&#039;&#039;&#039;||int||0 to 255||Colour of closed doors or areas&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_rkey&#039;&#039;&#039;||int||0 to 255||Colour of red key objects&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_bkey&#039;&#039;&#039;||int||0 to 255||Colour of blue key objects&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_ykey&#039;&#039;&#039;||int||0 to 255||Colour of yellow key objects&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_rdor&#039;&#039;&#039;||int||0 to 255||Colour of red doors&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_bdor&#039;&#039;&#039;||int||0 to 255||Colour of blue doors&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_ydor&#039;&#039;&#039;||int||0 to 255||Colour of yellow doors&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_tele&#039;&#039;&#039;||int||0 to 255||Colour of teleport lines&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_secr&#039;&#039;&#039;||int||0 to 255||Colour of secret sector boundaries&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_exit&#039;&#039;&#039;||int||0 to 255||Colour of exit lines&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_unsn&#039;&#039;&#039;||int||0 to 255||Colour of computer map unexplored lines&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_flat&#039;&#039;&#039;||int||0 to 255||Colour of no-height-change line seen when doing iddt&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_sprt&#039;&#039;&#039;||int||0 to 255||Colour of normal map objects when doing iddt/iddt&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_hair&#039;&#039;&#039;||int||0 to 255||Colour of map pointer&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_sngl&#039;&#039;&#039;||int||0 to 255||Colour of player arrow in single player&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_frnd&#039;&#039;&#039;||int||0 to 255||Colour of friends in iddt/iddt&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapcolor_prtl&#039;&#039;&#039;||int||0 to 255||Colour of lines from other portal layers&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mapportal_overlay&#039;&#039;&#039;||bool||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;am_drawnodelines&#039;&#039;&#039;||toggle||on/off||Whether to draw node lines and other internal lines, for debugging&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;am_dynasegs_bysubsec&#039;&#039;&#039;||toggle||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;c_height&#039;&#039;&#039;||int||20 to 200||normal height of the console in pixels&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;c_speed&#039;&#039;&#039;||int||1 to 200||speed at which console descends/recedes&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;d_drawfps&#039;&#039;&#039;||toggle||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;d_fastrefresh&#039;&#039;&#039;||toggle||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;d_interpolate&#039;&#039;&#039;||toggle||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;gl_colordepth&#039;&#039;&#039;||int||16 to 32||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;gl_filter_type&#039;&#039;&#039;||int||0 to 1 or GL_LINEAR, GL_NEAREST||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;gl_use_extensions&#039;&#039;&#039;||toggle||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;gl_arb_pixelbuffer&#039;&#039;&#039;||toggle||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;draw_particles&#039;&#039;&#039;||bool||on/off||Whether to show particle effects.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bloodsplattype&#039;&#039;&#039;||int||0 to 2 or sprites, particles, both||effect for blood splats&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bulletpufftype&#039;&#039;&#039;||int||0 to 2 or sprites, particles, both||effect for bullet puffs&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;rocket_trails&#039;&#039;&#039;||bool||on/off||whether rockets have a smoke trail&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;grenade_trails&#039;&#039;&#039;||bool||on/off||whether MBF grenades have a smoke trail&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bfg_cloud&#039;&#039;&#039;||bool||on/off||whether BFG projectiles have a particle cloud&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;alwaysmlook&#039;&#039;&#039;||bool||on/off||Whether mouse movements are always interpreted as mouse-look.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;invertmouse&#039;&#039;&#039;||bool||on/off||Whether vertical mouse movements are reversed.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;invert_padlock&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;sens_horiz&#039;&#039;&#039;||float||0 to 1024||Relative horizontal sensitivity of the mouse.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;sens_vert&#039;&#039;&#039;||float||0 to 1024||Relative vertical sensitivity of the mouse.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;sens_combined&#039;&#039;&#039;||int||0 to 16||Also changes &#039;&#039;&#039;sens_horiz&#039;&#039;&#039; and &#039;&#039;&#039;sens_vert&#039;&#039;&#039; with this value times 4.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;sens_vanilla&#039;&#039;&#039;||toggle||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;weapon_hotkey_cycling&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;turbo&#039;&#039;&#039;||int||10 to 400||Turbo scale factor for walking/running. Only affects current player, even in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;cooldemo&#039;&#039;&#039;||int||0 to 2 or off, random, follow||If &#039;&#039;&#039;follow&#039;&#039;&#039; and if the level has intermission cameras, the view will move between them randomly during the demo. If &#039;&#039;&#039;random&#039;&#039;&#039;, it will alternate between the &amp;quot;follow&amp;quot; mode and the chase-cam. If &#039;&#039;&#039;off&#039;&#039;&#039;, demos are normal even in levels with intermission cameras.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;shot_type&#039;&#039;&#039;||int||0 to 3 or bmp, pcx, tga, png||file type written when screenshots are taken&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;shot_gamma&#039;&#039;&#039;||bool||yes/no||whether to create gamma correct screenshots&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;textmode_startup&#039;&#039;&#039;||bool||on/off||If &#039;&#039;&#039;on&#039;&#039;&#039;, game starts in text mode like the original DOOM. If &#039;&#039;&#039;off&#039;&#039;&#039;, game starts in console mode with graphics.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;demo_insurance&#039;&#039;&#039;||int||0 to 2 or off, on, &amp;quot;when recording&amp;quot;||Determines whether or not extra steps should be taken to ensure that demos will remain in sync. This should not be needed for vanilla Doom demos.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;smooth_turning&#039;&#039;&#039;||bool||on/off||Whether mouse turning is smoothed by the game.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mouse_accel_type&#039;&#039;&#039;||int||0 to 3 or off, linear, choco, custom||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mouse_accel_threshold&#039;&#039;&#039;||int||0 to 1024||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mouse_accel_value&#039;&#039;&#039;||float||0 to 100||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mouse_novert&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mouse_dblc1&#039;&#039;&#039;||int||-1 to 2||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mouse_dblc2&#039;&#039;&#039;||int||-1 to 2||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;map_coords&#039;&#039;&#039;||bool||on/off||Whether automap coordinates follow the pointer in non-follow mode, or show the player coordinates.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;map_secret_after&#039;&#039;&#039;||bool||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;numhelpers&#039;&#039;&#039;||int||0 to 3||Number of helper creatures that spawn with the player.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;autorun&#039;&#039;&#039;||bool||on/off||Makes the player always run, without having to hold the shift key.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;runiswalk&#039;&#039;&#039;||bool||on/off||Makes it so the shift key makes the player walk if &#039;&#039;&#039;autorun&#039;&#039;&#039; is &#039;&#039;&#039;on&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_doom_shareware&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_doom&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_ultimate_doom&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_doom2&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_bfgdoom2&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_tnt&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_plutonia&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_hacx&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_heretic_shareware&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_heretic&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_heretic_sosr&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_freedoom&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_freedoomu&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;iwad_freedm&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;master_levels_dir||string||||Path to the Master Levels for DOOM II WADs. Must be path to the location which contains the actual WAD files. Used when starting the Master Level menu.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;w_norestpath&#039;&#039;&#039;||string||||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;use_doom_config&#039;&#039;&#039;||bool||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_joysticksens&#039;&#039;&#039;||int||0 to 32767||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_forcefeedback&#039;&#039;&#039;||toggle||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_gamespeed&#039;&#039;&#039;||int||0 to 500||Changes the speed of the entire game. The value is a percentage. 100 means the normal speed. Caution: setting 0 effectively freezes the game (stops time), but fortunately the console is available even then, so you can restore it to a nonzero value. This variable is useful for testing rendering interpolation.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;v_retrace&#039;&#039;&#039;||bool||yes/no||Vertical synchronization. Turn it on if the display looks like tearing in the middle when changing frames. Turn it off if you experience other problems due to it.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_usemouse&#039;&#039;&#039;||bool||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_grabmouse&#039;&#039;&#039;||bool||yes/no||whether the window grabs mouse input&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_videomode&#039;&#039;&#039;||string||buffered||This is a [[geom string]]. Use it to change the video mode.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_resolution&#039;&#039;&#039;||string||buffered||Resolution of the renderer&#039;s target (WWWWxHHHH or native). Usually it&#039;s set to &#039;&#039;&#039;native&#039;&#039;&#039;, which means to just use the same resolution as in &#039;&#039;&#039;i_videomode&#039;&#039;&#039;, but sometimes you may want a different resolution, such as for displaying in low-detail.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_videodriverid&#039;&#039;&#039;||int||-1 to 1 or default, &amp;quot;SDL Software&amp;quot;, &amp;quot;SDL GL2D&amp;quot;||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_letterbox&#039;&#039;&#039;||toggle||yes/no buffered||Whether to enable letterboxing when &#039;&#039;&#039;i_videomode&#039;&#039;&#039; is set to a square tower-like aspect ratio. This flag only applies for that; it does not apply for fullscreen letter/pillarboxing of 4:3 or wider aspect ratios.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;show_scores&#039;&#039;&#039;||bool||on/off||Whether to show frags when you die.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_overlayid&#039;&#039;&#039;||int||-1 to 1 or default, &amp;quot;Modern HUD&amp;quot;, &amp;quot;Boom HUD&amp;quot;||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_overlaystyle&#039;&#039;&#039;||int||0 to 4 or off, &amp;quot;boom style&amp;quot;, flat, distributed, graphical||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_hidesecrets&#039;&#039;&#039;||bool||yes/no||whether to display kills/items/secrets on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_obituaries&#039;&#039;&#039;||bool||on/off||whether to show obituary when player dies.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_obitcolor&#039;&#039;&#039;||int||0 to 9||Color of obituary message&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_crosshair&#039;&#039;&#039;||int||0 to 2 or none, cross, angle||Shape/presence of aiming crosshairs.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_crosshair_hilite&#039;&#039;&#039;||toggle||on/off||Whether crosshair will highlight when player is aiming at a monster or friend&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_messages&#039;&#039;&#039;||bool||on/off||Whether to show HUD messages.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_messagealignment&#039;&#039;&#039;||int||0 to 2 or default, left, centered||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_messagecolor&#039;&#039;&#039;||int||0 to 9||Colour of HUD messages.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_messagelines&#039;&#039;&#039;||int||0 to 14||Number of lines of the HUD message widget.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_messagescroll&#039;&#039;&#039;||bool||yes/no||Whether the widget can be scrolled to see previous messages.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_messagetime&#039;&#039;&#039;||int||0 to 100000||Length of time messages appear.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_showtime&#039;&#039;&#039;||toggle||yes/no||Whether to display level time in the automap.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_showcoords&#039;&#039;&#039;||toggle||yes/no||Whether to display player/pointer coordinates in the automap.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_alwaysshowcoords&#039;&#039;&#039;||toggle||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_timecolor&#039;&#039;&#039;||int||0 to 9||Colour of the time widget&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_levelnamecolor&#039;&#039;&#039;||int||0 to 9||Colour of the level name widget&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;hu_coordscolor&#039;&#039;&#039;||int||0 to 9||Colour of the coordinate widget.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_toggleisback&#039;&#039;&#039;||toggle||yes/no||whether the &#039;&#039;&#039;menu_toggle&#039;&#039;&#039; keybinding action goes back one menu instead of exiting.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_background&#039;&#039;&#039;||string||length 8||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;wad_directory&#039;&#039;&#039;||string||length 1024||user&#039;s wad directory which will be listed in the wad loading dialog&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_wadname&#039;&#039;&#039;||string||handlerset||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_start_mapname&#039;&#039;&#039;||string||length 9 handlerset||Exact map header name of a map at which a new game started from the menus should begin at. If invoked from the menus, this command will immediately invoke the gamemode-dependent skill selection menu when its value is set.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_demoname&#039;&#039;&#039;||string||length 12||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;startlevel&#039;&#039;&#039;||string||length 9 handlerset||name of first level to start new games&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_favaspectratio&#039;&#039;&#039;||int||0 to 7 or Legacy, 5:4, 4:3, 3:2, 16:10, 5:3, WSVGA, 16:9||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_favscreentype&#039;&#039;&#039;||int||0 to 1 or windowed, fullscreen||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_searchstr&#039;&#039;&#039;||string||length 32||string to search for in menus via the &#039;&#039;&#039;mn_search&#039;&#039;&#039; command&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mn_classic_menus&#039;&#039;&#039;||bool||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;chasecam&#039;&#039;&#039;||bool||on/off||Whether to have a third-person camera behind you.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;chasecam_height&#039;&#039;&#039;||int||-31 to 100||Preferred height of the chasecam above player&#039;s viewheight.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;chasecam_dist&#039;&#039;&#039;||int||10 to 1024||Preferred distance from chasecam to player.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;chasecam_speed&#039;&#039;&#039;||int||1 to 100||Percentage of distance to target chasecam moves per gametic.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;walkcam&#039;&#039;&#039;||bool||on/off notnet||Whether to control a walkcam, which lets you explore the entire level as a spectator.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;spechits_emulation&#039;&#039;&#039;||int||0 to 2 or off, chocodoom, prboomplus||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;donut_emulation&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;p_markunknowns&#039;&#039;&#039;||bool||yes/no||&#039;&#039;&#039;yes&#039;&#039;&#039;: location of unknown thingtypes will be marked with EDF &#039;&#039;&#039;Unknown&#039;&#039;&#039; objects. &#039;&#039;&#039;no&#039;&#039;&#039;: only messages are displayed when unknown things are used in a map.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;wipewait&#039;&#039;&#039;||int||0 to 2 or never, always, demos||Whether or not the screen wipe routine blocks the main game loop&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;wipetype&#039;&#039;&#039;||int||0 to 2 or none, melt, fade||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;p_lastenemyroar&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_fov&#039;&#039;&#039;||int||20 to 179||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_showrefused&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;gamma&#039;&#039;&#039;||int||0 to 4||Gamma correction level&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;lefthanded&#039;&#039;&#039;||bool||right/left||whether player is left handed (flips the player weapon sprites)&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_blockmap&#039;&#039;&#039;||bool||on/off||whether to rebuild blockmaps at runtime&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_homflash&#039;&#039;&#039;||bool||on/off||whether to flash the HOM indicator or keep it red.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_precache&#039;&#039;&#039;||bool||on/off||whether to precache graphics&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_showgun&#039;&#039;&#039;||bool||yes/no||whether to draw weapon sprites&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_showhom&#039;&#039;&#039;||bool||yes/no||whether to show the flashing HOM indicator&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_stretchsky&#039;&#039;&#039;||bool||on/off||Whether to visually stretch skies when looking up.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_swirl&#039;&#039;&#039;||bool||on/off||Whether to enable the swirling effect for all animated flats. Meant mainly for testing the effect; otherwise it&#039;s preferable to use [[EDF animations]].&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_trans&#039;&#039;&#039;||bool||on/off||whether general translucency is enabled&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_tranpct&#039;&#039;&#039;||int||0 to 100||general global translucency percentage&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;screensize&#039;&#039;&#039;||int||0 to 8 buffered||View frame size.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_ptcltrans&#039;&#039;&#039;||int||0 to 2 or none, smooth, general||translucency type for particle effects — smoth is ZDoom-style smooth fading, and general is static, BOOM-style translucency as used in Eternity v3.29 Gamma and earlier.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_columnengine&#039;&#039;&#039;||int||0 to 1 or normal, quad||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_spanengine&#039;&#039;&#039;||int||0 or highprecision||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_tlstyle&#039;&#039;&#039;||int||0 to 2 or none, boom, new||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_boomcolormaps&#039;&#039;&#039;||toggle||on/off||If &#039;&#039;&#039;on&#039;&#039;&#039;, causes all sectors with colormaps to apply the Boom-like logic of changing player&#039;s full colormap instead of using it locally. This is mainly for compatibility. See also &#039;&#039;&#039;sector-colormap&#039;&#039;&#039; in [[EMAPINFO]] for level-based options on how to customize this behaviour.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;r_drawplayersprites&#039;&#039;&#039;||toggle||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;displaynum&#039;&#039;&#039;||int||0 to number of displays||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_card&#039;&#039;&#039;||int||-1 to 1 or &amp;quot;SDL mixer&amp;quot;, none, &amp;quot;PC Speaker&amp;quot;||type of sound driver to be used by SDL&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mus_card&#039;&#039;&#039;||int||-1 to 0 or &amp;quot;SDL mixer&amp;quot;, none||MIDI driver used by SDL&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;detect_voices&#039;&#039;&#039;||int||0 to 1 or yes, no||Unused.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_spcpreamp&#039;&#039;&#039;||int||1 to 6||amplification factor for SPC music&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_spcbassboost&#039;&#039;&#039;||int||0 to 31||logarithmic bass boost scale for SPC music&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_mididevice&#039;&#039;&#039;||int||-1 to 0 or Default, ADLMIDI||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_numchips&#039;&#039;&#039;||int||1 to 8||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_bank&#039;&#039;&#039;||int||0 to bank count||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_oplemulator&#039;&#039;&#039;||int||0 to 4 or &amp;quot;Nuked 1.8&amp;quot;, &amp;quot;Nuked 1.7.4&amp;quot;, Dosbox, Opal, Java||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_lowfreq&#039;&#039;&#039;||float||minimum 0||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_highfreq&#039;&#039;&#039;||float||minimum 0||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_eqpreamp&#039;&#039;&#039;||float||0 to 1||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_lowgain&#039;&#039;&#039;||float||0 to 3||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_midgain&#039;&#039;&#039;||float||0 to 3||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_highgain&#039;&#039;&#039;||float||0 to 3||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_ledsoff&#039;&#039;&#039;||bool||yes/no||Whether to keep keyboard LEDs off regardless of lock states.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_waitatexit&#039;&#039;&#039;||bool||yes/no||whether game will wait for input after exiting (&#039;&#039;&#039;yes&#039;&#039;&#039;), or shut down immediately (&#039;&#039;&#039;no&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_showendoom&#039;&#039;&#039;||bool||yes/no||whether to show ENDOOM on exit.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;i_endoomdelay&#039;&#039;&#039;||int||35 to 3500||how long is ENDOOM shown&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;com&#039;&#039;&#039;||int||1 to 4||COM port to use for serial connections&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ammo_red&#039;&#039;&#039;||int||0 to 100||ammo amount at which status bar numbers turn red&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;ammo_yellow&#039;&#039;&#039;||int||0 to 100||ammo amount at which status bar numbers turn yellow&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;health_red&#039;&#039;&#039;||int||0 to 200||health amount at which status bar numbers turn red&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;health_yellow&#039;&#039;&#039;||int||0 to 200||health amount at which status bar numbers turn yellow&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;health_green&#039;&#039;&#039;||int||0 to 200||health amount at which status bar numbers turn green&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;armor_red&#039;&#039;&#039;||int||0 to 200||armor amount at which status bar numbers turn red&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;armor_yellow&#039;&#039;&#039;||int||0 to 200||armor amount at which status bar numbers turn yellow&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;armor_green&#039;&#039;&#039;||int||0 to 200||armor amount at which status bar numbers turn green&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;armor_byclass&#039;&#039;&#039;||toggle||yes/no||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;st_graypct&#039;&#039;&#039;||bool||yes/no||whether to keep % sign grey or to make it change colour with the numbers (if that&#039;s enabled).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;st_rednum&#039;&#039;&#039;||bool||yes/no||whether status bar numbers are always red, or coloured like in Boom.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;st_singlekey&#039;&#039;&#039;||bool||yes/no||Whether to show just the skull keys when both are picked, like in vanilla Doom.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;st_fsalpha&#039;&#039;&#039;||int||0 to 100||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_enviro_volume&#039;&#039;&#039;||int||0 to 16||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_precache&#039;&#039;&#039;||bool||on/off||whether to precache sounds at the beginning of the game&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_pitched&#039;&#039;&#039;||bool||on/off||whether to have variable pitched sounds like in old Doom and new Doom re-releases.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;snd_channels&#039;&#039;&#039;||int||1 to 32||number of software sound channels to maintain.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;sfx_volume&#039;&#039;&#039;||int||0 to 15||base volume for digital sound effects&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;music_volume&#039;&#039;&#039;||int||0 to 15||base volume for MIDI synthesis&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_flippan&#039;&#039;&#039;||bool||on/off||whether to reverse stereo channels&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_hidefmusic&#039;&#039;&#039;||bool||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;s_randmusic&#039;&#039;&#039;||toggle||on/off||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;v_ticker&#039;&#039;&#039;||int||0 to 3 or off, chart, classic, text||FPS ticker display&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bobbing&#039;&#039;&#039;||bool||on/off netvar||&#039;&#039;&#039;on&#039;&#039;&#039;: players see themselves bob about like chickens. &#039;&#039;&#039;off&#039;&#039;&#039;: players see themselves scoot around like robots on wheels.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;name&#039;&#039;&#039;||string||length 20 netvar||Name of player.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;dogjumping&#039;&#039;&#039;||bool||on/off netvar||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;dmflags&#039;&#039;&#039;||int||minimum 0 netvar||deathmatch flags bitmask -- add the values below together to set individual flags; values are as follows:&lt;br /&gt;
* 1 (0x1): items respawn&lt;br /&gt;
* 2 (0x2): weapons stay&lt;br /&gt;
* 4 (0x4): barrels respawn&lt;br /&gt;
* 8 (0x8): players drop backpacks&lt;br /&gt;
* 16 (0x10): super powerups respawn&lt;br /&gt;
* 32 (0x20): instagib, any damage gibs players&lt;br /&gt;
* 64 (0x40): keep items when player respawns&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;colour&#039;&#039;&#039;||int||netvar 0 to 14 or green, indigo, brown, red, tomato, dirt, blue, gold, sea, black, purple, orange, pink, cream, white||Player&#039;s uniform color.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;gametype&#039;&#039;&#039;||int||netvar 0 to 2 or single, coop, deathmatch||determines rules used for gameplay; cannot set single if more than one player is present&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;skill&#039;&#039;&#039;||int||netvar 0 to 4 or &amp;quot;im too young to die&amp;quot;, &amp;quot;hey not too rough&amp;quot;, &amp;quot;hurt me plenty&amp;quot;, &amp;quot;ultra violence&amp;quot;, &amp;quot;nightmare&amp;quot;||game skill level&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;allowmlook&#039;&#039;&#039;||bool||on/off netvar||Whether to allow looking up and down.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;bfgtype&#039;&#039;&#039;||int||netvar 0 to 4 or bfg9000, &amp;quot;press release&amp;quot;, bfg11k, bouncing, &amp;quot;plasma burst&amp;quot;||Choose between one of the various port-implemented BFG variants.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;autoaim&#039;&#039;&#039;||bool||on/off netvar||Autoaim enabled.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;recoil&#039;&#039;&#039;||bool||on/off netvar||Boom-style recoil enabled.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;pushers&#039;&#039;&#039;||bool||on/off netvar||Whether objects are affected by wind and current.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;varfriction&#039;&#039;&#039;||bool||on/off netvar||Whether players (and possibly monsters) experience variable friction.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;nukage&#039;&#039;&#039;||bool||on/off netvar||Whether damaging sectors hurt players as normal.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;p_pitchedflight&#039;&#039;&#039;||toggle||on/off netvar||Whether flying in a pitched direction follows that direction (unlike vanilla Heretic).&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;timelimit&#039;&#039;&#039;||int||0 to 100 netvar||Time limit for deathmatch.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;fraglimit&#039;&#039;&#039;||int||0 to 100 netvar||Frag limit for deathmatch.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;fast&#039;&#039;&#039;||toggle||on/off netvar||Fast monsters.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;nomonsters&#039;&#039;&#039;||toggle||on/off netvar||No monsters spawned.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;respawn&#039;&#039;&#039;||toggle||on/off netvar||Respawning enabled.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_remember&#039;&#039;&#039;||bool||on/off netvar||Monsters remember target.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_infight&#039;&#039;&#039;||bool||on/off netvar||Monster infighting.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_backing&#039;&#039;&#039;||bool||on/off netvar||Monsters backing out from melee attackers.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_avoid&#039;&#039;&#039;||bool||on/off netvar||Monsters avoiding hazards such as crushing ceilings.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_friction&#039;&#039;&#039;||bool||on/off netvar||Monsters affected by friction.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_climb&#039;&#039;&#039;||bool||on/off netvar||Monsters can walk steep stairs.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_helpfriends&#039;&#039;&#039;||bool||on/off netvar||&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;mon_distfriend&#039;&#039;&#039;||int||0 to 1024 netvar||Distance friends stay away.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;skin&#039;&#039;&#039;||string||length 256 netvar||Player skin setting.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;comp_*&#039;&#039;&#039;||bool||on/off netvar||These are the various compatibility options. See the equivalent &#039;&#039;&#039;comp_*&#039;&#039;&#039; fields from the [[OPTIONS]] lump for a full list of variables.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:console]]&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Predefined_lumps&amp;diff=5137</id>
		<title>Predefined lumps</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=Predefined_lumps&amp;diff=5137"/>
		<updated>2021-03-16T22:32:27Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Remove START &amp;amp; STARTSCR lump refs no longer in eternity.pke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity.pke and are no longer stored inside the executable, primarily for reasons of code size and compile time.&lt;br /&gt;
{{Backto|Editing reference}}&lt;br /&gt;
&lt;br /&gt;
== New lump list ==&lt;br /&gt;
 Menu text&lt;br /&gt;
 ---------&lt;br /&gt;
 M_KEYBND       Key Bindings entry in setup menu&lt;br /&gt;
 M_AUTO         Automap entry in setup menu&lt;br /&gt;
 M_CHATM        Chat strings entry in setup menu (Replaces M_CHAT, New to SMMU)&lt;br /&gt;
 M_ENEM         Enemies options entry in setup menu&lt;br /&gt;
 M_STAT         Status bar and Hud entry in setup menu&lt;br /&gt;
 M_WEAP         Weapons entry in setup menu&lt;br /&gt;
 M_COLORS       Palette color picker diagram&lt;br /&gt;
 M_PALNO        Xed-out symbol for unused automap features&lt;br /&gt;
 M_BUTT1        Setup reset button off state (currently unused)&lt;br /&gt;
 M_BUTT2        Setup reset button on state (currently unused)&lt;br /&gt;
 M_LDSV         Load/Save menu graphic (new to SMMU)&lt;br /&gt;
 M_FEAT         Features menu graphic (new to SMMU)&lt;br /&gt;
 M_MULTI        Multiplayer options menu graphic (new to SMMU)&lt;br /&gt;
 M_ABOUT        About menu graphic (new to SMMU)&lt;br /&gt;
 M_DEMOS        Demos menu graphic (new to SMMU)&lt;br /&gt;
 M_WAD          Wad loading menu graphic (new to SMMU)&lt;br /&gt;
 M_SOUND        Sound options menu graphic (new to SMMU)&lt;br /&gt;
 M_VIDEO        Video options menu graphic (new to SMMU)&lt;br /&gt;
 M_MOUSE        Mouse options menu graphic (new to SMMU)&lt;br /&gt;
 M_HUD          Heads-up options menu graphic (new to SMMU)&lt;br /&gt;
 M_TCPIP        TCP/IP connect menu graphic (new to SMMU)&lt;br /&gt;
 M_SERIAL       Serial connect menu graphic (new to SMMU)&lt;br /&gt;
 M_PLAYER       Player options menu graphic (new to SMMU)&lt;br /&gt;
 M_COMPAT       Compatibility options menu graphic (new to MBF)&lt;br /&gt;
 M_SLIDEM       Small slider gfx, middle segment (new to SMMU)&lt;br /&gt;
 M_SLIDEL       Small slider gfx, left end (new to SMMU)&lt;br /&gt;
 M_SLIDEO       Small slider gfx, caret (new to SMMU)&lt;br /&gt;
 M_SLIDER       Small slider gfx, right end (new to SMMU)&lt;br /&gt;
 MBFTEXT        Marine&#039;s Best Friend menu graphic (new to MBF, currently unused)&lt;br /&gt;
 M_ETCOPT       Eternity options menu graphic (new to Eternity)&lt;br /&gt;
 &lt;br /&gt;
 Font chars&lt;br /&gt;
 ----------&lt;br /&gt;
 STCFN096       ` character for standard DOOM font&lt;br /&gt;
 STCFN123       left end of console horizontal divider bar  (new to SMMU)&lt;br /&gt;
 STCFN124       center of console horizontal divider bar    (new to SMMU)&lt;br /&gt;
 STCFN125       right end of console horizontal divider bar (new to SMMU)&lt;br /&gt;
 &lt;br /&gt;
 STBR123        HUD font bargraph char, full, 4 vertical bars&lt;br /&gt;
 STBR124        HUD font bargraph char, partial, 3 vertical bars&lt;br /&gt;
 STBR125        HUD font bargraph char, partial, 2 vertical bars&lt;br /&gt;
 STBR126        HUD font bargraph char, partial, 1 vertical bars&lt;br /&gt;
 STBR127        HUD font bargraph char, empty, 0 vertical bars&lt;br /&gt;
 &lt;br /&gt;
 DIG0         HUD font 0 char&lt;br /&gt;
 DIG1         HUD font 1 char&lt;br /&gt;
 DIG2         HUD font 2 char&lt;br /&gt;
 DIG3         HUD font 3 char&lt;br /&gt;
 DIG4         HUD font 4 char&lt;br /&gt;
 DIG5         HUD font 5 char&lt;br /&gt;
 DIG6         HUD font 6 char&lt;br /&gt;
 DIG7         HUD font 7 char&lt;br /&gt;
 DIG8         HUD font 8 char&lt;br /&gt;
 DIG9         HUD font 9 char&lt;br /&gt;
 DIGA         HUD font A char&lt;br /&gt;
 DIGB         HUD font B char&lt;br /&gt;
 DIGC         HUD font C char&lt;br /&gt;
 DIGD         HUD font D char&lt;br /&gt;
 DIGE         HUD font E char&lt;br /&gt;
 DIGF         HUD font F char&lt;br /&gt;
 DIGG         HUD font G char&lt;br /&gt;
 DIGH         HUD font H char&lt;br /&gt;
 DIGI         HUD font I char&lt;br /&gt;
 DIGJ         HUD font J char&lt;br /&gt;
 DIGK         HUD font K char&lt;br /&gt;
 DIGL         HUD font L char&lt;br /&gt;
 DIGM         HUD font M char&lt;br /&gt;
 DIGN         HUD font N char&lt;br /&gt;
 DIGO         HUD font O char&lt;br /&gt;
 DIGP         HUD font P char&lt;br /&gt;
 DIGQ         HUD font Q char&lt;br /&gt;
 DIGR         HUD font R char&lt;br /&gt;
 DIGS         HUD font S char&lt;br /&gt;
 DIGT         HUD font T char&lt;br /&gt;
 DIGU         HUD font U char&lt;br /&gt;
 DIGV         HUD font V char&lt;br /&gt;
 DIGW         HUD font W char&lt;br /&gt;
 DIGX         HUD font X char&lt;br /&gt;
 DIGY         HUD font Y char&lt;br /&gt;
 DIGZ         HUD font Z char&lt;br /&gt;
 DIG45        HUD font - char&lt;br /&gt;
 DIG47        HUD font / char&lt;br /&gt;
 DIG58        HUD font : char&lt;br /&gt;
 DIG91        HUD font [ char&lt;br /&gt;
 DIG93        HUD font ] char&lt;br /&gt;
 &lt;br /&gt;
 Status bar&lt;br /&gt;
 ----------&lt;br /&gt;
 STKEYS6        Both blue keys graphic&lt;br /&gt;
 STKEYS7        Both yellow keys graphic&lt;br /&gt;
 STKEYS8        Both red keys graphic&lt;br /&gt;
 &lt;br /&gt;
 Box chars&lt;br /&gt;
 ---------&lt;br /&gt;
 BOXUL        Upper left corner of box&lt;br /&gt;
 BOXUC        Center of upper border of box&lt;br /&gt;
 BOXUR        Upper right corner of box&lt;br /&gt;
 BOXCL        Center of left border of box&lt;br /&gt;
 BOXCC        Center of box&lt;br /&gt;
 BOXCR        Center of right border of box&lt;br /&gt;
 BOXLL        Lower left corner of box&lt;br /&gt;
 BOXLC        Center of lower border of box&lt;br /&gt;
 BOXLR        Lower right corner of box &lt;br /&gt;
 &lt;br /&gt;
 Misc HUD Graphics&lt;br /&gt;
 -----------------&lt;br /&gt;
 HU_FRAGS     Frags display header graphic (new to SMMU)&lt;br /&gt;
 HU_FRAGBX    Frags display name plate graphic (new to SMMU)&lt;br /&gt;
 CROSS1       + crosshair graphic (new to SMMU)&lt;br /&gt;
 CROSS2       Angle crosshair graphic (new to SMMU)&lt;br /&gt;
 VPO          Visplane overflow indicator (new to SMMU)&lt;br /&gt;
 OPENSOCK     Network connection error indicator (new to SMMU) &lt;br /&gt;
 &lt;br /&gt;
 Misc Graphics&lt;br /&gt;
 -------------&lt;br /&gt;
 UDTTL00      Hires Ultimate DOOM title screen, upper left (new to SMMU)&lt;br /&gt;
 UDTTL01      Hires Ultimate DOOM title screen, lower left (new to SMMU)&lt;br /&gt;
 UDTTL10      Hires Ultimate DOOM title screen, upper rght (new to SMMU)&lt;br /&gt;
 UDTTL11      Hires Ultimate DOOM title screen, lower rght (new to SMMU)&lt;br /&gt;
 D2TTL00      Hires DOOM II title screen, upper left (new to SMMU)&lt;br /&gt;
 D2TTL01      Hires DOOM II title screen, lower left (new to SMMU)&lt;br /&gt;
 D2TTL10      Hires DOOM II title screen, upper rght (new to SMMU)&lt;br /&gt;
 D2TTL11      Hires DOOM II title screen, lower rght (new to SMMU)&lt;br /&gt;
 DLGBACK      Default dialog background graphic (new to Eternity) &lt;br /&gt;
 &lt;br /&gt;
 Lumps missing in v1.1&lt;br /&gt;
 ---------------------&lt;br /&gt;
 STTMINUS       minus sign for neg frags in status bar&lt;br /&gt;
 WIMINUS        minus sign for neg frags on end screen&lt;br /&gt;
 M_NMARE        nightmare skill menu string&lt;br /&gt;
 STBAR          status bar background&lt;br /&gt;
 DSGETPOW       sound for obtaining power-up &lt;br /&gt;
 &lt;br /&gt;
 Sprites&lt;br /&gt;
 -------&lt;br /&gt;
 TNT1A0         Invisible sprite for push/pull controller things&lt;br /&gt;
 DOGS*          MBF helper dog sprite (new to MBF)&lt;br /&gt;
 PLS1*          BFG 2704 plasma 1 sprite (new to MBF)&lt;br /&gt;
 PLS2*          BFG 2704 plasma 2 sprite (new to MBF)&lt;br /&gt;
 SLDG*          FLOOR_SLUDGE TerrainType fx sprite (new to Eternity)&lt;br /&gt;
 LVAS*          FLOOR_LAVA TerrainType fx sprite (new to Eternity)&lt;br /&gt;
 SPSH*          FLOOR_WATER TerrainType fx sprite (new to Eternity) &lt;br /&gt;
 &lt;br /&gt;
 Misc Sounds&lt;br /&gt;
 -----------&lt;br /&gt;
 DSDGSIT        MBF helper dog alert (new to MBF)&lt;br /&gt;
 DSDGATK        MBF helper dog attack (new to MBF)&lt;br /&gt;
 DSDGACT        MBF helper dog idle (new to MBF)&lt;br /&gt;
 DSDGDTH        MBF helper dog death (new to MBF)&lt;br /&gt;
 DSDGPAIN       MBF helper dog pain (new to MBF)&lt;br /&gt;
 DSPLFEET       Light player impact (new to Eternity)&lt;br /&gt;
 DSFALLHT       Falling damage impact death (new to Eternity)&lt;br /&gt;
 DSPLFALL       Falling damage player scream (new to Eternity)&lt;br /&gt;
 DSTHUNDR       MapInfo global thunder effect (new to Eternity)&lt;br /&gt;
 DSMUCK         FLOOR_SLUDGE TerrainType sound (new to Eternity)&lt;br /&gt;
 DSBURN         FLOOR_LAVA TerrainType sound (new to Eternity)&lt;br /&gt;
 DSGLOOP        FLOOR_WATER TerrainType sound (new to Eternity) &lt;br /&gt;
 &lt;br /&gt;
 Flats&lt;br /&gt;
 -----&lt;br /&gt;
 METAL          Complimentary brown metal flat (new to SMMU)&lt;br /&gt;
 F_SKY2         Dummy flat for Hexen-style sky sectors (new to Eternity) &lt;br /&gt;
 &lt;br /&gt;
 Switches and Animations&lt;br /&gt;
 -----------------------&lt;br /&gt;
 SWITCHES       Definition of switch textures recognized&lt;br /&gt;
 ANIMATED       Definition of animated textures and flats recognized&lt;br /&gt;
==SWITCHES format==&lt;br /&gt;
&lt;br /&gt;
The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0.&lt;br /&gt;
&lt;br /&gt;
 9 bytes        Null terminated string naming &amp;quot;off&amp;quot; state texture for switch&lt;br /&gt;
 9 bytes        Null terminated string naming &amp;quot;off&amp;quot; state texture for switch&lt;br /&gt;
 2 bytes        Short integer for the IWADs switch will work in&lt;br /&gt;
     1 = shareware&lt;br /&gt;
     2 = registered/retail DOOM or shareware&lt;br /&gt;
     3 = DOOM II, registered/retail DOOM, or shareware&lt;br /&gt;
     0 = terminates list of known switches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: for defining new switches, use [[EDF switch]], unless you need Boom compatibility. You can also use [[ANIMDEFS]] if you need GZDoom compatibility.&lt;br /&gt;
&lt;br /&gt;
==ANIMATED format==&lt;br /&gt;
&lt;br /&gt;
The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255).&lt;br /&gt;
&lt;br /&gt;
 1 byte         -1 to terminate list, 0 if a flat, 1 if a texture&lt;br /&gt;
 9 bytes        Null terminated string naming last texture/flat in animation&lt;br /&gt;
 9 bytes        Null terminated string naming first texture/flat in animation&lt;br /&gt;
 4 bytes        Animation speed, number of frames between animation changes&lt;br /&gt;
The [http://www.doomworld.com/idgames/index.php?id=9463 BOOM utility package] contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: for defining new animations, use [[EDF animation]], unless you need Boom compatibility. You can also use [[ANIMDEFS]] if you need GZDoom compatibility.&lt;br /&gt;
&lt;br /&gt;
==OPTIONS lump==&lt;br /&gt;
New to MBF, this lump allows you to set certain game settings for when the wad is loaded. See the [[OPTIONS]] documentation for more information.&lt;br /&gt;
&lt;br /&gt;
== New to SMMU ==&lt;br /&gt;
&lt;br /&gt;
Setting the animation speed for a flat to a number higher than 65535 will&lt;br /&gt;
cause the flat to use the swirling liquid effect rather than animation.&lt;br /&gt;
&lt;br /&gt;
===Colormaps===&lt;br /&gt;
 WATERMAP       Custom greenish colormap for underwater use&lt;br /&gt;
 LAVAMAP        Custom red colormap for lava (new to SMMU)&lt;br /&gt;
The WATERMAP lump has the same format as COLORMAP, 34 tables of 256 bytes each, see the [http://www.doomworld.com/idgames/index.php?id=1138 UDS] for details. Note that colormaps you add to a PWAD must be between C_START and C_END markers.&lt;br /&gt;
&lt;br /&gt;
The BOOM utility package contains a program, CMAPTOOL.EXE, that will generate custom colormaps for use with Eternity. It also includes 7 premade colormaps, and an add-on wad containing them.&lt;br /&gt;
&lt;br /&gt;
===Color translation tables===&lt;br /&gt;
 CRBRICK        Translates red range to brick red&lt;br /&gt;
 CRTAN          Translates red range to tan&lt;br /&gt;
 CRGRAY         Translates red range to gray&lt;br /&gt;
 CRGREEN        Translates red range to green&lt;br /&gt;
 CRBROWN        Translates red range to brown&lt;br /&gt;
 CRGOLD         Translates red range to dark yellow&lt;br /&gt;
 CRRED          Translates red range to red range (no change)&lt;br /&gt;
 CRBLUE         Translates red range to light blue&lt;br /&gt;
 CRBLUE2        Translates red range to dark blue (status bar numerals)&lt;br /&gt;
 CRORANGE       Translates red range to orange&lt;br /&gt;
 CRYELLOW       Translates red range to light yellow&lt;br /&gt;
These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC&#039;s better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191.&lt;br /&gt;
&lt;br /&gt;
== Eternity Note ==&lt;br /&gt;
&lt;br /&gt;
The default text translation range in Heretic is gray rather than red, and replacement fonts should use the gray range in the palette to support color translations.&lt;br /&gt;
&lt;br /&gt;
 Data Lumps and Scripts&lt;br /&gt;
 ----------------------&lt;br /&gt;
 TXTRCONV       DOOM -&amp;gt; DOOM II texture conversion table (new to SMMU)&lt;br /&gt;
 KEYDEFS        Default keybindings (new to Eternity)&lt;br /&gt;
==TXTRCONV format==&lt;br /&gt;
&lt;br /&gt;
The TXTRCONV lump is used to translate DOOM textures to DOOM II textures, for the purpose of playing ExMy levels under DOOM II (accessed via the map command). The format of this lump is currently very strict. The pairs of texture names must be aligned precisely, with the first texture name (&amp;lt;= 8 character) starting in column 0, followed by spaces up to column 16, where the second DOOM II replacement texture name must start. Only one pair must be on a line, and lines must be terminated with a line break. This lump is ASCII text. &lt;br /&gt;
&lt;br /&gt;
==KEYDEFS format==&lt;br /&gt;
&lt;br /&gt;
KEYDEFS contains the engine&#039;s default key bindings. This lump is written to file as keys.csc when a file by that name cannot be found. Editing of this defaults lump is not generally desirable, but it is a simple console script, the syntax of which is expounded upon in the Eternity Engine Console Reference. This lump is ASCII text.&lt;br /&gt;
&lt;br /&gt;
==Sprite colour translation tables==&lt;br /&gt;
[[Thingtype]] [[EDF]] definitions allow a sprite&#039;s colour range to be translated, similar to how the green range is changed with the TRANSLATION1 and TRANSLATION2 [[thing type flags]], but in this case, by using custom external tables. These lumps are 256 bytes large and must be included between T_START and T_END. Normally, they will consist of consecutive 8-bit numbers from 0 to 255 if there is no translation, but the indices which need to be changed will have the numbers of the target colours.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing reference]]&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=OPTIONS&amp;diff=5136</id>
		<title>OPTIONS</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=OPTIONS&amp;diff=5136"/>
		<updated>2021-03-16T22:31:16Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Remove &amp;quot;use_startmap&amp;quot; option years ago commented out in the source, fully removed in v4.03.00&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to MBF, the OPTIONS lump allows wads to set game options, such as Doom Compatibility options, chat strings, and enemies options. &lt;br /&gt;
&lt;br /&gt;
The OPTIONS lump has the same format as eternity.cfg: A text file listing option names and values, optionally separated by blank or comment lines. Eternity.cfg indicates options which are allowed to be set in wads, with asterisks (*).&lt;br /&gt;
&lt;br /&gt;
Wad authors are urged to use these options responsibly, because they should not be used to limit players, but to enhance the game. Many options such as automap colors are allowed to be set from wads, but they should only be done so if there are strong reasons to do so. More recommended to enforce are the compatibility (comp_) settings, because certain map effects (such as moving floor combinations) may depend on them to work properly. [[Linked portals]] for example require the setting &amp;quot;comp_overunder 0&amp;quot; in order to work, and in addition, due to Doom&#039;s default definition of solid static decorations, it is recommended to also set &amp;quot;comp_theights 0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a wad with OPTIONS lump is loaded, it will not overwrite the user configuration file.&lt;br /&gt;
{{backto|Eternity Engine}}&lt;br /&gt;
{{mbfref}}&lt;br /&gt;
==Options settable using the lump==&lt;br /&gt;
The Eternity.cfg file provides user-friendly explanation on each flag and if it&#039;s allowed to be set in wads. At the end of this document there is an excerpt from the default Eternity.cfg, with only the wad-settable options. Note that the lines beginning with semicolons or brackets are treated as comments and do nothing.&lt;br /&gt;
&lt;br /&gt;
===Common options which are set in other lumps===&lt;br /&gt;
&lt;br /&gt;
There may be other options you may be looking for, which for now aren&#039;t set here, but in other wad lumps:&lt;br /&gt;
*To disable jumping, set &#039;&#039;&#039;disable-jump&#039;&#039;&#039; in [[EMAPINFO]] for each needed level.&lt;br /&gt;
&lt;br /&gt;
==OPTIONS full listing==&lt;br /&gt;
 [0-1(0)] 1 to enable variable pitch in sound effects (from id&#039;s original code) *&lt;br /&gt;
 pitched_sounds                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable translucency for some things *&lt;br /&gt;
 translucency                  1&lt;br /&gt;
 &lt;br /&gt;
 [0-100(66)] set percentage of foreground/background translucency mix *&lt;br /&gt;
 tran_filter_pct              66&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to enable recoil from weapon fire *&lt;br /&gt;
 weapon_recoil                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-4(0)] 0 - normal, 1 - classic, 2 - 11k, 3 - bouncing!, 4 - burst *&lt;br /&gt;
 bfgtype                       0&lt;br /&gt;
 &lt;br /&gt;
 [0-3(0)] 0 - none, 1 - cross, 2 - angle *&lt;br /&gt;
 crosshair                     0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 0 - no highlighting, 1 - aim highlighting enabled *&lt;br /&gt;
 crosshair_hilite              0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] show scores in deathmatch *&lt;br /&gt;
 show_scores                   0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 0 - right handed, 1 - left handed *&lt;br /&gt;
 lefthanded                    0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable player bobbing (view moving up/down slightly) *&lt;br /&gt;
 player_bobbing                1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to enable monsters remembering enemies after killing others *&lt;br /&gt;
 monsters_remember             0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable monsters fighting against each other when provoked *&lt;br /&gt;
 monster_infighting            1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to enable monsters backing away from targets *&lt;br /&gt;
 monster_backing               0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to enable monsters to intelligently avoid hazards *&lt;br /&gt;
 monster_avoid_hazards         0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to enable monsters to move up/down steep stairs *&lt;br /&gt;
 monkeys                       0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable monsters to be affected by friction *&lt;br /&gt;
 monster_friction              1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable monsters to help dying friends *&lt;br /&gt;
 help_friends                  1&lt;br /&gt;
 &lt;br /&gt;
 [0-3(0)] number of single-player helpers *&lt;br /&gt;
 player_helpers                0&lt;br /&gt;
 &lt;br /&gt;
 [0-999(128)] distance friends stay away *&lt;br /&gt;
 friend_distance             128&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable dogs to jump *&lt;br /&gt;
 dog_jumping                   1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable monster roaring when last enemy is remembered *&lt;br /&gt;
 p_lastenemyroar               1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable flying in the direction you are looking *&lt;br /&gt;
 p_pitchedflight               1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to disable use of color on status bar *&lt;br /&gt;
 sts_always_red                1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to make percent signs on status bar always gray *&lt;br /&gt;
 sts_pct_always_gray           0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to disable doubled card and skull key display on status bar *&lt;br /&gt;
 sts_traditional_keys          0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Zombie players can exit levels *&lt;br /&gt;
 comp_zombie                   1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Powerup cheats are not infinite duration *&lt;br /&gt;
 comp_infcheat                 1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Build stairs exactly the same way that Doom does *&lt;br /&gt;
 comp_stairs                   1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Monsters can telefrag on MAP30 *&lt;br /&gt;
 comp_telefrag                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Some objects never move over tall ledges *&lt;br /&gt;
 comp_dropoff                  0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Objects don&#039;t fall off ledges under their own weight *&lt;br /&gt;
 comp_falloff                  0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Monsters randomly walk off of moving lifts *&lt;br /&gt;
 comp_staylift                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Monsters get stuck on doortracks *&lt;br /&gt;
 comp_doorstuck                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Monsters don&#039;t give up pursuit of targets *&lt;br /&gt;
 comp_pursuit                  0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Arch-Vile resurrects invincible ghosts *&lt;br /&gt;
 comp_vile                     1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Pain Elemental limited to 20 lost souls *&lt;br /&gt;
 comp_pain                     0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Lost souls get stuck behind walls *&lt;br /&gt;
 comp_skull                    1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Blazing doors make double closing sounds *&lt;br /&gt;
 comp_blazing                  0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Tagged doors don&#039;t trigger special lighting *&lt;br /&gt;
 comp_doorlight                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] God mode isn&#039;t absolute *&lt;br /&gt;
 comp_god                      1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Sky is unaffected by invulnerability *&lt;br /&gt;
 comp_skymap                   1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Use exactly Doom&#039;s floor motion behavior *&lt;br /&gt;
 comp_floors                   0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Use exactly Doom&#039;s linedef trigger model *&lt;br /&gt;
 comp_model                    0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Linedef effects work with sector tag = 0 *&lt;br /&gt;
 comp_zerotags                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Terrain effects not activated on floor contact *&lt;br /&gt;
 comp_terrain                  1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Creatures with no spawnpoint respawn at (0,0) *&lt;br /&gt;
 comp_respawnfix               0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Players do not take falling damage *&lt;br /&gt;
 comp_fallingdmg               1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Lost souls do not bounce on floors *&lt;br /&gt;
 comp_soul                     0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Things not fully clipped with respect to z coord *&lt;br /&gt;
 comp_overunder                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] DOOM thingtypes use inaccurate height information *&lt;br /&gt;
 comp_theights                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Tracer shots cannot hit the floor or ceiling *&lt;br /&gt;
 comp_planeshoot               0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] One-time line specials are cleared on failure *&lt;br /&gt;
 comp_special                  0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] Silent spawns at W/SW/S-facing DM spots *&lt;br /&gt;
 comp_ninja                    0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] Disable jumping for DOOM/Heretic *&lt;br /&gt;
 comp_aircontrol               1&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;No&amp;quot;)] chat string associated with 0 key *&lt;br /&gt;
 chatmacro0                &amp;quot;No&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;I&#039;m ready to kick butt!&amp;quot;)] chat string associated with 1 key *&lt;br /&gt;
 chatmacro1                &amp;quot;I&#039;m ready to kick butt!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;I&#039;m OK.&amp;quot;)] chat string associated with 2 key *&lt;br /&gt;
 chatmacro2                &amp;quot;I&#039;m OK.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;I&#039;m not looking too good!&amp;quot;)] chat string associated with 3 key *&lt;br /&gt;
 chatmacro3                &amp;quot;I&#039;m not looking too good!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;Help!&amp;quot;)] chat string associated with 4 key *&lt;br /&gt;
 chatmacro4                &amp;quot;Help!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;You suck!&amp;quot;)] chat string associated with 5 key *&lt;br /&gt;
 chatmacro5                &amp;quot;You suck!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;Next time, scumbag...&amp;quot;)] chat string associated with 6 key *&lt;br /&gt;
 chatmacro6                &amp;quot;Next time, scumbag...&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;Come here!&amp;quot;)] chat string associated with 7 key *&lt;br /&gt;
 chatmacro7                &amp;quot;Come here!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;I&#039;ll take care of it.&amp;quot;)] chat string associated with 8 key *&lt;br /&gt;
 chatmacro8                &amp;quot;I&#039;ll take care of it.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;Yes&amp;quot;)] chat string associated with 9 key *&lt;br /&gt;
 chatmacro9                &amp;quot;Yes&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [0-255(247)] color used as background for automap *&lt;br /&gt;
 mapcolor_back               247&lt;br /&gt;
 &lt;br /&gt;
 [0-255(104)] color used for automap grid lines *&lt;br /&gt;
 mapcolor_grid               104&lt;br /&gt;
 &lt;br /&gt;
 [0-255(181)] color used for one side walls on automap *&lt;br /&gt;
 mapcolor_wall               181&lt;br /&gt;
 &lt;br /&gt;
 [0-255(166)] color used for lines floor height changes across *&lt;br /&gt;
 mapcolor_fchg               166&lt;br /&gt;
 &lt;br /&gt;
 [0-255(231)] color used for lines ceiling height changes across *&lt;br /&gt;
 mapcolor_cchg               231&lt;br /&gt;
 &lt;br /&gt;
 [0-255(231)] color used for lines denoting closed doors, objects *&lt;br /&gt;
 mapcolor_clsd               231&lt;br /&gt;
 &lt;br /&gt;
 [0-255(175)] color used for red key sprites *&lt;br /&gt;
 mapcolor_rkey               175&lt;br /&gt;
 &lt;br /&gt;
 [0-255(204)] color used for blue key sprites *&lt;br /&gt;
 mapcolor_bkey               204&lt;br /&gt;
 &lt;br /&gt;
 [0-255(231)] color used for yellow key sprites *&lt;br /&gt;
 mapcolor_ykey               231&lt;br /&gt;
 &lt;br /&gt;
 [0-255(175)] color used for closed red doors *&lt;br /&gt;
 mapcolor_rdor               175&lt;br /&gt;
 &lt;br /&gt;
 [0-255(204)] color used for closed blue doors *&lt;br /&gt;
 mapcolor_bdor               204&lt;br /&gt;
 &lt;br /&gt;
 [0-255(231)] color used for closed yellow doors *&lt;br /&gt;
 mapcolor_ydor               231&lt;br /&gt;
 &lt;br /&gt;
 [0-255(119)] color used for teleporter lines *&lt;br /&gt;
 mapcolor_tele               119&lt;br /&gt;
 &lt;br /&gt;
 [0-255(176)] color used for lines around secret sectors *&lt;br /&gt;
 mapcolor_secr               176&lt;br /&gt;
 &lt;br /&gt;
 [0-255(0)] color used for exit lines *&lt;br /&gt;
 mapcolor_exit                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-255(96)] color used for lines not seen without computer map *&lt;br /&gt;
 mapcolor_unsn                96&lt;br /&gt;
 &lt;br /&gt;
 [0-255(88)] color used for lines with no height changes *&lt;br /&gt;
 mapcolor_flat                88&lt;br /&gt;
 &lt;br /&gt;
 [0-255(112)] color used as things *&lt;br /&gt;
 mapcolor_sprt               112&lt;br /&gt;
 &lt;br /&gt;
 [0-255(208)] color used for dot crosshair denoting center of map *&lt;br /&gt;
 mapcolor_hair               208&lt;br /&gt;
 &lt;br /&gt;
 [0-255(208)] color used for the single player arrow *&lt;br /&gt;
 mapcolor_sngl               208&lt;br /&gt;
 &lt;br /&gt;
 [0-255(112)] color used for the green player arrow *&lt;br /&gt;
 mapcolor_ply1               112&lt;br /&gt;
 &lt;br /&gt;
 [0-255(88)] color used for the gray player arrow *&lt;br /&gt;
 mapcolor_ply2                88&lt;br /&gt;
 &lt;br /&gt;
 [0-255(64)] color used for the brown player arrow *&lt;br /&gt;
 mapcolor_ply3                64&lt;br /&gt;
 &lt;br /&gt;
 [0-255(176)] color used for the red player arrow *&lt;br /&gt;
 mapcolor_ply4               176&lt;br /&gt;
 &lt;br /&gt;
 [0-255(252)] color used for friends *&lt;br /&gt;
 mapcolor_frnd               252&lt;br /&gt;
 &lt;br /&gt;
 [0-255(109)] color for lines not in the player&#039;s portal area *&lt;br /&gt;
 mapcolor_prtl               109&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to overlay different linked portal areas in the automap *&lt;br /&gt;
 mapportal_overlay             1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to show automap pointer coordinates in non-follow mode *&lt;br /&gt;
 map_point_coord               1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to not show secret sectors till after entered *&lt;br /&gt;
 map_secret_after              1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] enable secret notification *&lt;br /&gt;
 secret_notification           1&lt;br /&gt;
 &lt;br /&gt;
 [1-16(1)] number of lines in review display *&lt;br /&gt;
 hud_msg_lines                 1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 enables message review list scrolling upward *&lt;br /&gt;
 hud_msg_scrollup              1&lt;br /&gt;
 &lt;br /&gt;
 [0-4(2)] fullscreen hud layout *&lt;br /&gt;
 hud_overlaylayout             2&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] fullscreen hud enabled *&lt;br /&gt;
 hud_enabled                   1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] hide kills/items/secrets info on fullscreen hud *&lt;br /&gt;
 hud_hidestatus                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] display current level time on automap *&lt;br /&gt;
 hu_showtime                   1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] display player/pointer coordinates on automap *&lt;br /&gt;
 hu_showcoords                 1&lt;br /&gt;
 &lt;br /&gt;
 [0-9(6)] color of automap level time widget *&lt;br /&gt;
 hu_timecolor                  6&lt;br /&gt;
 &lt;br /&gt;
 [0-9(6)] color of automap level name widget *&lt;br /&gt;
 hu_levelnamecolor             6&lt;br /&gt;
 &lt;br /&gt;
 [0-9(6)] color of automap coordinates widget *&lt;br /&gt;
 hu_coordscolor                6&lt;br /&gt;
 &lt;br /&gt;
 [0-200(25)] amount of health for red to yellow transition *&lt;br /&gt;
 health_red                   25&lt;br /&gt;
 &lt;br /&gt;
 [0-200(50)] amount of health for yellow to green transition *&lt;br /&gt;
 health_yellow                50&lt;br /&gt;
 &lt;br /&gt;
 [0-200(100)] amount of health for green to blue transition *&lt;br /&gt;
 health_green                100&lt;br /&gt;
 &lt;br /&gt;
 [0-200(25)] amount of armor for red to yellow transition *&lt;br /&gt;
 armor_red                    25&lt;br /&gt;
 &lt;br /&gt;
 [0-200(50)] amount of armor for yellow to green transition *&lt;br /&gt;
 armor_yellow                 50&lt;br /&gt;
 &lt;br /&gt;
 [0-200(100)] amount of armor for green to blue transition *&lt;br /&gt;
 armor_green                 100&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] reflect armor class using blue or green color *&lt;br /&gt;
 armor_byclass                 1&lt;br /&gt;
 &lt;br /&gt;
 [0-100(25)] percent of ammo for red to yellow transition *&lt;br /&gt;
 ammo_red                     25&lt;br /&gt;
 &lt;br /&gt;
 [0-100(50)] percent of ammo for yellow to green transition *&lt;br /&gt;
 ammo_yellow                  50&lt;br /&gt;
 &lt;br /&gt;
 [0-100(100)] fullscreen HUD translucency level *&lt;br /&gt;
 st_fsalpha                  100&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] obituaries on/off *&lt;br /&gt;
 obituaries                    0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] toggle particle effects on or off *&lt;br /&gt;
 draw_particles                0&lt;br /&gt;
 &lt;br /&gt;
 [0-2(1)] particle translucency (0 = none, 1 = smooth, 2 = general) *&lt;br /&gt;
 particle_trans                1&lt;br /&gt;
 &lt;br /&gt;
 [0-2(0)] use sprites, particles, or both for blood (sprites = 0) *&lt;br /&gt;
 blood_particles               0&lt;br /&gt;
 &lt;br /&gt;
 [0-2(0)] use sprites, particles, or both for bullet puffs (sprites = 0) *&lt;br /&gt;
 bullet_particles              0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] draw particle rocket trails *&lt;br /&gt;
 rocket_trails                 0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] draw particle grenade trails *&lt;br /&gt;
 grenade_trails                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] draw particle bfg cloud *&lt;br /&gt;
 bfg_cloud                     0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] draw particle rocket explosions *&lt;br /&gt;
 pevent_rexpl                  0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] draw particle bfg explosions *&lt;br /&gt;
 pevent_bfgexpl                0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] stretch short sky textures for mlook *&lt;br /&gt;
 stretchsky                    0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to show ENDOOM at exit *&lt;br /&gt;
 showendoom                    1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(1)] 1 to enable autoaiming *&lt;br /&gt;
 autoaim                       1&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to allow players to look up/down *&lt;br /&gt;
 allowmlook                    0&lt;br /&gt;
 &lt;br /&gt;
 [0-1(0)] 1 to enable use of full classic menu emulation *&lt;br /&gt;
 mn_classic_menus              0&lt;br /&gt;
 &lt;br /&gt;
 [(&amp;quot;default&amp;quot;)] menu background *&lt;br /&gt;
 mn_background             &amp;quot;default&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [0-2(1)] Doom object translucency style (0 = none, 1 = Boom, 2 = new) *&lt;br /&gt;
 r_tlstyle                     1&lt;br /&gt;
 &lt;br /&gt;
 [0-2(1)] 0 = none, 1 = melt, 2 = fade *&lt;br /&gt;
 wipetype                      1&lt;br /&gt;
 &lt;br /&gt;
 [1-6(1)] preamp volume factor for SPC music *&lt;br /&gt;
 snd_spcpreamp                 1&lt;br /&gt;
 &lt;br /&gt;
 [1-31(8)] bass boost for SPC music (logarithmic scale, 8 = normal) *&lt;br /&gt;
 snd_spcbassboost              8&lt;br /&gt;
 &lt;br /&gt;
 [-1-0(-1)] device used for MIDI playback *&lt;br /&gt;
 snd_mididevice               -1&lt;br /&gt;
 &lt;br /&gt;
 [1-8(2)] TODO: adlmidi_numcards description *&lt;br /&gt;
 snd_numchips                  2&lt;br /&gt;
 &lt;br /&gt;
 [0-75(72)] TODO: adlmidi_bank description *&lt;br /&gt;
 snd_bank                     72&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=SMMU&amp;diff=5135</id>
		<title>SMMU</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=SMMU&amp;diff=5135"/>
		<updated>2021-03-16T22:29:19Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Remove outdated docs to start map that EE stopped loading years ago. No known PWADs (for either SMMU or EE) actually used this feature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SMMU&#039;&#039;&#039; (&#039;&#039;Smack my Marine Up&#039;&#039;) is a [[Doom Wiki:source port|source port]] created by [[Doom Wiki:Simon &amp;quot;Fraggle&amp;quot; Howard|Simon Howard]].  It is derived from [[MBF]].&lt;br /&gt;
&lt;br /&gt;
Features of SMMU:&lt;br /&gt;
&lt;br /&gt;
* FraggleScript (&#039;&#039;later removed from Eternity due to design flaws&#039;&#039;)&lt;br /&gt;
* [[List_of_console_commands|Console]]&lt;br /&gt;
* Rewritten [[menu]], [[heads-up display]], and [[networking]] code&lt;br /&gt;
* Quake-style &amp;quot;start map&amp;quot; for skill selection, courtesy of [[Doom Wiki:Derek MacDonald (Afterglow)|Derek &amp;quot;Afterglow&amp;quot; MacDonald]] (&#039;&#039;later removed from Eternity due to its FraggleScript dependency&#039;&#039;)&lt;br /&gt;
* Windows, MS-DOS and Linux ports (&#039;&#039;Eternity also runs on macOS&#039;&#039;)&lt;br /&gt;
* Chasecam&lt;br /&gt;
* Various demo features, including the ability to move cameras freely within demos while they are playing&lt;br /&gt;
* [[Text Mode Doom|Text-mode]] rendering&lt;br /&gt;
&lt;br /&gt;
After the project was abandoned, the [[Eternity Engine]] emerged as a derivative of the SMMU codebase.&lt;br /&gt;
&lt;br /&gt;
SMMU is licensed under the [[Wikipedia:GPL|GNU GPL]].&lt;br /&gt;
&lt;br /&gt;
Eternity is based upon SMMU, and therefore contains support for most SMMU features, as well standard [[BOOM]] and [[MBF]] linedef and sector types, [[Dehacked]] lumps, etc. Basically anything they can do, Eternity can do.&lt;br /&gt;
&lt;br /&gt;
Eternity also contains further support for a number of extra linedef types which will only work with it.&lt;br /&gt;
{{backto|Eternity Engine}}&lt;br /&gt;
{{smmuedit}}&lt;br /&gt;
==The level header==&lt;br /&gt;
A &#039;level header&#039; is the wad resource which starts a level. For example, the level headers for all the original doom levels were all in the format &#039;&#039;MAPxy&#039;&#039; or &#039;&#039;ExMy&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In Eternity, the level header can take any name, for example, the SMMU &#039;start map&#039; had the name {{c|START}}. Levels with nonstandard names can be accessed from the [[console]] using the &amp;quot;map&amp;quot; command, e.g. &amp;quot;map start&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Additionally, Eternity automatically detects new levels loaded from wads and will start on the appropriate level when the &#039;new game&#039; option is chosen from the main menu (only if the &amp;quot;start new game on first new map&amp;quot; option on the Eternity Options menu is set to &amp;quot;yes&amp;quot;, and only in DOOM II).&lt;br /&gt;
&lt;br /&gt;
==The level info lump==&lt;br /&gt;
In original Doom, the level header resource was empty: it was always 0 bytes long. This is not to say that it &#039;&#039;had&#039;&#039; to be 0 bytes long: any data in the level header was simply ignored.&lt;br /&gt;
&lt;br /&gt;
In SMMU, the level header was used to hold information about the level. The format is a simple text file, similar in style to the &#039;.ini&#039; files which are found in a typical Windows directory.&lt;br /&gt;
&lt;br /&gt;
See the Eternity Engine [[MapInfo]] Reference for full information. As of Eternity Engine v3.31 &#039;Delta&#039;, Eternity supports global MapInfo lumps. &#039;&#039;&#039;Setting MapInfo data in the level header lump is now deprecated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Thing options==&lt;br /&gt;
===Directions===&lt;br /&gt;
In original Doom, you could place things in levels, but their directions were rounded down to the nearest 45 degrees. However, in Eternity you can specify any angle right down to the nearest degree.&lt;br /&gt;
&lt;br /&gt;
This does not require any kind of change in wad format. The original system allowed you to specify angles that were not 45 degree &#039;aligned&#039;. However these were simply rounded down. Eternity has greater accuracy so you can specify any angle.&lt;br /&gt;
&lt;br /&gt;
===Intermission cameras===&lt;br /&gt;
Eternity allows you to change the background in intermission screens but there is also a more advanced system that allows you to see a view of the after you have left it. If you place a thing of type 5003 in the level, when you get to the intermission screen you will see a view from that point rather than the standard &#039;still&#039; background.&lt;br /&gt;
&lt;br /&gt;
Placing more than one camera in a level works, also. If you make more than one camera, one of them is simply chosen at random.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Swirly flats===&lt;br /&gt;
The console variable &amp;lt;code&amp;gt;r_swirl&amp;lt;/code&amp;gt;, when set to 1, will stop all animated flats from animating and instead give them a &#039;swirling&#039; effect similar to the quake water effect. However, this affects all flats and for some animated flats it doesn&#039;t look right.&lt;br /&gt;
&lt;br /&gt;
You can specify when to use the &#039;swirl&#039; effect on individual animated flats using the [[EDF animations]], the Boom [[ANIMATED]] resource or [[ANIMDEFS]]. For Boom ANIMATED, you can use the &amp;lt;code&amp;gt;SWANTBLS.EXE&amp;lt;/code&amp;gt; program to create your own set of animated flats. If the delay between flat frames is set greater than 65535, that flat will be given the swirl effect.&lt;br /&gt;
&lt;br /&gt;
===Sector Flags===&lt;br /&gt;
Boom once promised two extra sector flags, if you look in boomref.txt:&lt;br /&gt;
&lt;br /&gt;
  Bits 10 and 11 are not implemented yet, but are reserved for use in&lt;br /&gt;
  sound control. Bit 10 will suppress all sounds within the sector,&lt;br /&gt;
  while bit 11 will disable any sounds due to floor or ceiling motion&lt;br /&gt;
  by the sector.&lt;br /&gt;
&lt;br /&gt;
In some levels, fake vanilla-compatible 3D bridges may &amp;quot;clunk&amp;quot; when you walk over them (due to the instant floor move specials). SMMU thus implemented sector flags which block mechanical sounds (or alternatively, &#039;&#039;all&#039;&#039; sounds) coming from them. You may now use bits 10 and 11 in your wads for the generalized sector types. Modern editors should offer this feature in the sector properties dialog box. See [[Generalized sector types]].&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* {{Doom Wiki|title=SMMU}}&lt;br /&gt;
* &#039;&#039;SMMUEDIT.TXT, supplied with the old Eternity documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.soulsphere.org/projects/smmu/ SMMU homepage]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source ports]]&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=EDF_game_properties_reference&amp;diff=5134</id>
		<title>EDF game properties reference</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=EDF_game_properties_reference&amp;diff=5134"/>
		<updated>2021-03-16T22:21:52Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Document &amp;quot;menu.startmap&amp;quot; field being added by V4.03.00&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This unique block changes global game properties from established hardcoded defaults.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
 gameproperties&lt;br /&gt;
 {&lt;br /&gt;
  flags.add &amp;lt;string&amp;gt;&lt;br /&gt;
  flags.remove &amp;lt;string&amp;gt;&lt;br /&gt;
  missionflags.add &amp;lt;string&amp;gt;&lt;br /&gt;
  missionflags.remove &amp;lt;string&amp;gt;&lt;br /&gt;
  demo.titletics &amp;lt;integer&amp;gt;&lt;br /&gt;
  demo.advisortics &amp;lt;integer&amp;gt;&lt;br /&gt;
  demo.pagetics &amp;lt;integer&amp;gt;&lt;br /&gt;
  menu.background &amp;lt;string&amp;gt;&lt;br /&gt;
  menu.transframe &amp;lt;string&amp;gt;&lt;br /&gt;
  menu.skvattacksound &amp;lt;string&amp;gt;&lt;br /&gt;
  menu.offset &amp;lt;integer&amp;gt;&lt;br /&gt;
  menu.pointer1 &amp;lt;string&amp;gt;&lt;br /&gt;
  menu.pointer2 &amp;lt;string&amp;gt;&lt;br /&gt;
  menu.startmap &amp;lt;string&amp;gt;&lt;br /&gt;
  border.flat &amp;lt;string&amp;gt;&lt;br /&gt;
  border.topleft &amp;lt;string&amp;gt;&lt;br /&gt;
  border.top &amp;lt;string&amp;gt;&lt;br /&gt;
  border.topright &amp;lt;string&amp;gt;&lt;br /&gt;
  border.left &amp;lt;string&amp;gt;&lt;br /&gt;
  border.right &amp;lt;string&amp;gt;&lt;br /&gt;
  border.bottomleft &amp;lt;string&amp;gt;&lt;br /&gt;
  border.bottom &amp;lt;string&amp;gt;&lt;br /&gt;
  border.bottomright &amp;lt;string&amp;gt;&lt;br /&gt;
  console.charsperline &amp;lt;integer&amp;gt;&lt;br /&gt;
  console.bellsound &amp;lt;string&amp;gt;&lt;br /&gt;
  console.chatsound &amp;lt;string&amp;gt;&lt;br /&gt;
  console.backdrop &amp;lt;string&amp;gt;&lt;br /&gt;
  hud.pausepatch &amp;lt;string&amp;gt;&lt;br /&gt;
  game.pufftype &amp;lt;string&amp;gt;&lt;br /&gt;
  game.telefogtype &amp;lt;string&amp;gt;&lt;br /&gt;
  game.telefogheight &amp;lt;integer&amp;gt;&lt;br /&gt;
  game.telesound &amp;lt;string&amp;gt;&lt;br /&gt;
  game.thrustfactor &amp;lt;integer&amp;gt;&lt;br /&gt;
  game.defpclass &amp;lt;string&amp;gt;&lt;br /&gt;
  game.endgamefinaletype &amp;lt;string&amp;gt;&lt;br /&gt;
  game.skillammomultiplier &amp;lt;floating-point&amp;gt;&lt;br /&gt;
  game.monstermeleerange &amp;lt;value&amp;gt;&lt;br /&gt;
  game.itemheight &amp;lt;floating-point&amp;gt;&lt;br /&gt;
  game.skillammomultiplier &amp;lt;number&amp;gt;&lt;br /&gt;
  finale.text.x &amp;lt;integer&amp;gt;&lt;br /&gt;
  finale.text.y &amp;lt;integer&amp;gt;&lt;br /&gt;
  castcall.title.y &amp;lt;integer&amp;gt;&lt;br /&gt;
  castcall.name.y &amp;lt;integer&amp;gt;&lt;br /&gt;
  intermission.pic &amp;lt;string&amp;gt;&lt;br /&gt;
  sound.defaultmusname &amp;lt;string&amp;gt;&lt;br /&gt;
  sound.defaultsndname &amp;lt;string&amp;gt;&lt;br /&gt;
  credit.background &amp;lt;string&amp;gt;&lt;br /&gt;
  credit.y &amp;lt;integer&amp;gt;&lt;br /&gt;
  credit.titlestep &amp;lt;integer&amp;gt;&lt;br /&gt;
  exit.endtextname &amp;lt;string&amp;gt;&lt;br /&gt;
  blood.defaultnormal &amp;lt;string&amp;gt;&lt;br /&gt;
  blood.defaultrip &amp;lt;string&amp;gt;&lt;br /&gt;
  blood.defaultcrush &amp;lt;string&amp;gt;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Flags===&lt;br /&gt;
&#039;&#039;&#039;flags.add&#039;&#039;&#039; and &#039;&#039;&#039;flags.remove&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds or removes general gameplay flags from the default set. Group them using the usual syntax, separating them by | (vertical bar), + or &amp;quot;,&amp;quot; (comma). For plus and comma, you need to surround all flags in quotes.&lt;br /&gt;
====List of flags====&lt;br /&gt;
You can use the flags from the following categories:&lt;br /&gt;
=====Gameplay=====&lt;br /&gt;
These flags control gameplay physics:&lt;br /&gt;
:*&#039;&#039;&#039;CHASEFAST&#039;&#039;&#039;: accelerates all the [[Chase]] states of monsters on skill 5 and &#039;&#039;&#039;-fast&#039;&#039;&#039; like in Heretic.&lt;br /&gt;
:*&#039;&#039;&#039;HASMADMELEE&#039;&#039;&#039;: causes all monsters to fight each other when player dies in single player (like in Heretic).&lt;br /&gt;
:*&#039;&#039;&#039;LOSTSOULBOUNCE&#039;&#039;&#039;: for demo compatibility, decide whether lost souls should bounce on floors (normally it&#039;s a user or [[OPTIONS]] gameplay setting).&lt;br /&gt;
:*&#039;&#039;&#039;SKILL5RESPAWN&#039;&#039;&#039;: make monsters respawn on skill 5.&lt;br /&gt;
=====Game flow control=====&lt;br /&gt;
These flags don&#039;t control gameplay per se, but are important for player control and progression:&lt;br /&gt;
:*&#039;&#039;&#039;DOOMWEAPONOFFSET&#039;&#039;&#039;: setup weapon frame &#039;&#039;&#039;offset()&#039;&#039;&#039; attributes to render like in Doom. Necessary for Dehacked compatibility.&lt;br /&gt;
:*&#039;&#039;&#039;INVALWAYSOPEN&#039;&#039;&#039;: Inventory is always open (like Strife, but not Heretic).&lt;br /&gt;
:*&#039;&#039;&#039;MAPXY&#039;&#039;&#039;: use &#039;&#039;MAPxy&#039;&#039; map names by default. This implies that the &#039;&#039;&#039;-warp&#039;&#039;&#039; command-line parameter will expect one value, and any legacy features which depended on the &#039;&#039;ExMy&#039;&#039; vs. &#039;&#039;MAPxy&#039;&#039; arrangements will favour &#039;&#039;MAPxy&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;NODIEHI&#039;&#039;&#039;: avoid playing the &#039;&#039;&#039;pdiehi&#039;&#039;&#039; (high) death sound.&lt;br /&gt;
:*&#039;&#039;&#039;SETENDOFGAME&#039;&#039;&#039;: [[Teleport_EndGame]] enables the cast finale.&lt;br /&gt;
=====Cosmetic=====&lt;br /&gt;
These flags control minor display differences between the games. Usually they&#039;re of limited use for mod authors, only relevant for the base game differences. Check this list if you have particular issues to solve in your mod:&lt;br /&gt;
:*&#039;&#039;&#039;CENTERHUDMSG&#039;&#039;&#039;: make messages always show in center. Typical with Heretic.&lt;br /&gt;
:*&#039;&#039;&#039;CHEATSOUND&#039;&#039;&#039;: make the menu sound when cheating.&lt;br /&gt;
:*&#039;&#039;&#039;HASADVISORY&#039;&#039;&#039;: display the advisory popup in the title screen. This means drawing an &amp;quot;ADVISOR&amp;quot; lump image at coordinates (4, 160) of a virtual 320x200 screen space, soon as the title screen appears.&lt;br /&gt;
:*&#039;&#039;&#039;HUDSTARTBARNAME&#039;&#039;&#039;: displays the automap level name and time relative to the status bar instead of at a hardcoded position.&lt;br /&gt;
:*&#039;&#039;&#039;IMPACTBLOOD&#039;&#039;&#039;: &#039;&#039;&#039;(unused)&#039;&#039;&#039;. Projectiles causing blood on impact is a [[thingtype]] flag now.&lt;br /&gt;
:*&#039;&#039;&#039;MNBIGFONT&#039;&#039;&#039;: use big font for menu titles.&lt;br /&gt;
:*&#039;&#039;&#039;SAVESOUND&#039;&#039;&#039;: make a sound in save and load menus. This is a small interface detail.&lt;br /&gt;
:*&#039;&#039;&#039;SHADOWTITLES&#039;&#039;&#039;: adds shadows font effects to the titles in menus.&lt;br /&gt;
:*&#039;&#039;&#039;SKILL5WARNING&#039;&#039;&#039;: warn player if they want to start a new game on skill 5.&lt;br /&gt;
:*&#039;&#039;&#039;WOLFHACK&#039;&#039;&#039;: is subject to German-edition restriction on secret levels. Typical for Doom 2.&lt;br /&gt;
&lt;br /&gt;
====Internally preset flags====&lt;br /&gt;
The games supported by Eternity start with the following flags preset:&lt;br /&gt;
=====Doom=====&lt;br /&gt;
Common to all variants: &#039;&#039;&#039;DOOMWEAPONOFFSET&#039;&#039;&#039;, &#039;&#039;&#039;HUDSTATBARNAME&#039;&#039;&#039;, &#039;&#039;&#039;SKILL5RESPAWN&#039;&#039;&#039;, &#039;&#039;&#039;SKILL5WARNING&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In addition, the following variants of Doom have extra flags:&lt;br /&gt;
*shareware: &#039;&#039;&#039;NODIEHI&#039;&#039;&#039;&lt;br /&gt;
*retail (Ultimate Doom): &#039;&#039;&#039;LOSTSOULBOUNCE&#039;&#039;&#039;&lt;br /&gt;
*commercial (Doom II): &#039;&#039;&#039;MAPXY&#039;&#039;&#039;, &#039;&#039;&#039;SETENDOFGAME&#039;&#039;&#039;, &#039;&#039;&#039;WOLFHACK&#039;&#039;&#039;&lt;br /&gt;
:Final Doom, the Xbox and the BFG edition versions also have &#039;&#039;&#039;LOSTSOULBOUNCE&#039;&#039;&#039;.&lt;br /&gt;
=====Heretic=====&lt;br /&gt;
For Heretic, the preset flags are: &#039;&#039;&#039;CENTERHUDMSG&#039;&#039;&#039;, &#039;&#039;&#039;CHASEFAST&#039;&#039;&#039;, &#039;&#039;&#039;CHEATSOUND&#039;&#039;&#039;, &#039;&#039;&#039;HASADVISORY&#039;&#039;&#039;, &#039;&#039;&#039;HASMADMELEE&#039;&#039;&#039;, &#039;&#039;&#039;MNBIGFONT&#039;&#039;&#039;, &#039;&#039;&#039;SAVESOUND&#039;&#039;&#039;, &#039;&#039;&#039;SHADOWTITLES&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Mission flags===&lt;br /&gt;
&#039;&#039;&#039;missionflags.add&#039;&#039;&#039; and &#039;&#039;&#039;missionflags.remove&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds or removes mission-specific flags. A mission is a variant of a game, such as how we have Ultimate Doom, Doom II, Final Doom etc. The available mission flags are:&lt;br /&gt;
====List of flags====&lt;br /&gt;
*&#039;&#039;&#039;ALLOWEXITTAG&#039;&#039;&#039;: mission allows tagged normal exit lines.&lt;br /&gt;
*&#039;&#039;&#039;ALLOWSECRETTAG&#039;&#039;&#039;: mission allows tagged secret exit lines.&lt;br /&gt;
*&#039;&#039;&#039;CONBACKTITLE&#039;&#039;&#039;: use &#039;&#039;&#039;console.backdrop&#039;&#039;&#039; (settable here) instead of TITLEPIC for the console background.&lt;br /&gt;
*&#039;&#039;&#039;DEMOIFDEMO4&#039;&#039;&#039;: fine control for DEMO4 lump&#039;s existence.&lt;br /&gt;
*&#039;&#039;&#039;DOOM2MISSIONS&#039;&#039;&#039;: supports the Doom II mission packs.&lt;br /&gt;
*&#039;&#039;&#039;HASBETRAY&#039;&#039;&#039;: has the &amp;quot;Betray&amp;quot; secret MAP33 level.&lt;br /&gt;
*&#039;&#039;&#039;NOGDHIGH&#039;&#039;&#039;: BFG edition setup flag.&lt;br /&gt;
*&#039;&#039;&#039;NOTELEPORTZ&#039;&#039;&#039;: preserves Z coordinate when teleporting, like in Final Doom. Only acts like this in vanilla/demo compatibility.&lt;br /&gt;
*&#039;&#039;&#039;WOLFNAMEHACKS&#039;&#039;&#039;: override Wolfenstein secret level names.&lt;br /&gt;
====Mission-preset flags====&lt;br /&gt;
Those missions have the following flags set:&lt;br /&gt;
*Doom II: &#039;&#039;&#039;DOOM2MISSIONS&#039;&#039;&#039;&lt;br /&gt;
*Final Doom: &#039;&#039;&#039;DEMOIFDEMO4&#039;&#039;&#039;, &#039;&#039;&#039;NOTELEPORTZ&#039;&#039;&#039;&lt;br /&gt;
*Xbox and BFG edition: &#039;&#039;&#039;DOOM2MISSIONS&#039;&#039;&#039;, &#039;&#039;&#039;HASBETRAY&#039;&#039;&#039;, &#039;&#039;&#039;NOGDHIGH&#039;&#039;&#039;, &#039;&#039;&#039;WOLFNAMEHACKS&#039;&#039;&#039;&lt;br /&gt;
All other missions have 0 flags.&lt;br /&gt;
===Demo control===&lt;br /&gt;
*&#039;&#039;&#039;demo.titletics&#039;&#039;&#039;&lt;br /&gt;
:Time to show the title screen. Defaults: 170 (Doom I), 385 (Doom II), 210 (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;demo.advisortics&#039;&#039;&#039;&lt;br /&gt;
:Time to show the advisory banner over the title screen. This adds up to the whole time the title pic is shown. Only nonzero default is 140 in Heretic.&lt;br /&gt;
*&#039;&#039;&#039;demo.pagetics&#039;&#039;&#039;&lt;br /&gt;
:Time to show the page between demos. Defaults: 385 (Doom), 200 (Heretic).&lt;br /&gt;
===Menu customization===&lt;br /&gt;
*&#039;&#039;&#039;menu.background&#039;&#039;&#039;&lt;br /&gt;
:The default menu background flat. Defaults: FLOOR4_6 (Doom), FLOOR16 (Heretic), CONS1_5 (HacX mission).&lt;br /&gt;
*&#039;&#039;&#039;menu.transframe&#039;&#039;&#039;&lt;br /&gt;
:Name of [[frame]] to use in the video menu translucency preview. Defaults: S_TBALL1 (Doom), S_MUMMYFX1_1 (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;menu.skvattacksound&#039;&#039;&#039;&lt;br /&gt;
:Name of [[sound]] to play when simulating attacking in the skin viewer. Defaults: shotgn (Doom), gldhit (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;menu.offset&#039;&#039;&#039;&lt;br /&gt;
:Vertical offset upwards to draw the menu. Defaults: 0 (Doom), 4 (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;menu.pointer1&#039;&#039;&#039; and &#039;&#039;&#039;menu.pointer2&#039;&#039;&#039;&lt;br /&gt;
:Graphic patches to use for the menu selector. Defaults: M_SKULL1 and M_SKULL2 (Doom), M_SLCTR1 and M_SLCTR2 (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;menu.startmap&#039;&#039;&#039;&lt;br /&gt;
*Map lump name to load when the new game menu item is selected. This will skip the menus for episode and skill level selection. Default: No default&lt;br /&gt;
===Border customization===&lt;br /&gt;
*&#039;&#039;&#039;border.flat&#039;&#039;&#039;&lt;br /&gt;
:The flat to use for the background around the status bar and when the view window is reduced. Defaults: FLOOR7_2 (Doom I), GRNROCK (Doom II), FLOOR04 (Heretic shareware), FLAT513 (Heretic full).&lt;br /&gt;
*&#039;&#039;&#039;border.topleft&#039;&#039;&#039;, &#039;&#039;&#039;.top&#039;&#039;&#039;, &#039;&#039;&#039;.topright&#039;&#039;&#039;, &#039;&#039;&#039;.left&#039;&#039;&#039;, &#039;&#039;&#039;.right&#039;&#039;&#039;, &#039;&#039;&#039;.bottomleft&#039;&#039;&#039;, &#039;&#039;&#039;.bottom&#039;&#039;&#039; and &#039;&#039;&#039;.bottomright&#039;&#039;&#039;&lt;br /&gt;
:Pictures to use for the border. Defaults: BRDR_TL, BRDR_T, BRDR_TR, BRDR_L, BRDR_R, BRDR_BL, BRDR_B and BRDR_BR (Doom); BORD** (Heretic), same suffixes.&lt;br /&gt;
===Console customization===&lt;br /&gt;
*&#039;&#039;&#039;console.charsperline&#039;&#039;&#039;&lt;br /&gt;
:Number of characters per line to display in console. Default: 40.&lt;br /&gt;
*&#039;&#039;&#039;console.bellsound&#039;&#039;&#039;&lt;br /&gt;
:The beep error sound to use from the console, such as when errors occur. Defaults: tink (Doom), ht_chat (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;console.chatsound&#039;&#039;&#039;&lt;br /&gt;
:The sound to play when receiving messages from other players. Defaults: tink (Doom I), radio (Doom II), ht_chat (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;console.backdrop&#039;&#039;&#039;&lt;br /&gt;
:The name of the graphics lump to display for the console. Defaults: TITLEPIC (Doom), TITLE (Heretic).&lt;br /&gt;
===Heads-up display===&lt;br /&gt;
*&#039;&#039;&#039;hud.pausepatch&#039;&#039;&#039;&lt;br /&gt;
:The name of the graphics lump to display for the pause banner. Defaults: M_PAUSE (Doom), PAUSED (Heretic).&lt;br /&gt;
===Gameplay===&lt;br /&gt;
These options are relevant for gameplay physics. See also the similar gameplay flags.&lt;br /&gt;
*&#039;&#039;&#039;game.pufftype&#039;&#039;&#039;&lt;br /&gt;
:The default hitscan puff when no EDF [[pufftype]] is specified. Defaults: BulletPuff (Doom), HereticStaffPuff (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.telefogtype&#039;&#039;&#039;&lt;br /&gt;
:The teleportation fog thing type. Defaults: DoomTeleFog (Doom), HereticTeleFog (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.telefogheight&#039;&#039;&#039;&lt;br /&gt;
:The distance of the telefog from the ground. Defaults: 0 (Doom), 32 (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.telesound&#039;&#039;&#039;&lt;br /&gt;
:The teleportation sound. Defaults: telept (Doom), htelept (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.thrustfactor&#039;&#039;&#039;&lt;br /&gt;
:The percentage of how much to thrust things based on damage. Defaults: 100 (Doom), 150 (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.defpclass&#039;&#039;&#039;&lt;br /&gt;
:The default player class when starting a new game. Defaults: DoomMarine (Doom), Corvus (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.endgamefinaletype&#039;&#039;&#039;&lt;br /&gt;
:Default behavior for [[Teleport_EndGame]]. Supported options are:&lt;br /&gt;
:*text&lt;br /&gt;
:*doom_credits&lt;br /&gt;
:*doom_deimos&lt;br /&gt;
:*doom_bunny&lt;br /&gt;
:*doom_marine&lt;br /&gt;
:*htic_credits&lt;br /&gt;
:*htic_water&lt;br /&gt;
:*htic_demon&lt;br /&gt;
:*psx_udoom&lt;br /&gt;
:*psx_doom2&lt;br /&gt;
:Defaults: doom_credits (Doom I), text (Doom II), htic_credits (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;game.skillammomultiplier&#039;&#039;&#039;&lt;br /&gt;
:Floating-point value for skill 1 and 5 ammo multiplier. Defaults: 2 (Doom), 1.5 (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;game.monstermeleerange&#039;&#039;&#039;&lt;br /&gt;
:Mode to calculate melee range. Supported options are:&lt;br /&gt;
:*doom: range is 44 + radius(enemy)&lt;br /&gt;
:*raven: range is 64&lt;br /&gt;
:Defaults: doom (Doom), raven (Heretic).&lt;br /&gt;
*&#039;&#039;&#039;game.itemheight&#039;&#039;&#039;&lt;br /&gt;
:Item pick-up height. Unlike expectations, the height is not thingtype&#039;s height, but this value. Defaults: 8.0 (Doom), 32.0 (Heretic).&lt;br /&gt;
===Finale and intermission===&lt;br /&gt;
*&#039;&#039;&#039;finale.text.x&#039;&#039;&#039; and &#039;&#039;&#039;finale.text.y&#039;&#039;&#039;&lt;br /&gt;
:Finale text coordinates. Defaults: 10, 10 (Doom); 20, 5 (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;castcall.title.y&#039;&#039;&#039;&lt;br /&gt;
:Cast call title Y. Default: 20&lt;br /&gt;
*&#039;&#039;&#039;castcall.name.y&#039;&#039;&#039;&lt;br /&gt;
:Cast call name Y. Default: 180&lt;br /&gt;
*&#039;&#039;&#039;intermission.pic&#039;&#039;&#039;&lt;br /&gt;
:Intermission backdrop. Default: INTERPIC&lt;br /&gt;
===Sound===&lt;br /&gt;
*&#039;&#039;&#039;sound.defaultmusname&#039;&#039;&#039;&lt;br /&gt;
:Default music to play if none specified. Defaults: e1m1 (Doom I and Heretic), runnin (Doom II)&lt;br /&gt;
*&#039;&#039;&#039;sound.defaultsndname&#039;&#039;&#039;&lt;br /&gt;
:Sound to play when the one specified in EDF is unavailable. Defaults: pistol (Doom), gldhit (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;sound.titlemusic&#039;&#039;&#039;&lt;br /&gt;
:Title screen music. No default.&lt;br /&gt;
===Credits===&lt;br /&gt;
*&#039;&#039;&#039;credit.background&#039;&#039;&#039;&lt;br /&gt;
:Swirling flat to use in the Eternity credits background. Defaults: NUKAGE1 (Doom I), SLIME05 (Doom II), SLIME01 (Hacx mission), FLTWAWA1 (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;credit.y&#039;&#039;&#039;&lt;br /&gt;
:Credits Y coordinate. Defaults: 20 (Doom), 8 (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;credit.titlestep&#039;&#039;&#039;&lt;br /&gt;
:Y step for each line. Defaults: 12 (Doom), 8 (Heretic)&lt;br /&gt;
===ENDOOM===&lt;br /&gt;
*&#039;&#039;&#039;exit.endtextname&#039;&#039;&#039;&lt;br /&gt;
:Exit text lump. Defaults: ENDOOM (Doom), ENDTEXT (Heretic)&lt;br /&gt;
===Blood===&lt;br /&gt;
*&#039;&#039;&#039;blood.defaultnormal&#039;&#039;&#039;&lt;br /&gt;
:Thing type for the default blood splat. Defaults: DoomBlood (Doom), HereticBloodSplatter (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;blood.defaultrip&#039;&#039;&#039;&lt;br /&gt;
:Thing type for the piercing RIP projectiles. Defaults: DoomBlood (Doom), HereticBlood (Heretic)&lt;br /&gt;
*&#039;&#039;&#039;blood.defaultcrush&#039;&#039;&#039;&lt;br /&gt;
:Thing type for the crushing ceiling blood. Defaults: DoomBlood (Doom), HereticBlood (Heretic)&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=EDF_menu_reference&amp;diff=5133</id>
		<title>EDF menu reference</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=EDF_menu_reference&amp;diff=5133"/>
		<updated>2021-03-16T22:15:30Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Fix &amp;quot;first&amp;quot; field&amp;#039;s bullet point nesting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to EDF 1.6, dynamic menus allow the Eternity Engine&#039;s menu system to be customized in various ways, including through the definition of the custom user menu and via overriding of specific menus within the native menu heirarchy. &lt;br /&gt;
&lt;br /&gt;
Remember that all fields are optional and may be provided in any order. Note that the order of item sections within a menu is important, however. &lt;br /&gt;
{{backto|EDF}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
 menu &amp;lt;unique mnemonic&amp;gt;&lt;br /&gt;
 {&lt;br /&gt;
   # one or more item sections can exist; the items appear on the menu in the&lt;br /&gt;
   # order they are defined within their parent menu section&lt;br /&gt;
   item&lt;br /&gt;
   {&lt;br /&gt;
      type  = &amp;lt;menu item type name&amp;gt;&lt;br /&gt;
      text  = &amp;lt;string&amp;gt;&lt;br /&gt;
      cmd   = &amp;lt;string&amp;gt;&lt;br /&gt;
      patch = &amp;lt;string&amp;gt;&lt;br /&gt;
      flags = &amp;lt;menu item flags string&amp;gt;&lt;br /&gt;
   }&lt;br /&gt;
   &lt;br /&gt;
   prevpage = &amp;lt;menu mnemonic&amp;gt;&lt;br /&gt;
   nextpage = &amp;lt;menu mnemonic&amp;gt;&lt;br /&gt;
   x        = &amp;lt;number&amp;gt;&lt;br /&gt;
   y        = &amp;lt;number&amp;gt;&lt;br /&gt;
   first    = &amp;lt;number&amp;gt;&lt;br /&gt;
   flags    = &amp;lt;menu flags string&amp;gt;&lt;br /&gt;
 }&lt;br /&gt;
==Explanation of Fields==&lt;br /&gt;
*item&lt;br /&gt;
:Default = No default&lt;br /&gt;
:One or more items must be defined in every menu. There is no upper limit on the number of item sections. The items will appear in the menu in the same order in which they were defined in EDF.&lt;br /&gt;
:Explanation of menu item fields:&lt;br /&gt;
:*type&lt;br /&gt;
::Default = info&lt;br /&gt;
::One of the following values with the given meanings: &lt;br /&gt;
::*info - The item is an informational string. It cannot be selected or execute a command, even if one is provided. This type of item is used as a section title. It is usual for the text to be given gold coloration, but this is up to the user. &lt;br /&gt;
::*gap - The item is a gap of blank space. It cannot be selected or execute a command. The amount of space is determined by the font used by the menu. &lt;br /&gt;
::*runcmd - This item type executes a command when the key bound to menu_confirm is pressed while it is selected. Only the text description is displayed; there is no value or other graphic to the right. If the command provided to this item is invalid, this item will be disabled. &lt;br /&gt;
::*variable - This item type allows editing of a console variable&#039;s value directly. The value editing must be done by typing in the new value. The value will appear to the right of the text description of this item at a distance determined by the layout of the menu. If the variable provided to this item is invalid, it will be disabled. &lt;br /&gt;
::*toggle - This item allows editing of a console variable&#039;s value using the menu_left or menu_right actions to scroll through its possible set of values. This type of item is only appropriate for console variables which are of &amp;quot;yes/no&amp;quot;, &amp;quot;on/off&amp;quot;, or &amp;quot;named value&amp;quot; types. The value of the variable will appear to the right of the text description of this item at a distance determined by the layout of the menu. If the variable provided to this item is invalid, it will be disabled. &lt;br /&gt;
::*title - This item type is appropriate only for use as the main title of the menu. Titles are drawn using the gamemode&#039;s &amp;quot;Big&amp;quot; font if no graphic patch is available for them. In Heretic, menu title text is also shadowed by default. This type of item has no value, is not selectable, and cannot execute a command. &lt;br /&gt;
::*slider - This item type allows editing of a console variable&#039;s value using a slider. The slider will appear to the right of the text description at a distance determined by the menu&#039;s layout. If the variable assigned to this item is invalid, the slider will be disabled. Sliders are only appropriate for use with ranged integer console variables. &lt;br /&gt;
::*automap - This item is an automap color selector. &lt;br /&gt;
::*binding - This item is a keybinding. The value provided to the cmd field must be a key action name instead of a console command. The keys currently bound to the action will appear to the right of text description at a distance determined by the menu&#039;s layout. &lt;br /&gt;
::*bigslider - This item is a giant slider for emulated menus. Otherwise, it works similar to the normal slider. &lt;br /&gt;
*text&lt;br /&gt;
::Default = &amp;quot;&amp;quot;&lt;br /&gt;
::This is the textual description of the menu item, which is drawn for all item types unless a valid patch graphic is specified, in which case it will be drawn instead. The height of the menu item is determined by the text or graphic used by the item, and item spacing is performed automatically by the menu engine. &lt;br /&gt;
:*cmd&lt;br /&gt;
::Default = No default&lt;br /&gt;
::This is the console command, console variable, or other special value which this item will execute or set a value to when it is activated. This field only has meaning for item types which are selectable. Non-selectable types will ignore it entirely. If a runcmd, variable, toggle, slider, automap, or binding item type is given an invalid console command or variable, the item will be disabled by the menu engine. &lt;br /&gt;
:*patch&lt;br /&gt;
::Default = No default&lt;br /&gt;
::If specified, this field will override the text description with a patch graphic of the given name. If the patch named doesn&#039;t exist amongst all loaded WAD files, the text description will appear instead. If the graphic named exists but is not a valid patch graphic lump, behavior is undefined. &lt;br /&gt;
:*flags&lt;br /&gt;
::A BEX-format flags field which can accept any combination of the following values. All values are off by default. &lt;br /&gt;
         Flag name       Effect&lt;br /&gt;
        --------------------------------------------------------------------&lt;br /&gt;
         BIGFONT         Item uses the gamemode&#039;s &amp;quot;big&amp;quot; font&lt;br /&gt;
         CENTERED        Menu item is centered. Useful only for info items.&lt;br /&gt;
         LALIGNED        Menu item is aligned to the left.&lt;br /&gt;
        --------------------------------------------------------------------&lt;br /&gt;
        &lt;br /&gt;
::Example: &lt;br /&gt;
        menu foo&lt;br /&gt;
        {&lt;br /&gt;
           item { type = info; text = &amp;quot;Hello EDF!&amp;quot;; flags = BIGFONT|CENTERED }&lt;br /&gt;
        }&lt;br /&gt;
        &lt;br /&gt;
::As with all other BEX-format flag fields, if the field&#039;s value contains whitespace, commas, or other characters disallowed in unquoted strings, you must surround the entire field value in single or double quotation marks. &lt;br /&gt;
*prevpage&lt;br /&gt;
:Default = No default&lt;br /&gt;
:This field specifies the previous page of this menu. Menus may be attached to each other in a circular chain of pages, which can be perused either by pressing Ctrl plus the keys bound to menu_left or menu_right, or by pressing the keys bound to menu_pageup or menu_pagedown. The default value means that there is no previous page. If the menu named by this field does not exist, there will also be no previous page. Table of contents functionality is not available for dynamic menus. &lt;br /&gt;
*nextpage&lt;br /&gt;
:Default = No default&lt;br /&gt;
:This field specifies the next page of this menu. It is otherwise identical to the prevpage field above. &lt;br /&gt;
*x&lt;br /&gt;
:Default = 200&lt;br /&gt;
:Specifies the x offset of the menu starting from the upper lefthand corner of the screen. Menu coordinates are relative to a 320x200 screen and are scaled at runtime by the game engine. All patches are clipped to the screen, so it is not harmful if a menu or any items on it extend off the framebuffer. Note that this value specifies the right end of description strings for normal menu items. Item values will be drawn further to the right of this. &lt;br /&gt;
*y&lt;br /&gt;
:Default = 15&lt;br /&gt;
:Specifies the y offset of the menu starting from the upper lefthand corner of the screen. Menu coordinates are relative to a 320x200 screen and are scaled at runtime by the game engine. &lt;br /&gt;
*first&lt;br /&gt;
:Default = 0&lt;br /&gt;
:Zero-based index of the first item that should be selected on the menu. If this value is out of range or is set to a normally unselectable item, the selection pointer will not appear until the user moves to a new item, at which point it will appear to jump to the proper item. On most native menus, the first selectable item is at index 3. This is due to a title, gap, and info item usually being the first three items on the menu. &lt;br /&gt;
*flags&lt;br /&gt;
:A BEX-format flags field which can accept any combination of the following values. All values are off by default. &lt;br /&gt;
      Flag name       Effect&lt;br /&gt;
     ------------------------------------------------------------------------&lt;br /&gt;
      skullmenu       This menu uses the large skull pointer.&lt;br /&gt;
      background      This menu has a background and uses the small pointer.&lt;br /&gt;
      leftaligned     This menu is aligned to the left. Does not work with&lt;br /&gt;
                      all item types.&lt;br /&gt;
      centeraligned   All items on this menu are centered. Not useful for&lt;br /&gt;
                      menus that contain anything other than title, gap,&lt;br /&gt;
                      info, or command items.&lt;br /&gt;
      emulated        This menu is an emulated original DOOM menu. All items&lt;br /&gt;
                      are spaced at 16-pixel intervals.&lt;br /&gt;
     ------------------------------------------------------------------------&lt;br /&gt;
     &lt;br /&gt;
:Example: &lt;br /&gt;
     menu foo&lt;br /&gt;
     {&lt;br /&gt;
        item { type = info; text = &amp;quot;Hello EDF!&amp;quot;; flags = BIGFONT }&lt;br /&gt;
        &lt;br /&gt;
        flags = skullmenu|leftaligned&lt;br /&gt;
     }&lt;br /&gt;
     &lt;br /&gt;
:As with all other BEX-format flag fields, if the field&#039;s value contains whitespace, commas, or other characters disallowed in unquoted strings, you must surround the entire field value in single or double quotation marks. &lt;br /&gt;
==Restrictions and Caveats==&lt;br /&gt;
*All menus must have a unique mnemonic no longer than 32 characters. They should only contain alphanumeric characters and underscores. Length will be verified, but format will not (non-unique mnemonics will overwrite previous definitions). &lt;br /&gt;
==Replacing Existing Menus==&lt;br /&gt;
&lt;br /&gt;
To replace the values of an existing EDF menu definition, simply define a new menu with the exact same mnemonic value (as stated above, all menus need a unique mnemonic, so duplicate mnemonics serve to indicate that an existing menu should be replaced). &lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
 /*&lt;br /&gt;
&lt;br /&gt;
  Define the reserved _MN_Custom menu, which is automatically made available on&lt;br /&gt;
  the second page of Eternity&#039;s main options menu when it is defined.&lt;br /&gt;
  This is a great use for the new optional &amp;quot;user.edf&amp;quot; file. Note that by using&lt;br /&gt;
  the new &amp;quot;mn_dynamenu&amp;quot; command, it is possible to create your own inter-menu&lt;br /&gt;
  links and form a complete heirarchy of custom menus. See the console reference&lt;br /&gt;
  for full information.&lt;br /&gt;
  &lt;br /&gt;
 */ &lt;br /&gt;
 menu _MN_Custom&lt;br /&gt;
 {&lt;br /&gt;
   item { type = title;  text = &amp;quot;my custom menu&amp;quot; }&lt;br /&gt;
   item { type = gap }&lt;br /&gt;
   item { type = info;   text = &amp;quot;\Hitems here&amp;quot; }&lt;br /&gt;
   item { type = runcmd; text = &amp;quot;get outta here!&amp;quot;; cmd = &amp;quot;mn_prevmenu&amp;quot; }&lt;br /&gt;
   &lt;br /&gt;
   first = 3&lt;br /&gt;
   flags = background&lt;br /&gt;
 }&lt;br /&gt;
==Overriding Native Menus==&lt;br /&gt;
&lt;br /&gt;
Eternity allows specific native menus to be overridden by menus you define in EDF. Currently the following menus can be overridden: &lt;br /&gt;
*Episode selection menu &lt;br /&gt;
To override a specific menu, you set a global variable in either the root EDF or in an EMENUS lump to the mnemonic of the menu you have provided. A table of variables and the menus they replace follows: &lt;br /&gt;
   EDF Variable                   Menu Overridden&lt;br /&gt;
  -------------------------------------------------------&lt;br /&gt;
   mn_episode                     Episode selection menu&lt;br /&gt;
  -------------------------------------------------------&lt;br /&gt;
Example&lt;br /&gt;
 /*&lt;br /&gt;
   This could be placed at global scope anywhere within the root chain of EDF&lt;br /&gt;
   files/lumps or within an EMENUS lump along with the menu it names.&lt;br /&gt;
 */&lt;br /&gt;
 mn_episode = MyEpisodeMenu&lt;br /&gt;
[[category:EDF]]&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
	<entry>
		<id>https://eternity.youfailit.net/index.php?title=EMAPINFO&amp;diff=5132</id>
		<title>EMAPINFO</title>
		<link rel="alternate" type="text/html" href="https://eternity.youfailit.net/index.php?title=EMAPINFO&amp;diff=5132"/>
		<updated>2021-03-16T22:04:48Z</updated>

		<summary type="html">&lt;p&gt;Afterglow: Document &amp;#039;levelnum&amp;#039; being added in v4.03.00&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;MapInfo&#039;&#039;&#039; serves as a method of customizing some aesthetic properties of a map which would otherwise be unchangeable, as well as adding the ability to use some [[Eternity]]-specific features. Eternity&#039;s MapInfo is stored in the EMAPINFO text lump.&lt;br /&gt;
{{Backto|Eternity Engine}}&lt;br /&gt;
{{editref}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
MapInfo data is stored in the global EMAPINFO lump, which is a plain-text lump containing information for all maps together. Variables for each level must be placed under a section header that has the same name as the map&#039;s header lump.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*Each map definition begins with a block header. This consists of the map&#039;s lump name in brackets, such as [MAP01], [E1M1], or [MYLEVEL].&lt;br /&gt;
*Variables are specified in the lines following the block header.&lt;br /&gt;
*All values are treated as text strings, and quotation marks are not required.&lt;br /&gt;
*Comments may start with &#039;#&#039;, &#039;;&#039;, or &#039;//&#039;. All three comments are single line only, and extend to the end of the line.&lt;br /&gt;
*An optional equal sign can be placed between a variable and the value it is given. It is not an error to omit it.&lt;br /&gt;
&lt;br /&gt;
==MapInfo Variables==&lt;br /&gt;
===Level identification===&lt;br /&gt;
====creator====&lt;br /&gt;
:The level author&#039;s name, which can be viewed in the console using the &amp;quot;creator&amp;quot; console command. If this value is not provided, the default value is &amp;quot;unknown&amp;quot;. For example:&lt;br /&gt;
      creator = Edwin Chadwick &#039;chadders&#039;&lt;br /&gt;
&lt;br /&gt;
====edf-intername====&lt;br /&gt;
:Boolean value which, if true, enables the use of [[EDF]]-defined intermission map name strings which will be drawn using the FONTB graphics (provided in eternity.wad for DOOM/DOOM II, and natively supported by Heretic). This feature is meant to obsolete the levelpic variable and to remove the need for authors to create title graphics for their maps in DOOM/DOOM II. It also allows intermission map name replacement to work correctly for the next level and for Heretic without any hacks.&lt;br /&gt;
The EDF string which will be used as the intermission name for the current map should have the mnemonic _IN_NAME_&amp;lt;mapname&amp;gt;, where &amp;lt;mapname&amp;gt; is the exact name of the map&#039;s header lump (Example: _IN_NAME_MAP01).&lt;br /&gt;
In order for the name of the next map to display correctly, the current level must either define its nextlevel/nextsecret values explicitly, or it must be an ExMy or MAPxy level. For example:&lt;br /&gt;
      edf-intername = true&lt;br /&gt;
&lt;br /&gt;
====inter-levelname====&lt;br /&gt;
:Name of the map to display in the intermission score screen. This is separate from &#039;&#039;&#039;levelname&#039;&#039;&#039; which is for the automap display, and can be used as an alternative to &#039;&#039;&#039;levelpic&#039;&#039;&#039; which is a graphic lump for the intermission name. If both &#039;&#039;&#039;inter-levelname&#039;&#039;&#039; and &#039;&#039;&#039;levelpic&#039;&#039;&#039; are present, &#039;&#039;&#039;levelpic&#039;&#039;&#039; takes precedence. Unlike &#039;&#039;&#039;levelpic&#039;&#039;&#039;, this one also works in Heretic. For example:&lt;br /&gt;
      inter-levelname = Circle of death&lt;br /&gt;
&lt;br /&gt;
====interpic====&lt;br /&gt;
:Name of a 320x200 graphic lump to be displayed as the background of the statistics intermission. For example:&lt;br /&gt;
interpic = BOSSBACK&lt;br /&gt;
&lt;br /&gt;
====killstats====&lt;br /&gt;
:Boolean value that allows the statistics intermission between two maps to be disabled. If the map has a finale sequence to be displayed, it will start immediately, otherwise the next map will be loaded. For example:&lt;br /&gt;
      killstats = true&lt;br /&gt;
&lt;br /&gt;
====levelname====&lt;br /&gt;
:This is the name of the level which will be displayed in the automap. This value overrides any string provided via DeHackEd. If you want to change the level name displayed in the intermission, change &#039;&#039;&#039;levelpic&#039;&#039;&#039; or &#039;&#039;&#039;inter-levelname&#039;&#039;&#039;. &#039;&#039;&#039;Levelname&#039;&#039;&#039; example:&lt;br /&gt;
      levelname = chadders&#039; lair&lt;br /&gt;
&lt;br /&gt;
====levelnum====&lt;br /&gt;
:Integer value used to identify it for the [[Parameterized_linedef_specials#Exits|Teleport_NewMap]] special. When the map&#039;s lump name does not follow the format MAPxx or ExMy, a numeric value is required.&lt;br /&gt;
      [D2DM1]&lt;br /&gt;
      levelnum = 1&lt;br /&gt;
&lt;br /&gt;
====levelpic====&lt;br /&gt;
:This is the name of a graphic lump which will be shown as the level name during the statistics intermission when this map is the previous map which was just beaten. This value is only used for DOOM and DOOM II maps. You can also use &#039;&#039;&#039;inter-levelname&#039;&#039;&#039; to set the intermission display level name, which will use the necessary font, already included in Eternity. &#039;&#039;&#039;Levelpic&#039;&#039;&#039; example:&lt;br /&gt;
      levelpic = E1M1PIC&lt;br /&gt;
&lt;br /&gt;
====levelpicnext====&lt;br /&gt;
:The level pic to show for the next level, only when taking the normal exit. If omitted, it will try that level&#039;s &#039;&#039;&#039;levelpic&#039;&#039;&#039; or write the name of it using the font.&lt;br /&gt;
&lt;br /&gt;
====levelpicsecret====&lt;br /&gt;
:Same as &#039;&#039;&#039;levelpicnext&#039;&#039;&#039;, but for taking the secret exit instead.&lt;br /&gt;
&lt;br /&gt;
====nextlevel====&lt;br /&gt;
:The exact header name of the next level to go to when a normal exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. For example:&lt;br /&gt;
      nextlevel = CHAD2&lt;br /&gt;
&lt;br /&gt;
====nextsecret====&lt;br /&gt;
:The exact header name of the next level to go to when a secret exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. Note that except for maps which normally have secret exits, the default behavior is to repeat the same level. This MapInfo value allows you to avoid that and use a secret exit on any map. For example:&lt;br /&gt;
      nextsecret = MAP34&lt;br /&gt;
&lt;br /&gt;
====partime====&lt;br /&gt;
:Partime for the map in seconds. This value overrides any value provided via DeHackEd. Note that partimes are only supported in episodes 1-3 of DOOM and any map of DOOM II. Ultimate DOOM episode 4, Heretic, and non-standard maps currently never display par times. For example:&lt;br /&gt;
      partime = 200&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
====acsopendelay====&lt;br /&gt;
:Boolean value that determines whether or not scripts&#039; execution within the first 35 tics after entering the map is delayed until 35 tics have passed. &#039;&#039;&#039;(since 16th Feb 2016)&#039;&#039;&#039;&lt;br /&gt;
          acsopendelay = true&lt;br /&gt;
&lt;br /&gt;
====acsscript====&lt;br /&gt;
:Name of the lump containing the compiled ACS script for this map.&lt;br /&gt;
          acsscript = SCRIPT01&lt;br /&gt;
&lt;br /&gt;
====extradata====&lt;br /&gt;
:Name of the ExtraData script lump for this map. See the ExtraData Reference for full information on ExtraData. There are no naming restrictions on ExtraData script lumps. For example:&lt;br /&gt;
      extradata = EXTRDT01&lt;br /&gt;
&lt;br /&gt;
====levelscript====&lt;br /&gt;
:Name of a compiled {{Deprecated}} Small script lump which will serve as the Levelscript for this map. NOTE: use &#039;&#039;&#039;acsscript&#039;&#039;&#039; for compiled ACS scripts.&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
====aircontrol====&lt;br /&gt;
:How much control the player has when attempting to move while in mid-air. By default Doom and Heretic have it 0 (no control whatsoever) and Hexen and Strife have a tiny value, just enough to allow jumping on objects.&lt;br /&gt;
:Default value is 0. Keep in mind you can set the &#039;&#039;&#039;comp_aircontrol&#039;&#039;&#039; property in the [[OPTIONS]] lump to &amp;quot;yes&amp;quot; or &amp;quot;no&amp;quot;, which if enabled, will produce the Hexen effect. Maximum air control is 65536, so anything between 0 and 65536 is equivalent to air control between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
====airfriction====&lt;br /&gt;
:This is an optional field, useful if &#039;&#039;&#039;aircontrol&#039;&#039;&#039; is significant, in order to limit player&#039;s speed when moving in mid-air. &#039;&#039;Non-player objects, such as projectiles, are not affected by this&#039;&#039;. Default value is 0 (no friction, like in the original games), and the maximum is 65536 (no acceleration whatsoever). In order to feel realistic, if it&#039;s needed, make sure to keep &#039;&#039;&#039;airfriction&#039;&#039;&#039; very low, or lower than the ground friction anyway, as it &#039;&#039;only&#039;&#039; applies while you&#039;re above ground.&lt;br /&gt;
&lt;br /&gt;
====disable-jump====&lt;br /&gt;
:If set to &#039;&#039;&#039;true&#039;&#039;&#039;, it will disable player jumping in current level. Default is &#039;&#039;&#039;false&#039;&#039;&#039;.&lt;br /&gt;
      disable-jump = true&lt;br /&gt;
&lt;br /&gt;
====gravity====&lt;br /&gt;
:Global gravity factor for the current level. The default gravity value is 65536. For example:&lt;br /&gt;
          # Enable 50% gravity&lt;br /&gt;
          gravity = 32768&lt;br /&gt;
&lt;br /&gt;
===Ambience===&lt;br /&gt;
====altskyname====&lt;br /&gt;
:Name of a texture to display instead of the normal sky texture during a lightning strike. This value is only used if lightning is enabled for this level. If this value is not provided, no sky animation will occur during lightning strikes. For example:&lt;br /&gt;
 altskyname = LBOLTSKY&lt;br /&gt;
&lt;br /&gt;
====colormap====&lt;br /&gt;
:Name of a colormap lump to use as the global colormap for this level. This colormap is applied to any sectors which do not have their own colormaps specified either via use of 242 height transfer linedefs or scripting. This lump must be between C_START and C_END tags. For example:&lt;br /&gt;
      colormap = FOGMAP&lt;br /&gt;
&lt;br /&gt;
====defaultenvironment====&lt;br /&gt;
:Sets the default sound environment (reverb) effect to happen in the map. Use two identifiers, as defined in [[EDF]].&lt;br /&gt;
      defaultenvironment = 1 2&lt;br /&gt;
&lt;br /&gt;
====doublesky====&lt;br /&gt;
:Boolean value that determines whether or not this map uses double skies. When double skies are enabled, any F_SKY1 or F_SKY2 sectors *not* affected by MBF sky transfer lines will use both the primary and secondary sky textures together. The secondary texture will be drawn first, normally, then the primary texture will be drawn over it, omitting any pixels which use palette index zero (this is usually pure black). Any MapInfo sky delta values provided will be applied to their respective textures. For example:&lt;br /&gt;
      doublesky = true&lt;br /&gt;
&lt;br /&gt;
====fullbright====&lt;br /&gt;
:Boolean value that determines whether fullbright can be used on this level. When fullbright is disabled, player gun flashes will not occur, and fullbright sprites and particles will be drawn normally. This should be used with most custom colormaps, since flashes and fullbright sprites usually look incorrect with them. For example:&lt;br /&gt;
      fullbright = false&lt;br /&gt;
&lt;br /&gt;
====lightning====&lt;br /&gt;
:Boolean value that toggles the global lightning effect. When set to true, all sky sectors on the map will flash at randomly determined intervals along with a thunder sound and optional animation of the normal sky texture. Warning: sectors must currently have a sky ceiling at the beginning of the level in order to be affected by lightning. The only current method to make non-sky sectors flash during lightning strikes is via use of BOOM lighting transfer linedefs. This may be improved in the near future. For example: &lt;br /&gt;
      lightning = true&lt;br /&gt;
&lt;br /&gt;
====music====&lt;br /&gt;
:Provides the name of a MUS or MIDI lump to use as music. In DOOM gamemodes, the string provided should be the lump name minus the &amp;quot;D_&amp;quot; prefix. In Heretic, the string provided should be the lump name minus the &amp;quot;MUS_&amp;quot; prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list. For example:&lt;br /&gt;
      music = cheese&lt;br /&gt;
&lt;br /&gt;
====sector-colormaps====&lt;br /&gt;
:&#039;&#039;&#039;(since 2nd April 2017)&#039;&#039;&#039; This optional property can be used to enforce classic Boom or SMMU-style behaviour for sector colormap applications using either the [[Transfer_Heights]] linedef special or [[ExtraData]] or [[UDMF]] sector properties. Possible values are:&lt;br /&gt;
:*&#039;&#039;normal&#039;&#039;: this is the default value. It makes the [[Transfer_Heights]] special apply the Boom behaviour, where the sector the player is in causes the entire view to change colour, while [[ExtraData]] and [[UDMF]] use the SMMU-introduced behaviour, where the sector colour is local to the sector, as if having local coloured light or fog effect. It&#039;s default because of required compatibility with past Boom and MBF wad releases, whereas the new SMMU introduced behaviour can be more useful for new maps with ExtraData or UDMF.&lt;br /&gt;
:*&#039;&#039;Boom&#039;&#039;: the Boom sector colormap behaviour will apply to all kinds of colormap settings, like in Boom or MBF.&lt;br /&gt;
:*&#039;&#039;SMMU&#039;&#039;: the SMMU sector colormap behaviour will apply to all kinds of colormap settings, like in previous Eternity versions.&lt;br /&gt;
      sector-colormaps = normal&lt;br /&gt;
&lt;br /&gt;
====skydelta====&lt;br /&gt;
:Pixels per gametic that the primary sky texture should scroll. This effect will only be applied to double skies and to F_SKY1 sectors which are NOT affected by any MBF sky transfer linedefs. For example:&lt;br /&gt;
      skydelta = 5&lt;br /&gt;
&lt;br /&gt;
====sky2delta====&lt;br /&gt;
:Pixels per gametic that the secondary sky texture should scroll. This effect will only be applied to double skies and to F_SKY2 sectors (which cannot be affected by MBF sky transfer linedefs). For example:&lt;br /&gt;
      sky2delta = 7&lt;br /&gt;
&lt;br /&gt;
====skyname====&lt;br /&gt;
:Name of a texture to use as the primary sky for this map. This sky will appear in all sectors which use the F_SKY1 flat, and it will also appear as the top layer of Hexen-style double skies. The name provided for this lump must be a valid texture or an error will occur. For example:&lt;br /&gt;
      skyname = SKY2&lt;br /&gt;
&lt;br /&gt;
====sky2name====&lt;br /&gt;
:Name of a texture to use as the secondary sky for this map. This sky will appear in all sectors which use the F_SKY2 flat, and it will also appear as the bottom layer of Hexen- style double skies. The name provided for this lump must be a valid texture or an error will occur. If no name is provided for the secondary sky, the primary sky name will be copied to it, so it is not an error to use F_SKY2 or double skies in a level where the sky2 texture is not explicitly defined. For example:&lt;br /&gt;
      sky2name = SKY4&lt;br /&gt;
&lt;br /&gt;
====unevenlight====&lt;br /&gt;
:Boolean value that determines whether walls parallel to the x and y axes of the game world are given lighting values 1 level higher or lower than other walls. This can dramatically affect the perceived light level of an area, so only use it for maps that are designed specifically for it. Maps which use custom global colormaps should usually set this value to false, since it only generally looks appropriate with the normal colormap. For example:&lt;br /&gt;
      unevenlight = false&lt;br /&gt;
&lt;br /&gt;
====sound-*====&lt;br /&gt;
:There are several sound-* commands which can be used to replace the default sounds in a map with sounds, using their mnemonics defined in [[EDF]].&lt;br /&gt;
[[EDF]] mnemonic of a sound to replace the default &amp;quot;swtchn&amp;quot; sound for this map.&lt;br /&gt;
&lt;br /&gt;
Sounds available for replacement:&lt;br /&gt;
 swtchx&lt;br /&gt;
 swtchn&lt;br /&gt;
 stnmov&lt;br /&gt;
 pstop&lt;br /&gt;
 pstart&lt;br /&gt;
 bdcls&lt;br /&gt;
 bdopn&lt;br /&gt;
 dorcls&lt;br /&gt;
 doropn&lt;br /&gt;
 fcmove&lt;br /&gt;
&lt;br /&gt;
Examples of use:&lt;br /&gt;
 sound-swtchx = newswtch&lt;br /&gt;
 sound-doropn = dorcreak&lt;br /&gt;
&lt;br /&gt;
===Finale control===&lt;br /&gt;
====boss-specials====&lt;br /&gt;
:A flags field that specifies what formerly level-specific boss &amp;quot;magic codepointer&amp;quot; actions are enabled for this level. This field takes a value in the same format as that used by [[EDF]], DeHackEd/BEX, and ExtraData flag fields, but the format will be reviewed here for completeness.&lt;br /&gt;
&lt;br /&gt;
A BEX flag list is a string of flag names separated by whitespace, pipe characters, commas, or plus characters. Flags are combined using bitwise-OR logic, so a flag name can be specified more than once. Specifying a flag name causes that flag to be turned on. The default state of all flags is off.&lt;br /&gt;
&lt;br /&gt;
These are the flag values which are available for this field:&lt;br /&gt;
          Flag name  Decimal  Hex     Meaning&lt;br /&gt;
          -----------------------------------------------------------------&lt;br /&gt;
          MAP07_1    1        0x0001  MAP07 Special 1 (BossDeath only)&lt;br /&gt;
          MAP07_2    2        0x0002  MAP07 Special 2 (BossDeath only)&lt;br /&gt;
          E1M8       4        0x0004  E1M8 Special&lt;br /&gt;
          E2M8       8        0x0008  E2M8 Special&lt;br /&gt;
          E3M8       16       0x0010  E3M8 Special&lt;br /&gt;
          E4M6       32       0x0020  E4M6 Special (BossDeath only)&lt;br /&gt;
          E4M8       64       0x0040  E4M8 Special&lt;br /&gt;
          E5M8       128      0x0080  E5M8 Special (HticBossDeath Only)&lt;br /&gt;
          -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Notes: Actions differ depending on whether monsters use the BossDeath or HticBossDeath codepointers. See the documentation for those specific codepointers to see what actions they perform. The monsters which must be dead for a given special to activate are controlled by various [[EDF]]/BEX thingtype flags. Together, these features allow complete customization.&lt;br /&gt;
&lt;br /&gt;
Example flags fields -- All of these are equivalent:&lt;br /&gt;
          boss-specials = MAP07_1|MAP07_2&lt;br /&gt;
          boss-specials = MAP07_1 | MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1+MAP07_2&lt;br /&gt;
          boss-specials = MAP07_2 + MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1,MAP07_2&lt;br /&gt;
          boss-specials = MAP07_1, MAP07_2&lt;br /&gt;
          &lt;br /&gt;
          boss-specials = MAP07_1 MAP07_2&lt;br /&gt;
&lt;br /&gt;
====endofgame====&lt;br /&gt;
:Boolean value which, if true, causes a DOOM II cast call to occur when this map is exited. This value is currently only usable in DOOM II. A level must also have intermission text defined for a cast call to take place. For example:&lt;br /&gt;
      endofgame = true&lt;br /&gt;
&lt;br /&gt;
====finale-early====&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should occur after this map without displaying the usual score screen. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-early = true&lt;br /&gt;
&lt;br /&gt;
====finale-normal====&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should only occur after this map if a normal exit was taken. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-normal = true&lt;br /&gt;
&lt;br /&gt;
====finale-secret====&lt;br /&gt;
:Boolean value which, if true, indicates that a text intermission should only occur after this map if a secret exit was taken. If no intermission text is defined for this map, this variable has no effect. For example:&lt;br /&gt;
      finale-secret = true&lt;br /&gt;
&lt;br /&gt;
====finaletype====&lt;br /&gt;
:Specifies which finale image sequence to use. Possible values are:&lt;br /&gt;
:*&#039;&#039;text&#039;&#039;: Only the intertext will be displayed. Play will then continue to the next level normally.&lt;br /&gt;
:*&#039;&#039;doom_credits&#039;&#039;: The DOOM CREDITS screen will be displayed after the intertext. Play ends after this map.&lt;br /&gt;
:*&#039;&#039;doom_deimos&#039;&#039;: The DOOM picture of Deimos above Hell will be displayed after the intertext. Play ends after this map.&lt;br /&gt;
:*&#039;&#039;doom_bunny&#039;&#039;: The scrolling picture of Daisy&#039;s head on a pike will be displayed, accompanied by the words &amp;quot;THE END&amp;quot; which are shot up with several bullets. Play ends after this map.&lt;br /&gt;
:*&#039;&#039;doom_marine&#039;&#039;: The E4 ending picture of the Marine holding Daisy&#039;s head is displayed after the intertext. Play ends after this map.&lt;br /&gt;
:*&#039;&#039;htic_credits&#039;&#039;: The Heretic CREDITS screen will be displayed after the intertext. Play ends after this map.&lt;br /&gt;
:*&#039;&#039;htic_water&#039;&#039;: The Heretic underwater screen with special palette is displayed after the intertext. Play ends after this map.&lt;br /&gt;
:*&#039;&#039;htic_demon&#039;&#039;: The Heretic demon scroller is displayed after the intertext. Play ends after this map.&lt;br /&gt;
&lt;br /&gt;
====finalesecrettype====&lt;br /&gt;
:Like above, but for the secret exit.&lt;br /&gt;
&lt;br /&gt;
====inter-backdrop====&lt;br /&gt;
:Name of a 64x64 flat OR a 320x200 graphic lump to be displayed as the background of a text intermission which occurs after this map. The flat namespace will be searched first, so if both a flat and a 320x200 picture of the same name exist, the flat will be chosen. For example:&lt;br /&gt;
      inter-backdrop = FLATHUH1&lt;br /&gt;
&lt;br /&gt;
====intermusic====&lt;br /&gt;
:Name of a MUS or MIDI lump to use as music during a text intermission which occurs after this map. If no intertext is defined for the map, this value will not be used. In DOOM gamemodes, the string provided should be the lump name minus the &amp;quot;D_&amp;quot; prefix. In Heretic, the string provided should be the lump name minus the &amp;quot;MUS_&amp;quot; prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list. For example:&lt;br /&gt;
      intermusic = ROMERO&lt;br /&gt;
&lt;br /&gt;
====intertext====&lt;br /&gt;
:Lump name of a text lump to be loaded as intermission text for this level. If the level has an intermission by default, this will replace the default intermission text, even if it has been edited via DeHackEd. If there is not normally a text intermission after this map, the presence of this variable serves to enable it. If no intertext is defined, a text intermission will not occur after a map. The formatting of the text inside the indicated lump will be preserved exactly, with the exception of tabs, which are converted to spaces. There is no length limitation, but only one screen of text (40 columns, 17 rows) can be displayed. Any extra text will be drawn off the bottom of the screen. For example:&lt;br /&gt;
      intertext = MAP04TXT&lt;br /&gt;
&lt;br /&gt;
====killfinale====&lt;br /&gt;
:Boolean value that allows built-in text intermission points to be disabled. For example, if you do not want text to appear after DOOM II MAP11, set this variable to true. For example:&lt;br /&gt;
      killfinale = true&lt;br /&gt;
&lt;br /&gt;
====levelaction====&lt;br /&gt;
:Specifies what happens when certain species of monsters all die in the map. The syntax is such: &#039;&#039;thingtype&#039;&#039; &#039;&#039;special&#039;&#039; [&#039;&#039;arg1&#039;&#039; [&#039;&#039;arg2&#039;&#039; [&#039;&#039;arg3&#039;&#039; [&#039;&#039;arg4&#039;&#039; [&#039;&#039;arg5&#039;&#039;]]]]]. You can even have more than one per level.&lt;br /&gt;
      levelaction = BaronOfHell Floor_LowerToLowest 671 8&lt;br /&gt;
      levelaction = Arachnotron Floor_RaiseByValue  667 8 24&lt;br /&gt;
&lt;br /&gt;
==Examples of MapInfo Definitions==&lt;br /&gt;
A basic MapInfo lump may be similar to this:&lt;br /&gt;
&lt;br /&gt;
    [MAP01]&lt;br /&gt;
    levelname = Evil Hell Lab&lt;br /&gt;
    creator = DooMGuy667&lt;br /&gt;
&lt;br /&gt;
    [E1M1]&lt;br /&gt;
    levelname = Not Hangar&lt;br /&gt;
    creator = Not Romero&lt;br /&gt;
    skyname = SKY3&lt;br /&gt;
    skydelta = 1&lt;br /&gt;
&lt;br /&gt;
The first example would change the automap and intermission screen names for MAP01 to &amp;quot;Evil Hell Lab&amp;quot; and when the &amp;lt;tt&amp;gt;creator&amp;lt;/tt&amp;gt; command is used in the console, output &amp;quot;DooMGuy667&amp;quot;. The name in the braces is the map the MapInfo applies to, so by changing &amp;lt;tt&amp;gt;[MAP01]&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;[MAP02]&amp;lt;/tt&amp;gt;, the changes would apply to MAP02 instead.&lt;br /&gt;
&lt;br /&gt;
The second example also sets a name and creator for the map (for the E1M1 mapslot, in this case), and also specifies that it will use SKY3 and scroll the sky slowly, using the skydelta variable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>Afterglow</name></author>
	</entry>
</feed>