*KEYHELP
DCK Map Editor Key Help

 Display Commands / Toggles
   + / -           Zoom/unzoom map
   Z               Fast-zoom on cursor position
   ] / [           Increase/decrease grid scale
   Arrows          Move map around
   Ctrl+G          Center map

   G               Toggle grid on/off
   '               Toggle fine mode on/off
   J               Toggle auto-join mode on/off
   P               Toggle snap to grid on/off
   B               Toggle clipboard rectangle on/off
   *               Toggle cursor crosshairs on/off
   , and .         Decrease / increase selection leniency

 Marking Commands
   Space           Mark/unmark object under cursor
   Left-Click      Mark/unmark object
   C               Clear all marks
   Alt+F           Find and mark objects

 Clipboard Commands
   Alt+Grey Plus   Copy marked objects to clipboard
   Alt+Grey Minus  Cut marked objects to clipboard
   Alt+Grey Star   Copy clipboard to map

 Texture field commands (any field that requires a wall
 or floor/ceiling texture)
   F2              Access texture browser
   Alt+F           Search for a texture
   /               Search again forward
   \               Search again backward

 Edit Commands
  The following commands are starred with a * if they
  operate on marked objects as well as the cursor object.

   V,L,T,S         Edit mode: Vertex, Line, Thing, Sector
   Home/End        Previous / Next mode
   Del          *  Delete objects

   Ctrl+A       *  Scale objects
   Ctrl+O       *  Rotate objects
   Ctrl+X       *  Align objects to cursor (X axis)
   Ctrl+Y       *  Align objects to cursor (Y axis)
   Ctrl+V       *  Snap objects to grid
   Ctrl+P       *  Format painter

   Alt+C           Run Consistency checker
   Alt+G           Go to object number
   Alt+M           Select motif
   Alt+F           Find and mark objects

   Right Button *  Edit object
    or [Enter]


  Mode: Thing
   Double-Click    Create a new thing
   Double-Click    Copy things to a new location
     and Drag
   O               Place origin at cursor

  Mode: Vertex
   Double-Click    Create a new vertex (if on a line and
                    auto-join mode is on, the line will be
                    split at the new vertex's location.)
   Ctrl+J       *  Delete vertex and join lines

  Mode: Line
   Ctrl+B          Combine lines
   Ctrl+C       *  Split line(s) in center
   Ctrl+E       *  Apply current motif to line
   Ctrl+F       *  Flip lines
   Ctrl+I       *  Add required textures
   Ctrl+J       *  Delete line and join sectors
   Ctrl+N       *  Normalize (removes tags/types)
   Ctrl+R       *  Flip sidedefs
   Ctrl+T       *  Automatic tag set
   Ctrl+U       *  Remove unrequired textures
   Ctrl+Z          Create stairZ
   Alt+1        *  Edit side 1
   Alt+2        *  Edit side 2
   Alt+R        *  Search and replace textures

  Mode: Sector
   Ctrl+D       *  Create door from sector
   Ctrl+E       *  Apply current motif to sector
   Ctrl+H       *  Raise / lower sector
   Ctrl+L       *  Create lift from sector
   Ctrl+N       *  Normalize (removes tags)
   Ctrl+T       *  Automatic tag set
   Alt+O        *  Apply sector object

 File Commands
   Alt+S           Save the current file
   Alt+X           Exit DCK
   Alt+E           Edit a different map
   F9              Run map in DOOM

 Menu System
   ESC             Activate menu bar

 The [Enter] Key
   The enter key performs a different action depending on
   what it is you're doing at the time you press it: --

   Box Mark Mode:
       Marks all the objects in the box.

   Drag Mode (including scale/rotate):
       Drops the dragged objects at the new location.

   Normal Edit Mode:
       Edits the settings of the selected + marked object(s).

 Mouse Control
   Click and release the left mouse button to mark/unmark
   the object under the cursor.  To drag the object (and all
   marked objects), hold the button down and move the objects
   to the desired location before releasing it.  You can press
   ESC at any time to abort the drag operation.

   To mark a box of objects, click and drag the left button
   while not on an object.

   If you click and release the left mouse button when NOT on
   an object, all the marks will be cleared.

   Double-left click:
     Thing : Create a new thing.
     Vertex: Split line and add vertex, otherwise nothing.
     Line  : Create new region (see documentation.)
     Sector: No effect.

   Click and release the right mouse button to edit the marked
   object(s).  Click and drag the right mouse button to
   unmark all objects in a box.

*TEXHELP
Texture browser keys

 Up/Dn  Scroll through textures
 Hm/End First / last in list
 Enter  Choose this texture
 ESC    Keep original texture
 Alt+F  Begin a new search forward
 /      Search again forward
 \      Search again backward
 T      Toggle tile mode (wall)

*CS_L_2SNOSD2
"Line is 2S but has no second sidedef"

In order for a line to be two-sided, it must
have its 2S flag set AND have a second
sidedef.  If one of these conditions is set
without the other, the DOOM engine will
behave strangely.

Fix: Removes the line's 2S bit, and sets the
impassable bit if not already set.

*CS_L_NO2SSD2
"Line is NOT 2S but has a second sidedef"

This line has a second sidedef but its 2S
flag is not set.  This means that the line
will block projectiles, but will be
see-through.

Fix: Sets the line's 2S bit.

*CS_SD_FTOOHIGH
"Sidedef's transparent full tex too high"

A sidedef's transparent full texture will
"bleed" through the floor if the entire
texture is higher than the side's sector.

Fix: Removes the full texture

*CS_L_VSAME
"Line's vertex references are the same"

The line in question starts and ends at the
same VERTEX.  This is a leftover product
from other editors.

Fix: Deletes the line.

*CS_L_NOSD1
"Line has no first sidedef"

In order for the DOOM engine to function
properly, every line must have a first
(or "right") sidedef.

Fix: If the line has a second sidedef and is
impassable/not 2S, reverses the sidedefs.
Otherwise, does nothing.

*CS_L_TYPENOTAG
"Line has a type but no sector tag"

In order for this line's type field to
operate properly, it must have a sector tag
of greater than 0, and at least one sector
must have the same tag.

Fix: Sets the line type to "Normal."  If
this is not desired, press 'G' to go to the
object and set the sector tag.

*CS_L_TAGNOTYPE
"Line has a sector tag but no type"

This is just a reminder that a sector tag
has been set, but the line's type will not
use that tag.

Fix: Removes the line's sector tag.

*CS_L_TAGNOSEC
"Linedef's sector tag is not shared by a sector."

The line's sector tag has been set, but there is
no sector with the same tag.

You may have forgotten to set the desired
sector's tag.

Fix: Removes the line's sector tag and sets
the line's type to Normal.

*CS_SD_MISSTEX
"Sidedef is missing [...] texture"

This sidedef may require the missing
texture(s).

Fix: Adds the required textures to the
sidedef.

*CS_S_NOTCLOSED
"Sector is not closed."

Fatal error.

This sector is not closed.  For the DOOM
engine to display a level correctly, all
sectors must start and end on the same
vertex, with a series of linedefs and
sidedefs that reference the sector along a
path.

Fix: This error cannot be fixed
automatically.

*CS_SD_FULLNOTTRANS
"Sidedef's full texture is not transparent-able."

In order for a two-sided linedef's sidedef to have
a full (normal) texture, that texture must be made
up of no more than one wall patch (marked as TRANS
in the texture browser.)

Fix: Removes the full texture.

*CS_S_G1000
"Sector's ceil/floor diff is greater than 1000."

The DOOM engine can handle a difference of
approximately 1000 between a sector's floor
and ceiling heights.

Fix: Lowers the ceiling height to accommodate
this limit.

*CS_S_TAGNOLINE
"Sector's tag is not shared by a linedef."

The sector's tag has been set, but there is no
linedef with the same tag.

You may have forgotten to set the desired
linedef's tag.

Fix: Removes the sector's tag.

*CS_T_NOSECTOR
"Thing is not in a sector."

Now, how did it get out there?

Fix: Deletes the thing.

*CS_T_TOOHIGH
"Thing is too high for its sector."

The thing is too high for its sector, and
will likely be displayed incorrectly and/or
not move correctly if it's a monster.

Fix: Deletes the thing.

*CS_T_COLLIDE
"Thing collides with other things."

The thing's radius extends into the area of
the surrounding things.  This will cause the
thing to be "stuck" if it's a monster.

Fix: Deletes the thing.

*CS_T_INWALL
"Thing is partially inside a wall."

The thing's radius extends into a
surrounding wall (line.)  This will cause
the thing to be "stuck" if it's a monster.

Fix: Deletes the thing.

*CS_M_NOP1
"No player 1 start."

Well, you need one of these.

*CS_M_NOP234
"Too few player starts."

There are fewer than four player starts in
this level.  The level will not be playable
in networked cooperative mode.

*CS_M_NODM
"Too few DEATHMATCH starts."

There are fewer than four deathmatch starts
in the level.  It will not be playable in
networked DEATHMATCH mode.

*CS_M_NOEXIT
"Missing an exit line."

There is no exit line in this level.  You
should add one.

*CS_M_NOTEXIT
"Teleporter line has no tele-exit."

In order for a teleporter line to work
properly, the sector that shares its tag
must have a "teleporter exit" THING in it.

This line's tagged sector does not.

*CS_S_BADTEX
"Sector's [floor/ceiling] texture is invalid."

DCK couldn't find the sector's floor or
ceiling texture.

Fix: Sets the appropriate texture to the
current default.

*CS_F_VSAME
"Object n is at the same point as object n"

Two vertexes are at the same point.

Fix: Replaces one with the other and deletes
the remaining.
