; *****************************************************************************
; DCK.CFG -- Doom Construction Kit configuration file.
; NOTE: Blank lines and lines that begin with ; are ignored.
; I'll be putting this in a program dialog box eventually :)
; *****************************************************************************

; *****************************************************************************
; Location of DOOM.WAD.  Keep the trailing "\"
; *****************************************************************************

c:\doom\

; *****************************************************************************
; Location and path of your node builder.  The following parameters are
; available:
;  $FULL        Full path and filename of the .WAD file in question
;  $FILE        Just the filename (eg, DOOM.WAD) of the .WAD file
;  $PATH        The path of the .WAD file (excluding a trailing backslash)
; Please note: DCK *requires* that the nodes are stored in
; the same file after this node builder is run, otherwise it will keep
; re-calling the node builder.
; *****************************************************************************

bsp.exe $full $full

; *****************************************************************************
; Full directory and name of DOOM.EXE (for running the maps with F9.)
; The following variables (as well as the above) are available:
;  $EPISODE     Episode number of the map when F9 was pressed
;  $MISSION     Mission number of the map when F9 was pressed
; *****************************************************************************

c:\doom\doom.exe -file $full -devparm -warp $episode $mission

; *****************************************************************************
; Default X Scaling Factor.  This determines how many horizontal map units
; are visible on the screen at a time.  A map can be a maximum of approximately
; 32000 by 32000 units.
; *****************************************************************************

6000

; *****************************************************************************
; High/low zoom factors with Auto-Zoom (Z)
; *****************************************************************************

6000
1000

; *****************************************************************************
; Graphics Mode # to use.
;       0 - VGA 640x200 [Paging]
;       1 - VGA 640x350 [Paging]
;       2 - VGA 640x480 [No Paging]
; The best mode to use on most systems is probably mode 1; it provides
; relatively high resolution and allows paging, which makes things a whole
; lot easier on the eyes.
; *****************************************************************************

2

; *****************************************************************************
; If the graphics mode you have selected supports more than one page of
; graphics, make the next number 1.
; *****************************************************************************

0

; *****************************************************************************
; Global detail setting.
; Set to 1 for high detail, 0 for low detail.  Does not affect
; functionality in any way, but makes things a little faster on slow
; computers.
; *****************************************************************************

1

; *****************************************************************************
; Auto re-do consistency checker?  If 0, you'll have to manually tell DCK
; to re-do the consistency check instead of pop up the previous error log
; (by pressing R in the error log.)
;
; If set to 1, DCK will re-do the check automatically if the map has changed
; since the previous check.
; *****************************************************************************

0

; *****************************************************************************
; Maximums.  This is a list of "maximums" for the objects in a level.
; You probably won't have to change these numbers unless you're editing
; a massive (and I do mean massive!) level.  
; If your level does get bigger than these, I would suggest splitting it into
; some smaller parts - DOOM gets slower the bigger the level
; *****************************************************************************

; MAX number of vertices (4 bytes each)
3072

; MAX number of linedefs (14 bytes each)
3072

; MAX number of sidedefs (12 bytes each)
4200

; MAX number of sectors (26 bytes each)
768

; MAX number of things (10 bytes each)
1024

; *****************************************************************************
; The welcome window!
; *****************************************************************************

0
