on GZDoom Wads,
to the Graf Zahl's
page was last updated on
visited (counter regularily ressetted thanks to a bug... Bah, I don't care!)
for autoexec.cfg file
must be copied in your autoexec.cfg file (you can assign a path for
this file in you config.cfg, or not, if you put it in the same
directory than GZDoom).
with just the map itself (no crosshair, no hud, no
sprite for the player) or normally
Screenshots without Crosshair, sprite's player & other infos
crosshair_off "crosshair 0"
alias crosshair_on "crosshair -2"
bestshots "set_bestshots; wait 1; screenblocks 12; crosshair_off;
r_drawplayersprites 0; screenshot; wait 1; crosshair_on;
r_drawplayersprites 1; screenblocks 11; wait 1"
set_bestshots "bind o bestshots"
bind o bestshots
//// screenshot without informations using the key "o"
Classical Screenshots with full infos
s screenshot // Choose your key (here: "s")
in & out with 1 key
// Zoom on/off
zoom_in "set_zoom_out; fov 80; wait 1; fov 71; wait 1; fov 62; wait 1;
fov 54; wait 1; fov 46; wait 1; fov 39; wait 1; fov 32; wait 1; fov 26;
wait 1; fov 20; wait 1; fov 15; wait 1; fov 10"
set_zoom_out "bind w zoom_out"
// English keyboard: change
the "w" for a "z" here
zoom_out "set_zoom_in; fov 15; wait 1; fov 20; wait 1; fov 26; wait 1;
fov 32; wait 1; fov 39; wait 1; fov 46; wait 1; fov 54; wait 1; fov
62; wait 1; fov 71; wait 1; fov 80; wait 1; fov 90"
alias set_zoom_in "bind w zoom_in"
keyboard: change the "w" for a "z" here
zoom_in // Will be automatically changed for "z" on French keybords
// English keyboard: change the "w" for a "z"
2 different actions to one control
with mouse 2 AND use
alias -usestraf "-use; -strafe"
bind mouse2 +usestraf
the Mus on/off
Music on/off script for Doom, by Jive for GZW
// Originally created
by janiz on Jan 06, 2003
Modified and simplified to fit my own needs
mus_off "snd_musicvolume 0;snd_midivolume 0"
"snd_musicvolume 0.2;snd_midivolume 0.5;echo Music On"
mus_0 "mus_off;echo Music off"
bind m mus_0
// French keyboard: ";" will put "on" the music, and
"," will cute it off
Making flickering lightings ¤
Using the file "Lights.pk3"
file "Lights.pk3" is a zip file containing 4 text files. Each is
containing informations for the OpenGl lightings of the games
Doom, Hexen, Heretic and Strife. The one for Doom is named
"doomdefs.txt". Open it with an editor of text files, and go to the
section "Doom Decorations".
Important news (as of Oct 2008) HERE
about the fact that a new file "Lights.pk3"
is replacing all the other files
used by the recent past for OpenGl lightings.
Graf gave us HERE explanations
about the different formats for the lightings proposed on the control
suggest also to put the gamma correction to 1.1 or even 1.2 for darkest
wads, the gamma setted to 1 is way too much dark!!!
: means a linear distribution with constant depth fog.
: means linear light distribution with
increasing depth fog for darker light levels.
: means a non-linear light level
distribution that is designed to match Doom's original light levels as
closely as possible with standard hardware rendering methods
: is a special mode that tries to use the same light levels
as Legacy's GL mode. This is only recommended if you want to play a
level made for Legacy. For everything else it's far too bright.
most important setting is concerning the brightness: when you're
playing with a wad which is too much dark (and it happens a lot of
times...), don't push the gamma more than 1.2, but the "Ambient Light
course, you are aware that, by the recent past, you had to use the file "lights.wad" (made by Slayer ), which was
giving the necessary definitions for all of the lightings of the OpenGl
Here is what is written about it on the
Graf Zahl's site:
you want dynamic lights for standard items get the ZDoomGL
NOTE: This file is not officially supported. I just grabbed the light
definitions out of ZDoomGL's distribution and put them in here."
very special on it: it was the file used with ZdoomGL since a long time,
without any modification. What you don't know, perhaps, is that you
had to put it within the "skins" folder. If this folder didn't exist,
you had to create it. All files of this folder are automatically
loaded when GZDoom is launched.
Another way to use this file was to complete the empty line "Doom.autoload"
of the config file
("zdoom-your username.ini"), like I done it:
made, you can put the file within the root GZDoom folder (where is
Here is this file: Lights.zip
(zip file= 11 Kb, 68 Kb unzipped, was
*** News *** Today, the pwad ("Lights.wad") is officially supported by the Gzdoom engine. Graf made a special file, named "Lights.pk3", automatically launched at the startup if you put its name in the "Doom.autoload" section
of the config file
It contains the 3 text files for Doom, Heretic & Hexen, with
the needed definitions contained within "Lights.wad", which means that
you don't need anymore nor "Lights.wad", nor "Lights.ini", nor any
other external file, apart "Lights.pk3".
You can edit the file, using WinZip. Yes, this file is simply a zip file, renamed with the extension "pk3" !!!
Lights.ini and EcoLights.ini (version 1.0 lastly updated on Feb. 22, 2002), were containing the definitions tweaked by Slayer for an outdated version of ZdoomGl.
If you have those files, don't use them anymore: they won't work with GZDoom. Here is what said to me Slayer himself about it.
And don't forget to go on the Control Panel (while playing) and to customize the settings for your OpenGl mode ("Dynamic Lights Options").
All the values are setted to zero by default because not everyone can
use the OpenGl mode (The openGL renderer is by default disabled).
You'll have also, maybe, to change the value for "Texture Filter Mode".
I had to do it myself in order to play with my laptop. The "Trilinear
Mode" selected on the picture upon is possible thanks to my Ati Radeon
9700 Pro. So, if you have on your screen a pure garbage with the
textures, be quite sure that you'll have to change the type given for "Texture Filter Mode"
The config files
If you add the exec console command to the command line:
you can execute any config file at startup.
uses cfg files to set up bindings, aliases and other preferences
(usually) at game startup. It uses ini files to store settings across
game sessions. I guess this allows a little confusion to creep in
because doom.exe used to store its between session info in a file
called doom.cfg. In fact, because of this, in Zdoom you can load an ini
file like this:
zdoom -config myini.ini
A useful tip is to keep a file called zdoom.ini
in your (G)Zdoom directory. To create this file, copy your
zdoom-username.ini file to zdoom.ini then edit it with a text editor.
Leave only the entries you usually set up yourself, and which are
important to you in it (perhaps key bindings, mouse preferences,
aliases, whatever) and remove the other stuff the engine normally sets
up automatically. Now save the file. Whenever you start (G)Zdoom
without there already being a zdoom-username.ini file present, it will
read the contents of zdoom.ini and import them into a newly created
zdoom-username.ini file. As long as (G)Zdoom finds a zdoom-username.ini
file, it will not use zdoom.ini So, using this method, it's easy to
delete your zdoom-username.ini file and recreate it, should you need
to, simply by running (G)Zdoom again. It's also quite useful if you
keep your Zdoom install on some kind of portable medium where you may
be using different usernames on different computers.
Top ¤ Using resized patches : how to ! An explanation by me, using an example given by Enjay A
user asked on the Gzdoom forum how to use a texture having a writting
on it and sized 64x12, and being translucent around its text: . What you see here is the picture. His problem was that the text was resized while playing and was huge.
The solution was quite simple, using XWE :
the menu "Entry", select "Load" (and not "Load (raw data)", being used
only for highres pictures), and put the picture, being sure that the
color of the background is "cyan".
right click on it and select "Add to Patch Names", then "Add to
Texture". It will create, if not existing, the lumps "TEXTURE1" and
"PNAMES", or it will simply add it at the end of the lists.
on the button "Textures" (at the bottom of the window). It will display
the entire list of all the patches used for the selected episode of
Doom. Localize your texture. You'll see a line displaying all its
specifications (name, height, width...). The most interesting part of
this line are the columns "X Scale" and "Y Scale". x Scale and y Scale control the sizing of your texture. Values:
- 8 (or 0 which is default): normal size
- 1-7: larger size, e.g. 4 will be double.
- 9-255: smaller size, e.g. 16 will be half.
- Let say that you want to have your texture sized normally : x Scale= 8 and Y Scale=8 (or x Scale= 0 and Y Scale=0)
- Let say that you want it having a half size: x Scale= 16 and Y Scale=16.
- Let say that you want to have it sized normally on the X axe, but doubled vertically : x Scale= 8 and Y Scale=4.
say that you need to have one picture sized normaly, one doubled and
one having half size, each being the same picture but resized. Right
click on the name of the texture, in the table on the right side of the
window, and select "Duplicate". The name will be changed automatically
(but you can rename it freely). Then, you'll have to change the values
of the "x Scale" and "y Scale" columns. The one having a double size: x Scale= 4 and Y Scale=4., and the one being half sized: x Scale= 16 and Y Scale=16, the normal one having x Scale= 8 and Y Scale=8.
Here is an example of what you can obtain:
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created on July 11, 2006