game.ddf

Stored in games.ddf. Lump is DDFGAME. Name is the episode name, and should be unique. This defines the intermission screens and title screens.

COMMANDTYPEDESCRIPTION
INTERMISSION_GRAPHIC[lumpname] This is the background picture for intermissions.
SPLAT[lumpname] This is the picture placed over levels that are finished*.
YAH1 [lumpname] This is the picture placed over the level you are at. (You are Here)*
YAH2 [lumpname] If YAH1 doesn't fit on the page, this pic will be used instead*
PERCENT_SOUND[sound] Sound made during the intermission screen while counting kills, items and secrets etc.
DONE_SOUND[sound] Sound made when the counting (see above) stops.
NEXTMAP_SOUND[sound] Sound made before loading the next map.
INTERMISSION_MUSIC[integer] The music to play during this intermission, reference the [ENTRY NUMBER] in PLAYLIST.DDF.
ANIM[special] An animation to play.
MAP[special] Specifies where to place SPLATs for levels completed.
FIRSTMAP[lumpname] Specifies the first level in this game. (Does not have to be in e1m1 or map01 format). Level name is limited to an 8 letter string. However creating non standard map names usually creates problems with map editors. However, the limits on the number of maps that can appear should now have been removed. (E.g you could put 50 maps in a wad).
NAME_GRAPHIC[lumpname] Specifies a picture of the game's name to go into the start new game menu.
TITLE_MUSIC[integer] Some music to play when the TITLE_PIC is displayed. Note that the game is assumed not to exist if this music does not exist, reference the [ENTRY NUMBER] in PLAYLIST.DDF.
TITLE_PIC[lumpname] Specifies a picture to add to the sequence when the game starts. You can specify more than one graphic, separated commas.
TITLE_TIME[time] Specifies how long to leave the titlepic graphic/s displayed before changing it.
INTERMISSION_CAMERA[thing] The first thing in the map to have this DDF name will be used as a camera to generate the intermission screen at the end of the level. (similar to the camera views seen in quake) If no such object exists, the normal background is used. For best results, you should ensure your camera is tagged as NOBLOCKMAP and NOSECTOR in things.ddf (so it cannot move or be killed).

* These features are used in Doom or Ultimate Doom

ANIM Command

A frame in the animation is specified by: picture:tics:x:y
where picture is the name of the graphic, tics is how long to wait before the next frame, and x and y are the screen coordinates to place the animation. The screen coordinates are for a 320x200 screen. Co-ordinates are automatically adjusted for different resolutions

Use #END to end the animation and loop back to the start.
E.g ANIM=ADOOM:3:224:104,BDOOM:3:224:104,#END;
Plays 2 different graphics for a period of 3 tics (about 1/10th second) at coordinates 224, 104.

MAP Command

Specifies the position to draw splats on maps: mapname:x:y where mapname is the name of the map, and x and y are the screen coordinates to place the splat. Also used for the You are Here picture.

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DDF docs written by Andy Baker and Ziggy Gnarly, with updates by Andrew Apted.
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