==================== Options Quick Reference ========================= A full list of the available options, with a short explanation of the function of each, is given below. NOTE: options marked with & gained new syntax in v2.1; options marked with + are new to v2.1; options marked with ! can cause problems in combination with PREPROCESS. # Marks a comment line in the option file + BAND Makes ‘bands’ of blindness/ safety &! BLIND Makes sector(s) blind (or partially so) BLOCK Stops monsters seeing through a pair of specified lines DISTANCE Specifies how far (on the ground) monsters can see generally DOOR Specifies the max. # of doors monsters can see through generally EnMy Marks start of options for a particular Doom1 level & EXCLUDE Forces exclusion of view from one sector to another + GROUP Merges sectors into one. (Sectors get the same reject maps) & INCLUDE Forces inclusion of view from one sector to another & INV BLIND Makes sector(s) long-sighted & INV SAFE Makes sector(s) invisible to close monsters (but not far ones) LEFT Makes a 2s line one-way see-through (from left to right) ! LENGTH Specifies how far (by sector) monsters can see generally LINE Makes a 2s line impossible to look through for monsters MAPxx Marks start of options for a particular Doom2 map & NODOOR Marks sector(s) as not being a door [used only with DOOR option] NOMAP Removes the graphical display; reports progress as dots instead + NOPROCESS Only apply special effects no processing done. Very fast. ONE Same as BLOCK, but only operates in one direction PERFECT Generates a perfect REJECT map: forces processing of all sectors + PREPROCESS Groups sectors to gain processing speed. (The efficiency drops) & PROCESS Forces processing of specified sector(s) REPORT Reports all detected distances >=DISTANCE setting to file RIGHT Makes a 2s line one-way see-through (from right to left) &! SAFE Makes sector(s) invisible to far monsters INV is short for INVERT. Any option can be abbreviated to it’s shortest unique form. If you wish SAFE can be abbreviated S, as no other options start with S. Equivalently PREPROCESS can be abbreviated PRE, but not PR as PROCESS also starts with PR. Because many of these options alter RMB's processing methodology, their use will have implications for the time taken by RMB to build the REJECT map. Below is a list of all the options, graded by their effect on the program's processing speed. These options speed RMB up (greatest first): NOPROCESS [ []] PREPROCESS LENGTH DISTANCE DOOR GROUP BLIND LINE LEFT RIGHT BLOCK ONE These options have no effect on speed: # EnMy MAPxx NOMAP INCLUDE EXCLUDE SAFE INV SAFE INV BLIND BAND {SAFE, BLIND} INV BAND {SAFE, BLIND} These options cause RMB to slow down (greatest last): REPORT NODOOR PROCESS PERFECT Bear in mind that the longer RMB works, the greater the final efficiency of the REJECT table (and the better the final speed-up) is likely to be. Nevertheless, there will come a point where the additional return will not be worth the extra effort. The following terms are used to describe the arguments which RMB options take: Any text, terminated by end-of-line. A distance, measured in sectors, including the specified sector, so that 0 means "no distance"; 1 means "this sector only"; 2 means "this and all immediately adjacent sectors" and so on. The identification number of a 2-sided LINEDEF bordering two different sectors. E.g. a line with the 2s bit set and two sidedefs that point to two different sectors. You will find the linedef number in your WAD editor. (If yours won't tell you, you're using the wrong one!) Distance as measured in Doom map co-ordinates. Opinions vary as to how this equates to distance in the real world: a good rule of thumb seems to be 1 map unit is equivalent to 2cm. A positive integer. The identification number of a SECTOR, determined from a WAD editor. A list of , separated from each other by spaces and surrounded by brackets. e.g. (1 2 5 7 9)