Provided by: deutex_4.4.902-12_i386 bug

NAME

       deutex, deusf - do things with wad files

SYNOPSIS

       deutex -?|-h|-help|--help
       deutex --version
       deutex -man
       deutex [options] -add incomplete.wad out.wad
       deutex [options] -af flats.wad
       deutex [options] -append incomplete.wad
       deutex [options] -as sprite.wad
       deutex [options] -check in.wad
       deutex [options] -debug [in.gif]
       deutex [options] -get entry [in.wad]
       deutex [options] -join incomplete.wad in.wad
       deutex [options] -make [dirctivs.txt] out.wad
       deutex [options] -merge in.wad
       deutex [options] -pkgfx [in.wad [out.txt]]
       deutex [options] -pknormal [in.wad [out.txt]]
       deutex [options] -restor
       deutex [options] -usedidx [in.wad]
       deutex [options] -usedtex [in.wad]
       deutex [options] -unused in.wad
       deutex [options] -wadir [in.wad]
       deutex [options] -xtract in.wad [dirctivs.txt]

       deusf -?|-h|-help|--help
       deusf --version
       deusf options

DESCRIPTION

       DeuTex  is  a wad composer for Doom, Heretic, Hexen and Strife.  It can
       be used to extract the lumps of a wad and save them as individual files
       or the reverse, and much more.

       When  extracting  a lump to a file, it does not just copy the raw data,
       it converts it to an appropriate format (such as PPM for graphics,  Sun
       audio  for  samples,  etc.).   Conversely,  when  it  reads  files  for
       inclusion in pwads, it does the  necessary  conversions  (for  example,
       from PPM to Doom picture format).

       DeuSF  is a trimmed version of DeuTex that is used to merge sprites and
       flats from a pwad into an iwad, which is  sometimes  necessary  because
       Doom and its breed do not handle sprites in pwads well.

       See docsrc/dtexman6.txt for more information on DeuTex and DeuSF.

   Decomposing a wad
       To  decompose  a  wad  (i.e.  extract  its  contents), use the -extract
       (a.k.a.  -xtract) command.  When decomposing a wad, DeuTex creates  one
       file  for  each  lump.   The  files are created in one of the following
       subdirectories of  the  working  directory:  flats/,  lumps/,  musics/,
       patches/,  sounds/,  sprites/, textures/.  The decomposing process also
       creates a very important file, wadinfo.txt, which will  be  used  later
       when composing.

       To extract the contents of the Doom II iwad,
            deutex -doom2 /path/to/doom2.wad -xtract

       To extract the contents of a Doom II pwad named mywad.wad,
            deutex -doom2 /path/to/doom2.wad -xtract mywad.wad

       To extract only the sprites,
            deutex -doom2 /path/to/doom2.wad -sprites -xtract

       To extract only the sounds and save them as .voc,
            deutex -doom2 /path/to/doom2.wad -sounds -voc -xtract

   Composing (building) a wad
       Composing  is  the  symmetrical  process.   It's  done  with  the three
       commands  -build,  -create  and  -make,  that  are  equivalent.   Using
       wadinfo.txt  and  the  files  in  flats/,  lumps/,  musics/,  patches/,
       sounds/, sprites/ and textures/, DeuTex creates a new wad.

       To create a new pwad named mywad.wad,
              deutex -doom2 /path/to/doom2.wad -make mywad.wad

       To create a new iwad named mytc.wad,
              deutex -doom2 /path/to/doom2.wad -iwad -make mytc.wad

   Other operations
       DeuTex has many  (too  many  ?)  other  commands  like  -join,  -merge,
       -usedtex etc.  See docsrc/dtexman6.txt for a full description.

OPTIONS

   Modal options not requiring an iwad
       -?     Same as --help.

       -h     Same as --help.

       -help  Same as --help.

       --help Print list of options.

       -man   Print list of options in troff -man format.

       -syntax
              Print the syntax of wad creation directives.

       -unused in.wad
              Find unused spaces in a wad.

       --version
              Print version number and exit successfully.

   Modal options requiring an iwad
       -add in.wad out.wad
              Copy sp & fl of iwad and in.wad to out.wad.

       -af flats.wad
              Append all floors/ceilings to the wad.

       -append io.wad
              Add sprites & flats of iwad to io.wad.

       -as sprite.wad
              Append all sprites to the wad.

       -build [in.txt] out.wad
              Make a pwad.

       -check in.wad
              Check the textures.

       -create [in.txt] out.wad
              Same as -build.

       -debug [file]
              Debug colour conversion.

       -extract [in.wad [out.txt]]
              Same as -xtract.

       -get entry [in.wad]
              Get a wad entry from main wad or in.wad.

       -join incomplete.wad in.wad
              Append sprites & flats of Doom to a pwad.

       -make [in.txt] out.wad
              Same as -build.

       -merge in.wad
              Merge doom.wad and a pwad.

       -pkgfx [in.wad [out.txt]]
              Detect identical graphics.

       -pknormal [in.wad [out.txt]]
              Detect identical normal.

       -restore
              Restore doom.wad and the pwad.

       -test in.wad
              Same as -check.

       -usedidx [in.wad]
              Colour index usage statistics.

       -usedtex [in.wad]
              List textures used in all levels.

       -wadir [in.wad]
              List and identify entries in a wad.

       -xtract [in.wad [out.txt]]
              Extract some/all entries from a wad.

   General options
       -overwrite  Overwrite all.

       -dir dir    Extraction directory (default .).

   Iwad
       -doom dir      Path to Doom iwad.

       -doom2 dir     Path to Doom II iwad.

       -doom02 dir    Path to Doom alpha 0.2 iwad.

       -doom04 dir    Path to Doom alpha 0.4 iwad.

       -doom05 dir    Path to Doom alpha 0.5 iwad.

       -doompr dir    Path to Doom PR pre-beta iwad.

       -heretic dir   Path to Heretic iwad.

       -hexen dir     Path to Hexen iwad.

       -strife dir    Path to Strife iwad.

       -strife10 dir  Path to Strife 1.0 iwad.

   Wad options
       -be    Assume all wads are big endian (default LE).

       -deu   Add 64k of junk for DEU 5.21 compatibility.

       -george
              Same as -s_end.

       -ibe   Input wads are big endian (default LE).

       -ile   Input wads are little endian (default).

       -ipf code
              Picture format (alpha, *normal, pr, rott).

       -itf code
              Input texture format (nameless, none, *normal, strife11).

       -itl code
              Texture lump (none, *normal, textures).

       -iwad  Compose iwad, not pwad.

       -le    Assume all wads are little endian (default).

       -musid Use old music identification method.

       -obe   Create big endian wads (default LE).

       -ole   Create little endian wads (default).

       -otf code
              Output texture format (nameless, none, *normal, strife11).

       -s_end Use S_END for sprites, not SS_END.

       -tf code
              Texture format (nameless, none, *normal, strife11).

   Lump selection
       -flats     Select flats.

       -graphics  Select graphics.

       -levels    Select levels.

       -lumps     Select lumps.

       -musics    Select musics.

       -patches   Select patches.

       -scripts   Select Strife scripts.

       -sneas     Select sneas (sneaps and sneats).

       -sneaps    Select sneaps.

       -sneats    Select sneats.

       -sounds    Select sounds.

       -sprites   Select sprites.

       -textures  Select textures.

   Graphics
       -bmp   Save pictures as BMP (.bmp).

       -gif   Save pictures as GIF (.gif).

       -ppm   Save pictures as rawbits PPM (P6, .ppm).

       -rgb r g b
              Specify the transparent colour (default 0 47 47).

   Sound
       -au    Save sounds as Sun audio (.au).

       -fullsnd
              Save sounds beyond declared length.

       -rate code
              Policy for != 11025 Hz (reject, force, *warn, accept).

       -voc   Save sounds as voc (.voc).

       -wav   Save sounds as WAVE (.wav).

   Reporting
       -di name   Debug identification of entry.

       -log file  Name of log file (default deutex.log).

       -v0        Set verbosity level to 0.

       -v1        Set verbosity level to 1.

       -v2        Set verbosity level to 2 (default).

       -v3        Set verbosity level to 3.

       -v4        Set verbosity level to 4.

       -v5        Set verbosity level to 5.

   WinTex-related options
       -win doom data info select colour
              WinTex shortcut.

       -wim doom select
              WinTex shortcut.

       -wtx iwad
              WinTex shortcut.

DIAGNOSTICS

       All  messages  are  identified  by  a  unique  code.  Some messages are
       identical ; the code is useful to distinguish  them.   All  codes  have
       four characters ; two letters and two digits.  The letters identify the
       part of the code where the message comes  from,  the  digits  give  the
       message  number  within that area.  In general, numbers are assigned so
       that messages that come from  parts  of  the  code  that  are  executed
       earlier have lower numbers.

FILES

       dir/flats/
              When  extracting,  flats  are  saved  to  this  directory.  When
              composing, flats are read from this directory.

       dir/graphics/
              When extracting, graphics are saved  to  this  directory.   When
              composing, graphics are read from this directory.

       dir/levels/
              When  extracting,  levels  are  saved  to  this directory.  When
              composing, levels are read from this directory.

       dir/lumps/
              When extracting,  lumps  are  saved  to  this  directory.   When
              composing, lumps are read from this directory.

       dir/musics/
              When  extracting,  musics  are  saved  to  this directory.  When
              composing, musics are read from this directory.

       dir/patches/
              When extracting, patches are  saved  to  this  directory.   When
              composing, patches are read from this directory.

       dir/scripts/
              When  extracting,  Strife  scripts  are saved to this directory.
              When composing, Strife scripts are read from this directory.

       dir/sneaps/
              When extracting, Doom alpha sneaps are saved to this  directory.
              When composing, Doom alpha sneaps are read from this directory.

       dir/sneats/
              When  extracting, Doom alpha sneats are saved to this directory.
              When composing, Doom alpha sneats are read from this directory.

       dir/sounds/
              When extracting, sounds  are  saved  to  this  directory.   When
              composing, sounds are read from this directory.

       dir/sprites/
              When  extracting,  sprites  are  saved  to this directory.  When
              composing, sprites are read from this directory.

       dir/textures/texture1.txt
              The TEXTURE1 lump (all but Doom alpha 0.4 and 0.5).

       dir/textures/texture2.txt
              The TEXTURE2 lump (all commercial iwads except Doom 2).

       dir/textures/textures.txt
              The TEXTURES lump (Doom alpha 0.4 and 0.5).

       dir/wadinfo.txt
              The default master file.

ENVIRONMENT

       DOOMWADDIR
              The  directory  where  the  iwad  resides.  The  value  of  this
              environment variable is overridden by -main, -doom and friends.

BUGS

       See TODO.

LEGAL

       DeuTex  is  copyright  (C)  1994-1995  Olivier  Montanuy, copyright (C)
       1999-2005 Andre Majorel.

       Most of this program is GPL'd but some of it is available  under  other
       licenses.   This  program  is  distributed  in the hope that it will be
       useful, but WITHOUT ANY WARRANTY; without even the implied warranty  of
       MERCHANTABILITY  or  FITNESS FOR A PARTICULAR PURPOSE.  See LICENSE for
       specific information and copyright notices.   All  trademarks  are  the
       property of their owners.

AUTHOR

       The     original    author    of    DeuTex    is    Olivier    Montanuy
       <Olivier.Montanuy=wanadoo+fr>.   From  1994   to   1996,   DeuTex   was
       maintained   by   Olivier   Montanuy   with  help  from  Per  Allansson
       <c91peral=und+ida+liu+se>,    James    Bonfield     <jkb=mrc-molecular-
       biology+cambridge+ac+uk>,      Sharon      Bowles,     Mark     Mathews
       <mark.mathews=channel1+com> and Chuck Rossi.  The original  manual  was
       written by Kevin McGrail <hevkev=sfo+com>.

       As   of   version   4   (1999),   the   maintainer   is  Andre  Majorel
       <URL:http://www.teaser.fr/~amajorel/>.

       Questions and bug reports should be sent to the current maintainer, not
       to the original authors.

SEE ALSO

       wadcat(6),   wadext(6),  wadext2(6),  wadflat(6),  wadgc(6),  wadlc(6),
       wadldc(6),    wadpatch(6),    wadsprit(6),    wadtex(6),    wadtxls(6),
       xwadtools(6)