Provided by: deutex_5.2.2-1_amd64 bug

NAME

       deutex - do things with wad files

SYNOPSIS

       deutex -?|-h|-help|--help

       deutex --version

       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] -restore

       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]

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).

   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,

           deutex -doom2 /path/to/doom2.wad -sounds -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.

OPTIONS

   Modal options not requiring an iwad
       -?, -h, -help, --help
           Print list of options.

       -syntax
           Print the syntax of wad creation directives.

       --version
           Print version number and exit immediately.

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

   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|-create|-make [in.txt] out.wad
           Make a pwad.

       -check|-test in.wad
           Check the textures.

       -debug [file]
           Debug color conversion.

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

       -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.

       -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.

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

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

       -wadir [in.wad]
           List and identify entries in 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|-s_end
           Use S_END for sprites, not SS_END.

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

       -ile
           Input wads are little endian (default).

       -ipf code
           Picture format (alpha, normal, pr; default normal).

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

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

       -iwad
           Compose iwad, not pwad.

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

       -obe
           Create big endian wads (default LE).

       -ole
           Create little endian wads (default).

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

       -pngoffsets
           Override offsets in WADINFO with offsets contained in PNG metadata

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

   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).

       -png
           Save pictures as PNG (.png). Default format.

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

   Reporting
       -di name
           Debug identification of entry.

       -v0|-v1|-v2|-v3|-v4|-v5
           Set verbosity level, default 2.

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/tx_start/
           Special texture directory for certain engines such as ZDoom. Specifying a positive
           integer after the name in wadinfo.txt causes no format conversion to be performed (eg,
           PNGs and BMPs remain as PNGs and BMPs in the WAD), otherwise an attempt to convert to
           Doom’s patch format is done.

       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.

COPYRIGHT

       DeuTex is copyright © 1994-1995 Olivier Montanuy, copyright © 1999-2005 André Majorel,
       copyright © 2006-2019 contributors to DeuTex.

       Most of this program is under the GNU General Public License version 2, 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 property of their owners.

AUTHORS

       The original author of DeuTex is Olivier Montanuy. From 1994 to 1996, DeuTex was
       maintained by Olivier Montanuy with help from Per Allansson, James Bonfield, Sharon
       Bowles, Mark Mathews, and Chuck Rossi. The original manual was written by Kevin McGrail.

       From version 4.0 (1999) through 4.4.902 (2005), the maintainer was André Majorel
       (http://www.teaser.fr/~amajorel).

       The project has since been maintained by a loose collaboration of authors primarily as
       part of the Debian project and Freedoom project. They include Jon Dowland, Simon Howard,
       Mike Swanson, RjY, Ayub Ahmed, and Nick Zatkovich.

REPORTING BUGS

       Please report bugs to the issue tracker at https://github.com/Doom-Utils/deutex.

                                            01/02/2021                                  DEUTEX(6)