modding:wdc:projectinfo

WDC's Project Information

WDC only needs a few inputs to start a modding project, but has a lot of extra features that can allow for much more flexible modding.

This guide will take you through all the options available to you in the Project Information panel.

When you start a new project, the first open tab in the Project Information window is Folders/Files.

This is where key information about your game files will go.

  • Base Data Folder - This is the directory with the game files you want to edit.

  • Compiled Extension - This space will automatically fill dependant on the game files in the Base Data Folder. You will not need to change this unless you are making changes to the engine to allow for custom extensions.

  • Output Folder - Unlike other editors, WDC doesn't directly edit the files in the Base Data Folder. Instead, it will create all new files with any changes made, and place them in this folder.
    Make sure it is different to the Base Data Folder.
    If you do not specify an Output Folder, your files will be in Read-Only mode and you will not be able to edit them.

  • Test Program - If you point this to the appropriate executible for your game, you'll be able to run your compiled project from within WDC for quick testing.

  • Program Parameter - If you want to run the Test Program executible, this will allow you to control commandline parameters (Such as Debugmode.

  • GamePal.OBJ - If you are modding DOS Wolf3D and want to change the palette, this box can point WDC to the GAMEPAL.OBJ file in your source code. For information about editing the Wolf3D palette, click here.

  • Signon.OBJ - If you are modding DOS Wolf3D and want to change the Sign On Screen, this box can point WDC to the SIGNON.OBJ file in your source code. For information about editing the Sign On Screen, click here.

  • Default Palette - This will specify the palette for sprites and textures. This will automatically fill dependant on the types of game files in your Base Data Folder, but can be changed manually if your project needs it.

  • Map Data File - This defines which tilelist to use for the Map Editor. This will automatically fill dependant on the types of game files in your Base Data Folder, but can be changed manually if your project needs it.

The Maximum Values tab lets you specify the limits you want for your maps. By default these are set to the limits in the original engine.

Exceeding limits won't stop your maps compiling, but WDC will report it as an error in Map ToolsMap Information, as exceeding the game's spawn limits can cause crashes when playing.

  • MAXACTORS - The maximum number of enemies and other spawns (Fireballs, rockets, player, etc) in the map
    • Ignore MAXACTORS - Toggling this will tell WDC not to worry about exceeding the limit.

  • MAXSTATS - The maximum number of objects on the map, including static and collectible objects.
    • Ignore MAXSTATS - Toggling this will tell WDC not to worry about exceeding the limit.

  • MAXDOORS - The maximum number of doors allowed on a map.

  • MAPPLANES - The number of map planes the project will use in the Map Editor. For more information see Extra Map Planes (WDC).

These settings should only be changed if you have a deep understanding of how the tags work with the base files. As quoted from WDC's help files:

These settings affect the map encryption and also need to match their values in your code. If you are not familiar with these settings, please do not touch them. If you know the base files have different tags, change the base-related tags. If you want to compile the maps with different tags, change the compile-related tags. WDC will take care of unchecking “Use Base Tags” when you first compile your maps.

Map Compression is outside the scope of this FAQ and most projects in general, and most likely will not need to be changed.

The miscellaneous toggles for extra features are placed here. None of these should be toggled without fulfilling the engine requirements for the feature, or your game may break.



  • Use Tile16s for maps, if they exist - This toggle is for use with the Wolf3D Alpha, or the classic EGA games that WDC is compatible with.

  • Tile16Ms start at map code 0 - Tied to the above toggle, and only for use with the Wolf3D Alpha.

  • Use 128×128 VSWAP images - This will change your VSWAP so all the images are 128×128 instead of the normal 64×64. This will need engine changes to run, though. To learn how to add High Resolution Sprite Support in DOS, click here. To enable the feature in Wolf4SDL, click here.

  • Use 32 character map names - This will double the normal character limits for map names to 32. Generally used when intending to show map names on the loading screen. This will need minor code changes detailed in the WDC Help Files.

  • Demos have strafe value - This will add the ability to include strafe movements in gameplay demos.

  • Ignore VGAGRAPH image size - This tells WDC to ignore the 64KB maximum size limit for VGAGraph images. This restriction is unnecessary for modern source ports like Wolf4SDL, ECWolf and LZWolf.

  • Ignore top row and left column while error checking maps - For projects that use these areas on maps for map control and feature flags.

  • Use 32-bit GAMEMAPS lengths. - This will recompile your GAMEMAPS file to support maps up to 512×512. This cannot be reversed, and needs modification in engine to work.
  • modding/wdc/projectinfo.txt
  • Last modified: 2020/04/06 00:53
  • by zombie