diff --git a/doc/Doublescan.txt b/doc/Doublescan.txt deleted file mode 100644 index 5e492ec89..000000000 --- a/doc/Doublescan.txt +++ /dev/null @@ -1,93 +0,0 @@ - ================================================================ - How to add Low-res modes to your XF86Config under Linux MANUALLY - ================================================================ - - I TAKE NO RESPONSIBILITY FOR ANY DAMAGE DONE TO YOUR EQUIPMENT!!! - - This document explains how to add low-res modes like 320x200 to your - X-Server configuration, because some new setup tools for the X-Server - do not support this. ONLY RECOMMENDED FOR USERS WHO KNOW WHAT THEY DO! - - I do not take any responsibility for damage done to your monitor, your - videocard, your harddisk, your cat, your dog or anything else!!! - IMPORTANT IS, THAT YOUR "HorizSync" AND "VertRefresh" VALUES REALLY - MATCH YOUR MONITOR! OTHERWISE YOUR MONITOR CAN BLOW UP!!! - - OK, if you have read up to here, you either know what you do or really - die-hard want those low-res modes. Here is what to do: - Look up your XF86Config. Is is either in /etc or in /etc/X11. Here is - what you have to add to the definition of your modeslines: - -# Low-res Doublescan modes -# If your chipset does not support doublescan, you get a 'squashed' -# resolution like 320x400. - -# 320x200 @ 70 Hz, 31.5 kHz hsync, 8:5 aspect ratio -Modeline "320x200" 12.588 320 336 384 400 200 204 205 225 Doublescan -# 320x240 @ 60 Hz, 31.5 kHz hsync, 4:3 aspect ratio -Modeline "320x240" 12.588 320 336 384 400 240 245 246 262 Doublescan -# 320x240 @ 72 Hz, 36.5 kHz hsync -Modeline "320x240" 15.750 320 336 384 400 240 244 246 262 Doublescan -# 400x300 @ 56 Hz, 35.2 kHz hsync, 4:3 aspect ratio -ModeLine "400x300" 18 400 416 448 512 300 301 302 312 Doublescan -# 400x300 @ 60 Hz, 37.8 kHz hsync -Modeline "400x300" 20 400 416 480 528 300 301 303 314 Doublescan -# 400x300 @ 72 Hz, 48.0 kHz hsync -Modeline "400x300" 25 400 424 488 520 300 319 322 333 Doublescan - - If your video card only supports a specific set of discrete dotclocks - (RAMDAC) you may have to replace the dotclocks given here by one of the - specified (e.g in the first modeline the dotclock is 12.588 MHz). I believe - that nowadays all cards and monitors should work with these settings, but - if you have outdated hardware you better check the frequencies yourself. If - there is any uncertainty, please check the "XFree86 Video Timings HOWTO". - - - Then have a look at the section "Screen" with the appropriate driver - (usually either "svga" or "accel"). Under Subsection "Display" there - are modes for the given color depth. Add the desired modes. As an - example I give you my screens definition here with low-res modes in - 16 bit color depth: - -Section "Screen" - Driver "accel" - Device "3D Charger" - Monitor "Iiyama Pro 450" - DefaultColorDepth 16 - - Subsection "Display" - Depth 8 - Modes "1280x1024" "1024x768" "800x600" "640x480" - ViewPort 0 0 - Virtual 1280 1024 - EndSubsection - Subsection "Display" - Depth 16 - Modes "1152x864" "1024x768" "800x600" "640x480" "400x300" "320x200" <- THIS IS ACTUALLY WHAT YOU WANT!!! - ViewPort 0 0 ^^^^^^^^^^^^^^^^^^^ - Virtual 1152 864 - EndSubsection - Subsection "Display" - Depth 24 - Modes "800x600" "640x480" - ViewPort 0 0 - Virtual 800 600 - EndSubsection - Subsection "Display" - Depth 32 - Modes "800x600" "640x480" - ViewPort 0 0 - Virtual 800 600 - EndSubsection -EndSection - - Once again: important is, that you edit the correct Screen section. - If you use the SVGA Server and edit the ACCEL Server, you might - wonder where your new modes have gone. - - If everything went fine and you want to say thank you, just write - to "metzgermeister@users.sourceforge.net". If your monitor blew - up and you want to kill me, find me playing Legacy or Q3A on the net - and frag me (with your second monitor, hehe). - - - metzgermeister diff --git a/doc/Item Ranges.txt b/doc/Item Ranges.txt deleted file mode 100644 index 60251e547..000000000 --- a/doc/Item Ranges.txt +++ /dev/null @@ -1,212 +0,0 @@ -1-99 : Player Starts - 1 - Player 1 Start 1 - 2 - Player 2 Start 2 - 3 - Player 3 Start 3 - 4 - Player 4 Start 4 - 5 - Player 5 Start 4001 - 6 - Player 6 Start 4002 - 7 - Player 7 Start 4003 - 8 - Player 8 Start 4004 - 9 - Player 9 Start 4005 - 10 - Player 10 Start 4006 - 11 - Player 11 Start 4007 - 12 - Player 12 Start 4008 - 13 - Player 13 Start 4009 - 14 - Player 14 Start 4010 - 15 - Player 15 Start 4011 - 16 - Player 16 Start 4012 - 17 - Player 17 Start 4013 - 18 - Player 18 Start 4014 - 19 - Player 19 Start 4015 - 20 - Player 20 Start 4016 - 21 - Player 21 Start 4017 - 22 - Player 22 Start 4018 - 23 - Player 23 Start 4019 - 24 - Player 24 Start 4020 - 25 - Player 25 Start 4021 - 26 - Player 26 Start 4022 - 27 - Player 27 Start 4023 - 28 - Player 28 Start 4024 - 29 - Player 29 Start 4025 - 30 - Player 30 Start 4026 - 31 - Player 31 Start 4027 - 32 - Player 32 Start 4028 - 33 - Player Match Start 11 - 34 - Red Team Start 87 - 35 - Blue Team Start 89 - 36 - Tag start New - -100 - 199 : Enemies - 100 - Blue Crawla 3004 - 101 - Red Crawla 9 - 102 - GFZ Fish 58 - 103 - Gold Buzz 5005 - 104 - Red Buzz 5006 - 105 - Jetty-Syn Bomber 3005 - 106 - Jetty-Syn Gunner 22 - 107 - Crawla Commander 21 - 108 - Deton 71 - 109 - Skim 56 - 110 - THZ Turret 2004 - 111 - Pop-up Turret 42 - -200 - 299 : Bosses and their associated items (if any) - 200 - Boss 1 16 - 201 - Boss 2 2008 - 290 - Boss Fly Point 17 - 291 - EggTrap Center 2049 - -300 - 399 : Collectibles - 300 - Ring 2014 - 301 - Homing Ring 69 - 302 - Rail Ring 3003 - 303 - Infinity Ring 80 - 304 - Automatic Ring 26 - 305 - Explosion Ring 54 - 306 - Red CTF Flag 31 - 307 - Blue CTF Flag 34 - 308 - Special Stage Token 2013 - 309 - Emerald 1 420 - 310 - Emerald 2 421 - 311 - Emerald 3 422 - 312 - Emerald 4 423 - 313 - Emerald 5 424 - 314 - Emerald 6 425 - 315 - Emerald 7 426 - 316 - Hunting Emerald 1 64 - 317 - Hunting Emerald 2 3002 - 318 - Hunting Emerald 3 3001 - -400 - 499 : Boxes - 400 - Super Ring Box 2011 - 401 - Grey Ring Box 2012 - 402 - Ring Shield Box 48 - 403 - Fire Shield Box 2002 - 404 - Bomb Shield Box 2018 - 405 - Jump Shield Box 35 - 406 - Water Shield Box 2028 - 407 - Sneaker Box 25 - 408 - Invincibility Box 2022 - 409 - 1-Up Box 41 - 410 - Eggman Box 2005 - 411 - Mixup Box 78 - 412 - Question Box 3000 - -500 - 599 : Interactive Objects (friendly or otherwise - includes springs) - 500 - Bubble Patch 33 - 501 - Level End Sign 86 - 502 - Starpost 3006 - 520 - Spike Ball -1 - 521 - Special Stage Spike Ball 23 - 522 - Ceiling Spike 67 - 523 - Floor Spike 68 - 540 - Fan 32 - 541 - Steam Riser 30 - 550 - Yellow Spring 28 - 551 - Red Spring 79 - 552 - Blue Spring 5004 - 553 - Yellow Spring Down 65 - 554 - Red Spring Down 66 - 555 - Yellow Diagonal Spring 2015 - 556 - Red Diagonal Spring 38 - 557 - Yellow Diag Spring Down 20 - 558 - Red Diag Spring Down 39 - -600 - 699 : Special placement patterns - 600 - Vertical Rigns - Stack of 5 (suitable for Yellow Spring) 84 - 601 - Vertical Rings - Stack of 5 (suitable for Red Spring) 44 - 602 - Diagonal rings (5) 76 - 603 - Diagonal rings (10) 77 - 604 - A ring of rings 47 - 605 - A BIGGER ring of rings 2007 - 606 - A ring of wing items 2048 - 607 - A BIGGER ring of wing items 2010 - 608 - A ring of rings and wings (alternating) 2046 - 609 - A BIGGER ring of rings and wings (alternating) 2047 - -700 - 799 : Powerup indicators/environmental effects/miscellany - 700 - Ambient Water 1a (S) 2026 - 701 - Ambient Water 1b (S) 2024 - 702 - Ambient Water 2a (M) 2023 - 703 - Ambient Water 2b (M) 2045 - 704 - Ambient Water 3a (L) 83 - 705 - Ambient Water 3b (L) 2019 - 706 - Ambient Water 4a (XL) 2025 - 707 - Ambient Water 4b (XL) 27 - 708 - Random Ambient 1 14 - 709 - Random Ambient 2 43 - 750 - Chaos Spawner 8 - 751 - Teleport Point 5003 - 752 - Alternate View Point 5007 - 753 - Zoom Tube Waypoint 18 - 754 - Pusher 5001 - 755 - Puller 5002 - 756 - Street Light 2003 - -800 - 899 : Greenflower Scenery - 800 - Flower 1 36 - 801 - Flower 2 70 - 802 - Flower 3 73 - 804 - Berry Bush 74 - 805 - Bush 75 - -900 - 999 : Techno Hill Scenery - 900 - THZ Plant 2035 - 901 - Alarm 2006 - -1000 - 1099 : Deep Sea Scenery - 1000 - Gargoyle 81 - -1100 - 1199 : Castle Eggman Scenery - 1100 - Ceiling Chain 49 - 1101 - Torch Flame 24 - 1102 - Eggman Statue 52 - 1103 - CEZ Flower 2001 - -1200 - 1299 : Arid Canyon Scenery -1300 - 1399 : Red Volcano Scenery -1400 - 1499 : Dark City Scenery -1500 - 1599 : Doom Ship Scenery -1600 - 1699 : Egg Rock/Final Fight Scenery -1700 - 1799 : NiGHTS Items - 1700 - Axis 72 - 1701 - Axis Transfer (Normal) 61 - 1702 - Axis Transfer (Line) 46 - 1703 - Nights Drone 60 - 1704 - Nights Bumper 82 - 1705 - Hoop 57 - 1706 - Nights Wing 37 - 1707 - Super Loop Powerup 3007 - 1708 - Drill Refill Powerup 3008 - 1709 - Helper Powerup 3009 - 1710 - Egg Capsule 40 - -1800 - 1849 : Mario Items - 1800 - Coin 10005 - 1801 - Goomba 10000 - 1802 - Blue Goomba 10001 - 1803 - FireFlower 50 - 1804 - Shell 10 - 1805 - Puma 29 - 1806 - Koopa 19 - 1807 - Axe 12 - 1808 - Mario Bush 1 10002 - 1809 - Mario Bush 2 10003 - 1810 - Toad 10004 - -1850 - 1899 : Christmas Items - 1850 - Xmas Pole 5 - 1851 - Candy Cane 13 - 1852 - Snowman 6 - -1900 - 1999 : Misc Scenery - 1900 - Stalagmite 0 - 1901 - Stalagmite 1 - 1902 - Stalagmite 2 - 1903 - Stalagmite 3 - 1904 - Stalagmite 4 - 1905 - Stalagmite 5 - 1906 - Stalagmite 6 - 1907 - Stalagmite 7 - 1908 - Stalagmite 8 - 1909 - Stalagmite 9 diff --git a/doc/Linedef Ranges.txt b/doc/Linedef Ranges.txt deleted file mode 100644 index 81fa695a0..000000000 --- a/doc/Linedef Ranges.txt +++ /dev/null @@ -1,223 +0,0 @@ - Description OldNum NewNum Description - Old Water 14 Removed - - Level Parameters/Misc: - Per-Sector Gravity 64 1 - Custom Exit 71 2 - Zoom Tube Parameters 18 3 - Speed Pad 65 4 - Camera Scanner 63 5 - Disable Linedef 73 6 - Flat Alignment 66 7 - Sector Special Parameters New 8 - Mace Parameters New 9 - Sprite Cull Height New 10 - Rope Hang Parameters New 11 - Rock Spawner Parameters New 12 - - PolyObjects - Marks first line in PolyObject New 20 - Explicitly includes a PolyObject line New 21 - PolyObject: Parameters New 22 - PolyObject: Waving Flag New 31 - - Level-Load Effects: - Instant Floor Lower 26 50 - Instant Ceiling Raise 24 51 - Continuously Falling Sector 88 52 - Continuous Floor/Ceiling Mover 2 53 - Continuous Floor Mover 3 54 - Continuous Ceiling Mover 4 55 - Continuous Two-Speed Floor/Ceiling Mover 6 56 - Continuous Two-Speed Floor Mover 7 57 - Continuous Two-Speed Ceiling Mover 8 58 - Activate Floating Platform 232 59 - Activate Floating Platform (Adjustable Speed) 233 60 - Crusher 1 (Ceiling to Floor) 43 61 - Crusher 2 (Floor to Ceiling) 50 62 - Fake Floor/Ceiling 242 63 - Appearing/Disappearing FOF New 64 - Bridge Thinker New 65 - - Floor Over Floors: - "Floor Over Floor: Solid, Opaque, Shadowcasting " 25 100 - "Floor Over Floor: Solid, Opaque, Non-Shadowcasting " 33 101 - "Floor Over Floor: Solid, Translucent " 44 102 - "Floor Over Floor: Solid, Sides Only " 69 103 - "Floor Over Floor: Solid, No Sides " 51 104 - "Floor Over Floor: Solid, Invisible " 57 105 - - "Floor Over Floor: Water, Opaque " 48 120 - "Floor Over Floor: Water, Translucent " 45 121 - "Floor Over Floor: Water, Opaque, No Sides " 75 122 - "Floor Over Floor: Water, Translucent, No Sides " 74 123 - - "Floor Over Floor: Platform, Opaque " 59 140 - "Floor Over Floor: Platform, Translucent " 81 141 - "Floor Over Floor: Platform, Translucent, No Sides " 77 142 - - Floor Over Floor: Bobbing (Air) 38 150 - Floor Over Floor: Adjustable Bobbing (Air) 68 151 - Floor Over Floor: Reverse Adjustable Bobbing (Air) 72 152 - - "Floor Over Floor: Floating, Bobbing " 34 160 - - Floor Over Floor: Crumbling (Respawn) 36 170 - Floor Over Floor: Crumbling (No Respawn) 35 171 - "Floor Over Floor: Crumbling (Respawn), Platform " 79 172 - "Floor Over Floor: Crumbling (No Respawn), Platform " 80 173 - "Floor Over Floor: Crumbling (Respawn), Platform, Translucent " 82 174 - "Floor Over Floor: Crumbling (No Respawn), Platform, Translucent " 83 175 - "Floor Over Floor: Crumbling (Respawn), Floating, Bobbing " 39 176 - "Floor Over Floor: Crumbling (No Respawn), Floating, Bobbing " 1 177 - "Floor Over Floor: Crumbling (Respawn), Floating " 37 178 - "Floor Over Floor: Crumbling (No Respawn), Floating " 42 179 - "Floor Over Floor: Crumbling (Respawn), Bobbing (Air) " 40 180 - - "Floor Over Floor: Rising Platform, Solid, Opaque, Shadowcasting " 89 190 - "Floor Over Floor: Rising Platform, Solid, Opaque, Non-Shadowcasting " 90 191 - "Floor Over Floor: Rising Platform, Solid, Translucent " 91 192 - "Floor Over Floor: Rising Platform, Solid, Invisible " 94 193 - "Floor Over Floor: Rising Platform, Platform, Opaque " 92 194 - "Floor Over Floor: Rising Platform, Platform, Translucent " 93 195 - - Floor Over Floor: Light Block 49 200 - Floor Over Floor: Half Light Block 47 201 - Floor Over Floor: Fog Block 46 202 - - "Floor Over Floor: Intangible, Opaque " 62 220 - "Floor Over Floor: Intangible, Translucent " 52 221 - "Floor Over Floor: Intangible, Sides Only " 67 222 - "Floor Over Floor: Intangible, Invisible " 58 223 - - Floor Over Floor: Mario Block 41 250 - Floor Over Floor: Thwomp Block 54 251 - Floor Over Floor: Shatter Block 76 252 - "Floor Over Floor: Shatter Block, Translucent " 86 253 - Floor Over Floor: Bustable Block 55 254 - Floor Over Floor: Spin Bust Block 78 255 - "Floor Over Floor: Spin Bust Block, Translucent " 84 256 - Floor Over Floor: Quicksand Block 56 257 - Floor Over Floor: Laser Block 53 258 - Floor Over Floor: Custom 87 259 - - Linedef Executor Triggers: - Trigger Linedef Executor (Continuous) 96 300 - Trigger Linedef Executor (Each Time) 97 301 - Trigger Linedef Executor (Once) 98 302 - Trigger Linedef Executor (Ring Count - Continuous) 95 303 - Trigger Linedef Executor (Ring Count - Once) 99 304 - Trigger Linedef Executor (Character Ability - Continuous) 19 305 - Trigger Linedef Executor (Character Ability - Each Time) 20 306 - Trigger Linedef Executor (Character Ability - Once) 21 307 - "Trigger Linedef Executor (Race Only, Once) " 9 308 - Trigger Linedef Executor (CTF Red Team - Continuous) 10 309 - Trigger Linedef Executor (CTF Red Team - Each Time) 11 310 - Trigger Linedef Executor (CTF Blue Team - Continuous) 12 311 - Trigger Linedef Executor (CTF Blue Team - Each Time) 13 312 - Trigger Linedef Executor (No More Enemies - Once) 15 313 - Trigger Linedef Executor (# of Pushables - Continuous) New 314 - Trigger Linedef Executor (# of Pushables - Once) New 315 - Trigger Linedef Executors (PolyObject - Land On) New 316 - Trigger Linedef Executor (Level Load) New 399 - - Linedef Executor Options: - Linedef Executor: Set Tagged Sector's Floor Height/Pic 101 400 - Linedef Executor: Set Tagged Sector's Ceiling Height/Pic 102 401 - Linedef Executor: Set Tagged Sector's Light Level 103 402 - Linedef Executor: Move Tagged Sector's Floor 106 403 - Linedef Executor: Move Tagged Sector's Ceiling 107 404 - Linedef Executor: Lower Floor by Line 108 405 - Linedef Executor: Raise Floor by Line 109 406 - Linedef Executor: Lower Ceiling by Line 110 407 - Linedef Executor: Raise Ceiling by Line 111 408 - Linedef Executor: Change Calling Sector's Tag 112 409 - Linedef Executor: Change Front Sector's Tag 114 410 - Linedef Executor: Stop Plane Movement 116 411 - Linedef Executor: Teleport Player to Tagged Sector 104 412 - Linedef Executor: Change Music 105 413 - Linedef Executor: Play SFX 115 414 - Linedef Executor: Run Script 113 415 - Linedef Executor: Start Adjustable Fire Flicker 119 416 - Linedef Executor: Start Adjustable Glowing Light 120 417 - Linedef Executor: Start Adjustable Strobe Flash (unsynchronized) New 418 - Linedef Executor: Start Adjustable Strobe Flash (synchronized) New 419 - Linedef Executor: Fade Light Level 117 420 - Linedef Executor: Stop Lighting Effect 118 421 - Linedef Executor: Cut-Away View 121 422 - Linedef Executor: Change Sky 123 423 - Linedef Executor: Change Weather 124 424 - Linedef Executor: Change Object State 125 425 - Linedef Executor: Stop Object 122 426 - Linedef Executor: Award Score 126 427 - Linedef Executor: Start Platform Movement 127 428 - Linedef Executor: Crush Ceiling Once New 429 - Linedef Executor: Crush Floor Once New 430 - Linedef Executor: Crush Floor & Ceiling Once New 431 - Linedef Executor: Enable 2D Mode New 432 - Linedef Executor: Disable 2D Mode New 433 - Linedef Executor: Award Custom Power New 434 - Linedef Executor: Stop Conveyor New 435 - Linedef Executor: Start Conveyor New 436 - Linedef Executor: Disable Player Movement New 437 - - Linedef Executor: Execute Linedef Executor New 450 - - Linedef Executor: PolyObject: Door Slide New 480 - Linedef Executor: PolyObject: Door Swing New 481 - Linedef Executor: PolyObject: Move XY New 482 - Linedef Executor: PolyObject: Move XY w/ override New 483 - Linedef Executor: PolyObject: Rotate Right New 484 - Linedef Executor: PolyObject: Rotate Right w/ override New 485 - Linedef Executor: PolyObject: Rotate Left New 486 - Linedef Executor: PolyObject: Rotate Left w/ override New 487 - Linedef Executor: PolyObject: Start waypoint movement New 488 - Linedef Executor: PolyObject: Make Invisible New 489 - Linedef Executor: PolyObject: Make Visible New 490 - - Scrollers/Pushers: - Scroll Wall First Side Left 100 500 - Scroll Wall First Side Opposite Direction 85 501 - Scroll Wall According to Linedef 254 502 - Acc Scroll Wall According to Linedef 218 503 - Disp Scroll Wall According to Linedef 249 504 - Scroll Texture by Offsets 255 505 - - Scroll Floor Texture 251 510 - Acc Scroll Floor Texture 215 511 - Disp Scroll Floor Texture 246 512 - Scroll Ceiling Texture 250 513 - Acc Scroll Ceiling Texture 214 514 - Disp Scroll Ceiling Texture 245 515 - - Carry Objects on Floor (no scroll) 252 520 - Acc Carry Objects on Floor 216 521 - Disp Carry Objects on Floor 247 522 - Carry Objects on Ceiling 203 523 - Acc Carry Objects on Ceiling 205 524 - Disp Carry Objects on Ceiling 201 525 - - Scroll Floor Texture and Carry Objects 253 530 - Acc Scroll Floor Texture and Carry Objects 217 531 - Disp Scroll Floor Texture and Carry Objects 248 532 - Scroll Ceiling Texture and Carry Objects 202 533 - Acc Scroll Ceiling Texture and Carry Objects 204 534 - Disp Scroll Ceiling Texture and Carry Objects 200 535 - - Friction 223 540 - Horizontal Wind 224 541 - Upwards Wind 229 542 - Downwards Wind 230 543 - Horizontal Current 225 544 - Upwards Current 227 545 - Downwards Current 228 546 - Boom Push/Pull Thing 226 547 - - Lighting: - Floor Lighting 213 600 - Ceiling Lighting 5 601 - Adjustable Pulsating Light 60 602 - Adjustable Flickering Light 61 603 - Adjustable Blinking Light (unsynchronized) New 604 - Adjustable Blinking Light (synchronized) New 605 - Colormap 16 606 diff --git a/doc/SSN-Todo.xls b/doc/SSN-Todo.xls deleted file mode 100644 index c468b3476..000000000 Binary files a/doc/SSN-Todo.xls and /dev/null differ diff --git a/doc/Sector Ranges.txt b/doc/Sector Ranges.txt deleted file mode 100644 index 42760e133..000000000 --- a/doc/Sector Ranges.txt +++ /dev/null @@ -1,78 +0,0 @@ -Removed: - - Buttons 1-20 690-709 - - Button 21 (THZ2 A/740 B/741 D/742 E/745 710 - - Close Door Blazing (Tag 743) 711 - - Raise Ceiling to Highest (Tag 744) 981 - - THZ2 Slime Raise (B/712 W713 P714 D715 S716) 986 - -Stuff to Remove/Change: - - Light Blinks On Every 0.5 Seconds 2 Add Linedef Combine - - Light Blinks On Every 1 Second 3 Add Linedef Combine - - Light Pulses Smoothly 8 Remove - - Light Blinks On Every 0.5 Seconds (Sync) 12 Add Linedef Combine - - Lights Blinks On Every 1 Second (Sync) 13 Add Linedef Combine - - Light Flickers Like Fire 17 Remove - ? - Damage (Fire) and Current 519 Remove (convert to combination) - ? - Damage (Water) and Current 984 Remove (convert to combination) - -Section 1: - 1 - Damage (Generic) 11 - 2 - Damage (Water) 983 - 3 - Damage (Fire) 7 - 4 - Damage (Electrical) 18 - 5 - Spikes 4 - 6 - Death Pit (Camera Mod) 16 - 7 - Death Pit (No Camera Mod) 5 - 8 - Instant Kill 10 - 9 - Ring Drainer (Floor Touch) 978 - 10 - Ring Drainer (No Floor Touch) 980 - 11 - Special Stage Damage 9 - 12 - Space Countdown 6 - 13 - Ramp Sector (Increase step-up) 992 - 14 - Non-Ramp Sector (Don't step-down) 996 - 15 - Bouncy Sector (FOF Control Only) 14 - -Section 2: << 4 - 1 - Trigger Linedef Exec (Pushable Objects) 971 - 2 - Trigger LD Exec (Anywhere in Sec/All Pls) 972 - 3 - Trigger Linedef Exec (Floor Touch/All Pls) 973 - 4 - Trigger Linedef Exec (Anywhere in Sec) 974 - 5 - Trigger Linedef Exec (Floor Touch) 975 - 6 - Trigger Linedef Exec (Emerald Check) 967 - 7 - Trigger Linedef Exec (NiGHTS Mare) 968 - 8 - Check for linedef executor on FOFs (ANY) 970 - 9 - Egg Trap Capsule 666 - 10 - Special Stage Time/Rings, Par 990 - 11 - Custom Global Gravity 991 - -Section 3: << 8 - 1 - Ice/Sludge (required?!) 256 - 2 - Wind/Current (required?!) 512 - 3 - Ice/Sludge and Wind/Current 768 - 4 - Conveyor Belt 985 - 5 - Speed Pad (No Spin) 976 - 6 - Speed Pad (Spin) 977 - 7 - Bustable Block Sprite Parameter 1500-1515 - 8 - " - 9 - " - 10 - " - 11 - " - 12 - " - 13 - " - 14 - " - 15 - " - -Section 4: << 12 - 1 - Starpost Activator 993 - 2 - Special Stage Goal Combine 33 - 2 - Exit Sector Combine 982 - 2 - No Tag Zone Combine 987 - 2 - CTF: Flag Return Combine 995 - 3 - CTF: Red Team Base 988 - 4 - CTF: Blue Team Base 989 - 5 - Fan Sector 997 - 6 - Super Sonic Transform 969 - 7 - Spinner 979 - 8 - Zoom Tube Start 998 - 9 - Zoom Tube End 999 - 10 - Finish Line 994 \ No newline at end of file diff --git a/doc/faq.txt b/doc/faq.txt deleted file mode 100644 index 26c75bbad..000000000 --- a/doc/faq.txt +++ /dev/null @@ -1,307 +0,0 @@ - SRB2 - Release v1.09, ? 2005. - - Last Updated: June 2005 - - Original game & sources by: Id Software. - Additions: (c)1998 by: Fabrice Denis & Boris Pereira - (c)1999 by: Fabrice Denis, Boris Pereira & Thierry Van Elsuwe - (c)2000 by: Boris Pereira & Thierry Van Elsuwe - (c)2004 By: AJ, Graue, Alam Arias, Logan Arias & Andrew Clunis - - Special thanks to Steven McGranahan, Lee Killough, Robert Bäuml and Bell Kin for - their large contribution and to other DooM LEGACY & SRB2 Team members. - - Web site: http://www.SRB2.org/ - e-mail: none@none.com - - OpenGL specific: - Web site: http://legacy.newdoom.com/gl - - - ----------------------------------------------------------------------- - F.A.Q. - ----------------------------------------------------------------------- - - - If you have any trouble with SRB2, you might find a solution - here. - - If you find a solution to a problem that was not listed here, - please tell us so that we can update the FAQ and help other people! - - Mail your hardware/software problems to: - - None@none.com subject: FAQ - - - -------- - CONTENTS - -------- - - [0] Miscellaneous - [1] Mouse/Joystick/Keyboard - [2] Video - [3] Sound - [4] Network - [5] Troubleshooting - - - ----------------- - [0] MISCELLANEOUS - ----------------- - - * under win95 or OS/2, I don't have enough memory. How can i handle with ? - - Tell win95 to put more dpmi memory for your dos box. - Or use the -mb option. - - - - --------------------------- - [1] MOUSE/JOYSTICK/KEYBOARD - --------------------------- - - * My mouse/joystick does not work in SRB2. - - First, check that the mouse/joystick is activated : go at the - console and type either 'use_mouse' (or use the respective - menuitem) or 'use_joystick'. - - If it tells '0' or off than the mouse/joystick is not used, - set the variable to 1. eg: 'use_mouse 1'. - - For the joystick, different values will support different - types of joystick, check the console documentation for the - command 'use_joystick' for more. - - Even if the mouse or joystick is activated, you have to - set up the contols into the Setup Controls menu. That is: - tell what use you will make of the mouse/joystick buttons. - - - --------- - [2] VIDEO - --------- - - - * Where are the other video modes ? I have only '320x200' in the - Video Modes menu. - - DOS - --- - - SRB2 adds new video modes only if a VESA2 (or better) driver - is present. The VESA2 driver is a standard of 'talking' between a - program and the huge amount of different graphics cards - available today. - - If you don't have a VESA2 driver, you can download UNIVBE, or - SMART DISPLAY DOCTOR from - - http://www.scitechsoft.com/products/ent/free_titles.html - - or if you have an S3 based card, you can download the free - software called 'S3VBE'. - - ftp://ftp.externet.hu/pub/mirror/sac/graph/s3vbe318.zip - ftp://ftp.digsys.bg/pub/simtelnet/msdos/graphics/s3vbe318.zip - http://www.filesearching.com/cgi-bin/s?q=s3vbe318.zip - http://www.google.com/search?q=s3vbe318.zip - - * The game doesn't restore the video mode I have chosen the last time - I played SRB2. - - The current video mode has to be made the 'default' so that it is - saved to the config : press the key 'D' on the Video Options menu - to set the current video mode the default. - - * I have some problems with OpenGL mode - - Have a look at the FAQ for OpenGL on the glLegacy web site: - - http://www.doomnation.com/gllegacy/faqe.htm - - # Linux: I only have a 1024x768 (or 800x600, 1280x1024, ...) resolution - in fullscreen mode under X and SRB2 is really really slow. Can I - have lower resolutions like 320x200 in fullscreen mode as well? - - Probably yes. SRB2 can only use the resolutions offered by the - X-Server. So if all fullscreen modes have a very high resolution you - have to modify /etc/XF86Config (or /etc/X11/XF86Config). Use XF86Setup - (or the appropriate tool coming with your distribution - sax, - xf86config, ...) to do this. - If you do not succeed there, you can enter them manually into your - XF86Config file. ONLY RECOMMENDED FOR USERS WHO KNOW WHAT THEY DO! - For a short guide on how to do this, have a look at the file - "Doublescan.txt". - In case of doubt consult the XFree86-HOWTO (or ask your system - administrator :). - - # Linux: I cannot have any fullscreen modes at all! - - You have only modes above 1024x768 in your XF86Config. Proceed as - described above. - - # Linux: After a certain idle time my screensaver jams the display of - SRB2. I can still operate SRB2, but I do not see what's happening - and the screensaver won't go away. - - You probably have KDE. The KDE screensaver does not obey the screensaver - rules (at least mine, version 1.1). The solution is to deactivate the - KDE screensaver and use another screensaver (like the xscreensaver, - e.g.). But the hell, when you started SRB2 you should have played it - as well and not left it alone!!! - - --------- - [3] SOUND - --------- - - + DOS:I can't have CD audio music, why ? - - Make sure that the MSCDEX driver version 2.0 or later is loaded. - If it says 'MSCDEX version xxx' at game startup, and you still - don't hear the cd music, then probably your card doesn't respond - when SRB2 tries to set the cd volume. If so, make sure your sound - card's mixer have the cd volume set up so that you can hear something. - - + When the CD plays, the game is very 'jerky'. It doesn't do that when - I type 'cd off' in the console. - - You have an old/bad cd driver, that can take up to a second to - respond to cd driver commands. Either get the latest version of - your driver, or turn cd update off. Check 'cd_udpate' in the - console documentation for more. - - * DOS:How can I *ALWAYS* disable the sounds or music of the game ? - - Edit the allegro.cfg file and set digicard/midicard to 0 (none) - - * DOS:My sterero sound is reversed, how can I set it the right way ? - - Change the console variable 'stereoreverse' to either 1 or 0. - Or, you can edit the allegro.cfg file, and set the 'flip_pan' variable. - - - * DOS:The sounds are too 'slow', or 'low-pitched' - - It seems to be a problem of the auto-detection of some 8bit sound - cards. You will have to set manually the 'sb_freq' value in the - allegro.cfg file to a lower value : 11906, 16129. - - * DOS:SRB2 doesn't play any sound/music, but I have a sound - blaster genuine/compatible card. - - If you have a genuine or compatible SoundBlaster card, it is very - important that you set the BLASTER environment variable. - - If you are playing under DOS, and never installed your sound card - under DOS, run the setup of your sound card for DOS. - - Check if the BLASTER variable was set: type 'SET' under dos - (or DOSbox) - - Do you see something like 'BLASTER=A220 I5 D1 ...' ? - - Yes? If you don't hear sounds/music, then tweak the settings in the - allegro.cfg file until you get something, first try changing the - type of the sound card, it is not always properly detected. - - No? You have to set this variable in order that your sound card is - detected. Run the setup that was shipped with your sound card, and - make sure you run the setup for DOS too, it will usually add a - line of the type 'SET BLASTER=... ...' in the autoexec.bat file. - - - * DOS:How can I have better midi music on my 8bit sound card ? - - Use the DIGMID driver, it is supported in SRB2. - - What the hell is this? Well, the Gravis Ultrasound uses digital - samples to play midi music. On a simple 8bit card, you can use digital - samples too, which will sound usually better than what is output - by the poor fm synthesis chip of 8bit cards. - - You will need to get a Gravis Ultrasound patch set, you can find - several ones for free on internet, it consists of a bunch of '.pat' - files which are the digital samples to play the midi instruments - (eg: piano, conga, guitar, ect.). - - Check the Allegro homepage for some links to GUS patches: - http://alleg.sourceforge.net/digmid.html - http://alleg.sourceforge.net/ - http://www.talula.demon.co.uk/allegro/digmid.html - http://www.talula.demon.co.uk/allegro/ - - Now to activate the DIGMID driver: - - Set the 'midi_card' value to 8 (DIGMID) in the allegro.cfg file. - Make sure you leave the 'digi_voices' blank, or set it to a low - value, because the midi music will use digital voices. - At the end of the allegro.cfg file, set the 'patches' value - to the path, where you have installed a Gravis Ultrasound midi - patch set. eg: patches = d:\music\midipat\ - - # Linux: CD music does not work or only works when run as root. - - We do not encourage you to run SRB2 as root (you never know - what SRB2 can do to your system - it's a mighty piece of code :). - There is a common problem with ATAPI CD-rom drives, which are - treated as harddisks. Usually there is a link /dev/cdrom pointing to - device hd[b,c,d]. As harddisks are not supposed to be read directly - via this device (especially not by a common user), there are no read - permissions for "all". For CD-roms you can savely set read permissions - unless you are very paranoid. Assuming your CD-rom drive is /dev/hdc, - set permissions with "chmod +r /dev/hdc" (as root). SCSI CD-rom drives - should not have this problem. But if they do, proceed as described - with ATAPI drives. - - # Linux: The CD music volume is not set properly. - - Go to the console and type "jigglecdvolume 1". - - ----------- - [4] NETWORK - ----------- - - * Where can I find Internet servers ? - - For the moment there is one public server. - http://srb2.servegame.org/ Master server web page - srb2.servegame.org:28910 current Master Server - - * When I start SRB2 with -server or -connect it say : - "BinToPort: Address already in use (EADDRINUSE)" - - It appears only when SRB2 crashes or when you leave with ctrl-break. - use -udpport 12345 (or any other free slot) on both sides (client and - server). - - This can also happens when there is already a SRB2 running on your - computer if you whant to try two SRB2 running on the same computer - use -clientport 12345 (or any other free slot). Then the second will - connect to the first one. - - * Do you use the tcp protocol ? - - No, we use the udp protocol which is faster, but don't worry udp is a - part of the internet protocol. - - - ------------------- - [5] Troubleshooting - ------------------- - - # Linux: SRB2 is hung in fullscreen mode and won´t let me leave. - What shall I do? - - Some people press the reset button, but hey, we are not in the - stoneage of operating systems! There are two "proper" ways to - get out: kill your X-Server. You can usually do this by pressing - "CTRL-ALT-BACKSPACE". But if you have other open applications with - important data (probably hacked away on your diploma thesis for 3 - weeks without saving once) you can also kill SRB2 directly. Press - "CTRL-ALT-F2" and you will get to a console. Log in, type - "killall llxSRB2" and switch back to the X-Server with "CTRL-ALT-F7". - Some X-Server crash on this procedure - blame the X-Server for the - loss of 3 weeks work on your diploma thesis :) diff --git a/doc/manual/manual.htm b/doc/manual/manual.htm deleted file mode 100644 index 3fea1b66f..000000000 --- a/doc/manual/manual.htm +++ /dev/null @@ -1,68 +0,0 @@ - - -
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- - diff --git a/doc/rules.txt b/doc/rules.txt deleted file mode 100644 index 4bbb8cdc1..000000000 --- a/doc/rules.txt +++ /dev/null @@ -1,39 +0,0 @@ -SVN-RULES - -- As you can see, there is sub-directory in the repository, one for eatch - platform (djgpp (dos),win32,SDL) the root directory is for all platform, - so take care of the order we have put in. -- do not commit/upload tests of bugged code, try to fix a maximum of know - bugs and update know bugs list in source.txt. If you must commit your source - make your code in #ifdef so we can disable it -- SRB2 is a modification of doom/Doom Legacy source. We allow additionnal feature - and visual addition. -- Maximize communications between members, do not impose your changes, if your - are not sure about a feature/change, talk about it in irc://irc.esper.net/srb2 chat room. - -CODE-RULES - -- We use no tab, 4 space indent, and tab size 8 (in case some tab have filtred - and for makefile) -- Self documented code, variable and function must have a name that help - understand the code, so do not call variable and function a,b, a2, ... -- the usage of extern in a c file is prohibited, except for declaration of a - function with body (so it is like public keyword in c++) - Also function protos haren't allowed for external function, put it un the - corresponding h file. -- Try to minimize #ifdef usage for : - - code readability - - the main code is for all port so if something is good for a platform all - platform can benefit by this feature -- Take care of platform dependent code, we would like to have code that work - on Dos, Win32, SDL, ... little and big endian, software/Glide/OpenGl. - -GOOD PRACTICE - -- Try to put as mush static variable and function on module so it help to - understand the role of the varaible/function in the module also this - help the compiler to optimize -- minimise global variable -- make a log of your work, so you don't need to put a lot of comment in - the code, this will also help us to update the what's new section of doc - when doing final release diff --git a/doc/source.txt b/doc/source.txt deleted file mode 100644 index 5926d95fb..000000000 --- a/doc/source.txt +++ /dev/null @@ -1,240 +0,0 @@ - -1. Compile SRB2 -2. Explanation of the code - 2.1 The memory model - 2.2 Hardware Texture model - -1. Compile SRB2 -================= - -DOS ---- - -need: -- djgpp 2.03 (http://www.delorie.com/djgpp/) -- allegro 3.12 (http://alleg.sourceforge.net/index.html) -( -- libsocket 0.7.4 (beta 4) or better - for use with Winsock 1.1 (example Windows 3.1) - (http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm) - OR -- Wattcp-32 v2.2 dev.rel 6 or better - For use with a packet driver - (http://www.bgnett.no/~giva/) - (http://groups.yahoo.com/group/watt-32/) - (http://groups.yahoo.com/group/watt-32/files/v2.2/) -) -- bcd 1.03 (inlcude in this package) -- gcc 2.95.2 is recommended -- nasm 0.98 (or better) (http://nasm.sourceforge.net/) - -compile: -make -make WATTCP=1 (to make a Wattcp-32 version) - -debug: -when craching SRB2 will return eip -type make asm, then you will have a 8 megs srb2.s (a assembler file) -the you can find the faulting instruction and function - ------------------------------------------------------------------------- - -Linux/SDL ------ - -need: -- tested with gcc 2.95 and 3.X. -- SDL 1.2 -- SDL_mixer 1.2 -- ibogg and libvorbis (http://Xiph.org/) -- nasm 0.98 (or better)(http://nasm.sourceforge.net/) only with 2.95, else add CC30=1 - -compile -make LINUX=1 - -debug: -gdb ? - ------------------------------------------------------------------------- - -Win32 ------ - -need : -- glide 3.x sdk (optional) (http://www.3dfx.com) -- directx6 sdk (or higher) (http://www.micosoft.com/directx) -- nasm 0.98 (or better) (http://nasm.sourceforge.net/) -- use src\win32\wLegacy.dsp -- VC6 should also work with VC5, and VS.NET 200X - -debug: -press on "step over" with the release version (there is some debug info -on it). Then change the eip in the regster window when you will type -enter the edi will go to the faulting instruction. don't forget that -you can follow the stack for calls. -You can also use trace with the debug version but add -win and -nomouse. - ------------------------------------------------------------------------- - -Win32/minGW/SDL ------ - -need: -- tested with gcc 2.95 and 3.X. -- can also use Dev-C++ 5.0 beta 9 (4.9.9.0) from http://www.bloodshed.net/dev/devcpp.html -- SDL 1.2 -- SDL_mixer 1.2 - -compile -make minGW=1 SDL=1 -or use src\SDL\Win32SDL.dev with Dev-C++ 4.9.9.0 or later - -debug: -gdb ? - ------------------------------------------------------------------------- - -WinCE/SDL WIP ------ - -need: -- ActiveSync 3.8 - http://www.microsoft.com/windowsmobile/downloads/activesync38.mspx - -- ActiveSync 3.7.1, if 3.8 isn't available for your language - http://www.microsoft.com/windowsmobile/downloads/activesync37.mspx - -- eMbedded Visual Tools 3.0 - 2002 Edition - http://www.microsoft.com/downloads/details.aspx?FamilyID=f663bf48-31ee-4cbe-aac5-0affd5fb27dd - -- Pocket PC 2000 SDK - http://www.microsoft.com/downloads/details.aspx?FamilyID=bb3f4d7b-de2a-4e1a-a175-26a68c301ac4 - -- Pocket PC 2002 SDK (eMVT 3.0 2002 Ed. comes with this) - http://www.microsoft.com/downloads/details.aspx?FamilyID=2dbee84a-bd94-4167-b817-2b2e548b2e92 - -- Pocket PC 2002 SDK Emulator Images (eMVT 3.0 2002 Ed. comes with this) - http://www.microsoft.com/downloads/details.aspx?FamilyID=25f4de97-ae80-477a-9df1-496b85b3d3e3 - -- eMbedded Visual C++ 4.0 - http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107-FA75AE960856 - -- eMbedded Visual C++ 4.0 SP3 (Win CE 4.0-4.2) - http://www.microsoft.com/downloads/details.aspx?FamilyID=5bb36f3e-5b3d-419a-9610-2fe53815ae3b - - OR - -- eMbedded Visual C++ 4.0 SP4 (No SH3 support,Win CE 4.0-5.0 support) - http://www.microsoft.com/downloads/details.aspx?FamilyID=4a4ed1f4-91d3-4dbe-986e-a812984318e5 - -- eMbedded Visual C++ 4.0 Update 5625 (SP4 only) - http://www.microsoft.com/downloads/details.aspx?FamilyID=aa282a6d-6f57-436d-8c10-0ec02d94f5b1 - -- Windows CE: Standard Software Development Kit - http://www.microsoft.com/downloads/details.aspx?familyid=a08f6991-16b0-4019-a174-0c40e6d25fe7 - -- SDK for Windows Mobile 2003-based Pocket PCs - http://www.microsoft.com/downloads/details.aspx?FamilyId=9996B314-0364-4623-9EDE-0B5FBB133652 - -- Emulator Images for Windows Mobile 2003 Second Edition software for Pocket PC - http://www.microsoft.com/downloads/details.aspx?familyid=5C53E3B5-F2A2-47D7-A41D-825FD68EBB6C - -- Microsoft Device Emulator 1.0 Community Preview - http://beta.microsoft.com Use Guest ID "MSDEVICE" to access the Community Preview website - -- Windows CE Utilities for Visual Studio .NET 2003 Add-on Pack 1.1 - (if you also have VS 2003 installed, you need this to install Win CE 5.0 SDK, else no need) - http://www.microsoft.com/downloads/details.aspx?FamilyId=7EC99CA6-2095-4086-B0CC-7C6C39B28762 - -- Windows CE 5.0: Standard Software Development Kit (eMC++ 4 SP4 only) - http://www.microsoft.com/downloads/details.aspx?FamilyID=fa1a3d66-3f61-4ddc-9510-ae450e2318c3 - -- SDL 1.27 (use patch and zip in tools\SDL1.2.7_CE) - -compile -use src\SDL\WinCE\SRB2CE.vcw - -debug: -? - - -2. Explanation of the code -========================== - - 2.1 The memory model (original) (z_zone.c) (by BP) - -------------------- - - SRB2 allocate a heap of 6/32/48 megs at begining and provide a Z_Malloc function - to allocate in this heap. - - Z_Malloc( int size,int tag,void* user ) - - size is the size in byte - tag can be : PU_STATIC allocated static (like malloc do) - call Z_Free to free it - PU_LEVEL same as static but the zone is "tagged" with the - tag PU_LEVEL, when calling - Z_FreeTag (PU_LEVEL, PU_LEVEL) all zone tagged - with PU_LEVEL are freed (at the end of the level) - PU_CACHE this one _can_ be freed automatiquely by one other - call to Z_Malloc. the *user point to a pointer - to this zone so when freed automatiquely the - pointer is set to NULL so eatch time you use it - you must check if the pointer is not NULL and - reload it. - - (...) - - 2.2 Hardware Texture model (by BP) - -------------------------- - - Eatch texture/patch/flats/pic in SRB2 are converted to hardware texture at - runtime (the GlideMipmap_s structure (hw_data.h)). I will call hardware - texture a gr_texture so there is no confusion. - - To remind you : - - Texture are set of patch and are associate to linedefs (walls) can be - upper, lower or middle texture. It can have hole on it. - - patch are sprites (the doom patch are run of vertical lines) - - flats are used for floors and ceiling of sectors and have size of 64x64 - it can't have hole on it - - pic are new legacy format for picture, it can only handle plain texture - like flats it is now used for hud in full screen for the main picture - of legacy and for coronas (the format was extended to handle 32 bit color - or intensity + alpha, not all are implemented at this time) - - Since patch, flat and pic are basic structure represented by only one lump in - the wad, the wad loader allocate for eatch lump a GlideMipmap_s (cache3Dfx) - and init data field to NULL. Since the data structure is allocated in - PU_3DFXCACHE (like PU_CACHE) the data will be initilised when needed - (hw_cache.c). - - The GlideMipmap_s structures for textures are initialized on - HWR_PrepLevelCache (hw_cache.c) it is called in P_SetupLevel (load level) - the number of textures is computed with TEXTURE1, TEXTURE2 lumps since this - can be changed in runtime in SRB2 (load a wad while runing) it must be - reallocated. Well, at this time it is realloceted at eatch level start. We - can do better, since numtextures change only when a wad is loaded. - - The 3dfx driver use glide3, it load gr_texture in gr_texture memory of the - card in fifo order when there is no more place it remove the first gr_texture, - the downloaded field of GlideMipmap_s go to false and when needed it is - reloaded in gr_texture memory. In OpenGl, since OpenGl keep texture in there - own memory and handle gr_texture memory of the card we no more need to - redownload it but if we not free time to time gr_texture memory in opengl, - it will get alot of memory, so the gr_texture memory is cleared at eatch - new level (same time of texture reallocation). Opengl and 3dfx link the - loaded gr_texture with the nextmipmap field of GlideMipmap_s so before clear - textures of the heap we MUST free gr_texture memory of OpenGl or 3dfx ! - - SRB2 can also draw patch with a differant colormap (thanks to Hurdler). - When needed it create the same gr_texture but just with a differant colormap. - This one is linked with the original in the GlideMipmap_s with the - nextcolormap field. - - So when a polygone with a gr_texture must be drawn, first we check if the - gr_textures is not allready loaded in hadware memory (downloaded field) if - not then we check if gr_texture data is there (not grabbed by z_malloc - function) if not we must recompute it eatch type of gr_texture (texture, - patch, flat, pic have there own methode) the we can send the gr_texture - to 3dfx or OpenGl. diff --git a/doc/specials.html b/doc/specials.html deleted file mode 100644 index 2cc840632..000000000 --- a/doc/specials.html +++ /dev/null @@ -1,1992 +0,0 @@ - - - - -Last updated May 27, 2008
- -For v1.1 Private Beta
- -This is the SRB2 Specials Reference Document. It is designed to be the ultimate -reference for effects used in SRB2. As such, it is rather technical in areas and quite -concise, and is not something a beginner with level design should be dealing with.
- -In general, thing bitsets have 4 flags and 3 digits for their height. The bitset is -0xAAAB, where AAA is the object's height above ground, and B are the Easy, Normal, Hard, -and Deaf flags. To get the bitset on a normal object, multiply the height desired by 16, -and then add the existant B. Some objects use 32 as this number, and they will be noted. -Objects that multiply by 16 can be placed up to 4095 units in the air, while objects that -multiply by 32 can be placed up to 2047 units in the air. - -
This is the start for the first player in single player mode, cooperative mode, or race - mode. This start must be placed on every map, as it is what the game defaults to if the - start it is attempting to find isn't there. If there is no Player 1 Start on the map, and - the game is confused over where to spawn the player, the game will crash outright.
-The Deaf tag will make the player spawn from the ceiling, and the object needs to be - multiplied by 32 to give height, not 16.
-This is the start for the second player in cooperative and race mode.
-The Deaf tag will make the player spawn from the ceiling, and the object needs to be - multiplied by 32 to give height, not 16.
-See Thing 2 for more information.
-See Thing 2 for more information.
-See Thing 2 for more information.
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-This is the start for players in Match and Chaos modes. They should also be placed in - Capture the Flag maps as well. There should be 32 of these in a map to assure proper - randomization. While it's unelegant, they can be stacked on top of each other without - negative effect.
-The Deaf tag will make the player spawn from the ceiling, and the object needs to be - multiplied by 32 to give height, not 16.
-This is the start for players on the red team in Capture the Flag mode. There should be - 32 of these in a map to assure proper randomization. While it's unelegant, they can be - stacked on top of each other without negative effect.
-The Deaf tag will make the player spawn from the ceiling, and the object needs to be - multiplied by 32 to give height, not 16.
-This is the start for players on the blue team in Capture the Flag mode. There should - be 32 of these in a map to assure proper randomization. While it's unelegant, they can be - stacked on top of each other without negative effect.
-The Deaf tag will make the player spawn from the ceiling, and the object needs to be - multiplied by 32 to give height, not 16.
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These are the blue ground enemies found in the one player stages. They can't move off - of cliffs and are exceedingly slow.
-These are the red ground enemies found in the one player stages. They can't move off - cliffs and are relatively slow.
-This is the little fish in Greenflower Zone. The angle determines the jump height, with - 0 being the old jump style. Note that the jump height is based on force, not units, so - experimentation will be necessary to get the correct height.
-This enemy flies at a moderate speed directly at the player.
-This enemy flies at a relatively high speed directly at the player.
-This is a highly mobile flying enemy with a bomb that it drops on the player from - directly above. It is considered highly difficult to kill, and should only be used in - situations where the stage is supposed to be difficult.
-This is a highly mobile flying enemy with a gun that it fires at the player with high - accuracy. It is considered highly difficult to kill, and should only be used in situations - where the stage is supposed to be difficult.
-This is the grey floating enemy in the opening room of Techno Hill Zone Act 2. It is - quite fast and will start bouncing after taking the first hit. It is significantly - challenging, although a spindash will kill it given time.
-This is the red spherical enemy in Techno Hill Zone Act 2. Upon seeing the player, it - makes a mad dash straight for them. With the exception of the Armageddon - Shield, Detons are invincible, and must be avoided by running behind a wall or another - enemy.
-This is an enemy that floats on the surface of the water, dropping bombs into the water - below. It is not currently used in any of the Single Player stages, but it is fully - operational. The designer does not have to put them on the surface of the water, they know - where it is.
-This is the turret from Techno Hill Zone Act 2. It fires large bursts of laser fire at - the player with high accuracy. It is invincible unless it is somehow dipped into water.
-This is a small turret that pops up now and then and shoots. The object's angle is a - value defining the delay between shooting.
-This is a blue enemy with spikes on top if it. It starts off by slowly chasing the player, - then it fades to red and runs after the player, and is invincible until it fades back to red.
-This is an underwater enemy that tries to bite at the player, which can be found in - Deep Sea Zone.
-This is an incomplete enemy.
-This is the red vulture-like enemy in Arid Canyon Zone. If it sees a player, it lifts off and - charges at him. Collision with a wall will send it plummeting.
-This is the orbinaut enemy that has spikes circling around it. None of the single player stages - currently use him. You have to place him in a map by using a WAD editor, he can't be placed using - objectplace.
-This is the green enemy from Castle Eggman Zone, which shoots arrows at the player.
-This is the large grey enemy from Castle Eggman Zone. It slowly trudges towards the player, - and if the player in range, lunges at them with his sword.
-This is the enemy from Castle Eggman Zone that wields a protective shield.
-This is the green turtle enemy from Arid Canyon Zone. This enemy behaves exactly like a blue - crawla does. The circumference of its shell is covered with spikes, so the only way to destroy it - is by jumping on top of it.
-This is the digging enemy from Arid Canyon Zone. It burrows underground towards the player, and - once it's directly underneath, it bursts out from under the ground, jumping up and hurting the player.
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The boss of Greenflower Zone and Castle Eggman Zone. He moves around firing at the - player, and after taking six hits, he dashes at the player.
-Giving the boss the Deaf flag will make him have spikeballs, like CEZ3, and giving him - the Multi flag will make the level end when he is dead. To place him above ground, - multiply by 32 to give height, not 16.
-This is the boss of Techno Hill Zone. It requires an axis point at the center to - function, and it goes in a circle around the axis point dropping slime. After 6 hits, he - stops going in a circle, and bouncing at the player, spewing a lot more slime.
-The Multi flag will make the level end when he is dead.
-This is the boss of Deep Sea Zone. More information will be supplied later.
-The Multi flag will make the level end when he is dead.
-This is the boss of Castle Eggman Zone. More information will be supplied later.
-The Multi flag will make the level end when he is dead.
-This is the location the boss will fly to after being killed.
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This is a normal ring. Pick this up to get one ring.
-Giving the deaf tag to a ring will cause it to float 31 units above the ground. This - does stack with bitsets, allowing rings to be a total of 4127 units above the ground at - maximum.
-Picking this up gives you more ammo for this particular ring weapon. You cannot fire - the weapon, however, if you do not have the associated panel. -
See thing #301.
-See thing #301.
-See thing #301.
-See thing #301.
-See thing #301.
-This is the red team's flag in capture the flag mode. If the blue team takes this to - their team base (sector type 16384), they score a point.
-This is the blue team's flag in capture the flag mode. If the red team takes this to - their team base (sector type 12288), they score a point.
-This token gives the player a chance at the special stage after the current stage has - ended. If more than one token is collected, the player gets that many chances at the - special stages, continuing until they run out of tokens or have all the emeralds.
-This object gives the player the first emerald as a pickup object, instead of by - completing a special stage.
-This object gives the player the second emerald as a pickup object, instead of by - completing a special stage.
-This object gives the player the third emerald as a pickup object, instead of by - completing a special stage.
-This object gives the player the fourth emerald as a pickup object, instead of by - completing a special stage.
-This object gives the player the fifth emerald as a pickup object, instead of by - completing a special stage.
-This object gives the player the sixth emerald as a pickup object, instead of by - completing a special stage.
-This object gives the player the seventh emerald as a pickup object, instead of by - completing a special stage.
-This is one of the three emeralds to be used in Hunting mode.
-Spawn location for emeralds in Match mode.
-This is a match weapon panel. The Bounce Ring throws a slow ring that will bounce when - it hits walls.
-Giving the deaf tag to a panel will cause it to float 31 units above the ground. This - does stack with bitsets, allowing panels to be a total of 4127 units above the ground at - maximum.
-This is a match weapon panel. The Rail Ring gives the player an instantaneous shot, that - strikes its target the instant its fired, however there is a long downtime between shots. - Being shot by a rail ring causes more kickback than normal.
-Giving the deaf tag to a panel will cause it to float 31 units above the ground. This - does stack with bitsets, allowing panels to be a total of 4127 units above the ground at - maximum.
-This is a match weapon panel. The Automatic Ring gives the player a fire rate of 17.5 - rings per second.
-Giving the deaf tag to a panel will cause it to float 31 units above the ground. This - does stack with bitsets, allowing panels to be a total of 4127 units above the ground at - maximum.
-This is a match weapon panel. The Explosion Ring throws a slow ring that explodes into - many fragments upon striking a wall or another player. Being struck directly by the - Explosion Ring causes more kickback than usual.
-Giving the deaf tag to a panel will cause it to float 31 units above the ground. This - does stack with bitsets, allowing panels to be a total of 4127 units above the ground at - maximum.
-This is a match weapon panel. The Scatter Ring throws 5 rings in a plus-shape.
-Giving the deaf tag to a panel will cause it to float 31 units above the ground. This - does stack with bitsets, allowing panels to be a total of 4127 units above the ground at - maximum.
-This is a match weapon panel. The Grenade Ring throws a grenade that will explode - if an opposing player gets too close to it. It will also explode automatically after a - while if left untouched.
-Giving the deaf tag to a panel will cause it to float 31 units above the ground. This - does stack with bitsets, allowing panels to be a total of 4127 units above the ground at - maximum.
--
This monitor gives the player ten rings.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-Also known as the yellow shield and god shield, this shield protects the player from a - single hit, then disappears. It also attracts all normal rings, spilled or on the map to - the player with the shield. It also protects the player from electric damage.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-Also known as the blue shield, this shield protects the player from two hits, then - disappears. If the spin button is pressed while jumping, it is also possible to - reflect many projectiles.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-Also known as the black shield, this shield protects the player from a single hit, - triggering upon a hit. The shield can also be triggered by jumping, and then hitting the - spin key in midair. When the shield is triggered, a flash of light damages everything - within a large radius, destroying the shield in the process.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-This shield protects the player from a single hit, then disappears. If the player does - a jump-spin, they will do a second jump in midair, making the maximum height that the - player can jump with the shield 224.
-Versions of SRB2 previous to 1.09 had the Basic Shield in this object number, so make - sure to note that if the player loads the map in an older version, that is what they will - see.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-Also known as the green shield, this shield protects the player from a single - hit, then disappears. While this shield is active, the player cannot drown. It also - protects the player from water, fire, and other damage. When the player with this shield - spin-dashes, it leaves a trail of fire, which deals fire damage to any enemy that touches - it.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-This is a monitor powerup that gives the player about 2x running speed for 20 seconds.
-This is a monitor powerup that prevents all damage to the player for 20 seconds.
-This powerup monitor features the player's face, and provides an extra life when - struck.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-This monitor damages the player if they strike it.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-This monitor mixes up all locations of players, teleporting them to the location of a - random other player. It has no effect in Single Player or in multiplayer modes while only - one player is in the game.
-If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? - monitor) from the weighted table in modes that support respawn. Elsewise, they will - respawn as the same monitor.
-Destroy this monitor and you will get a random powerup, like the boxes in Sonic 2 race - mode.
-Destroy this monitor and the gravity will be flipped for a short time.
--
This is the air bubble patch used underwater to give players air. It spawns big bubbles - randomly which replenish the player's air.
-This is the sign at the end of the stage. When the player enters the Exit - Sector, this sign will start to spin, and end on the face of the player. This sign - does not make the stage end, it's just a visual effect for it.
-Star Posts allow the player to respawn after dying at a point other than the beginning - of the stage. There can be up to 32 Star Posts in a map, and they work with the bitsets.
-Instead of controlling the difficulty and deaf flags, the final digit of the bitset - determines the number of the Star Post. 0x0000 is the first one and 0x000f is the - sixteenth one. Note that since this overwrites all of the difficulty flags, they will - appear in all difficulties, even though 0x0000 would normally mean it wouldn't appear in - any difficulty level.
-Just like thing 521, except they do normal damage to the player on - contact.
-These are the spikeballs used in the special stages. They harm the player for damage on - contact, but only if they are carrying rings.
-This is a downward pointing spike for use on the ceiling. Touching the pointy end of - the spike deals damage to the player.
-By default, it attaches itself to the ceiling, and the height part of the bitset - measures how far down from the ceiling, instead of up from the floor.
-This is a upward pointing spike for use on the floor. Touching the pointy end of the - spike deals damage to the player.
-When you get close, this mine will start to follow you. Touches you, and it explodes.
-This is the fan used inside the secret passage in Techno Hill Zone Act 1. It pushes the - player slowly up until it reaches the maximum height it can. The maximum height is - determined by the angle, measured in normal fracunits (It can go above 360 just fine).
-This is the gas jet used at the end of Techno Hill Zone Act 1. It launches the player - straight up on regular intervals about the same height as a yellow spring pointing up.
-This is a yellow spring pointing straight up. It has a medium amount of force behind - it.
-This is a red spring pointing straight up. It has a large amount of force behind it.
-This is a blue spring pointing straight up. It has a small amount of force behind it. - The intent is for this spring to be used underwater. It has about the same effect - underwater as a yellow spring does above water.
-This is a yellow spring pointing straight down. It has a medium amount of force behind - it.
-This is a red spring pointing straight down. It has a large amount of force behind it.
-This is a yellow spring pointing upwards and in the direction the thing is facing. It - has a medium amount of force behind it. When the player touches this spring, he will - automatically turn to face the direction the spring is launching the player.
-This is a red spring pointing upwards and in the direction the thing is facing. It has - a large amount of force behind it. When the player touches this spring, he will - automatically turn to face the direction the spring is launching the player.
-This is a yellow spring pointing downwards and in the direction the thing is facing. It - has a medium amount of force behind it. When the player touches this spring, he will - automatically turn to face the direction the spring is launching the player.
-This is a red spring pointing downward and in the direction the thing is facing. It has - a large amount of force behind it. When the player touches this spring, he will - automatically turn to face the direction the spring is launching the player.
--
This is a chain of five rings intended to be used with thing 550. - Do not use ring chain objects in any mode where items respawn, because ring chains do not - respawn. Use bitsets to create chains in any mode with item respawn.
-This is a chain of five rings intended to be used with thing 551. - Do not use ring chain objects in any mode where items respawn, because ring chains do not - respawn. Use bitsets to create chains in any mode with item respawn.
-This is a chain of five rings intended to be used with thing 555. - Do not use ring chain objects in any mode where items respawn, because ring chains do not - respawn. Use bitsets to create chains in any mode with item respawn.
-This is a chain of ten rings intended to be used with thing 556. Do - not use ring chain objects in any mode where items respawn, because ring chains do not - respawn. Use bitsets to create chains in any mode with item respawn.
--
This is where the enemies spawn from in Chaos mode. There should be around 12 of these - points on a map with Chaos support.
-This is the thing to be used with linedef type 412, the linedef - executor that teleports a player. This thing is where the player will spawn in the tagged - sector.
-This is the thing to be used with linedef type 422, the linedef - executor that changes the camera view. This thing is where the camera will be moved to in - the tagged sector.
-Waypoints for zoom tubes. Think of Sonic 2's Metropolis Zone, Sonic 3 & Knuckles's - Death Egg Zone, and Lava Reef Zone. The lower byte of the ANGLE field specifies the - waypoint's number in the sequence, and the upper byte specifies the sequence that the - waypoint belongs to. These are used in conjunction with sector type 32768 - and 36864.
-This produces a light in OpenGL. It is used in Starlit Warehouse Zone, one of the match - stages, as the street lights.
-This is the first of the two points used to set up 'how much to move' a polyobject by - when creating it. Angle is the PolyObject ID#.
-This is the second of the two points used to set up 'how much to move' a polyobject by - when creating it. Angle is the PolyObject ID#.
-This is the second of the two points used to set up 'how much to move' a polyobject by - when creating it. Angle is the PolyObject ID#. This item tells the PolyObject that it - should hurt the player.
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This is a scenery object from Greenflower Zone. It is the orange flower seen all - throughout GFZ and most GFZ-themed custom maps.
-This is a scenery object from Greenflower Zone. It is the large blue sunflower seen all - throughout GFZ and most GFZ-themed custom maps.
-This is a scenery object from Greenflower Zone. It is the small purple flower seen all - throughout GFZ and most GFZ-themed custom maps.
-This is a scenery object from Greenflower Zone. It is the green bush with red berries - seen all throughout GFZ and most GFZ-themed custom maps.
-This is a scenery object from Greenflower Zone. It is the green bush without the - berries seen all throughout GFZ and most GFZ-themed custom maps.
--
This is a scenery object from Techno Hill Zone Act 1. It is the metallic white flower.
-This is a scenery object from Techno Hill Zone Act 2. It is the little alarm in the - passage with the first Star Post. It creates noise, but the red visual effect in THZ2 was - done with a colormap, not this object.
--
This is a scenery object from Castle Eggman, a dungeon chain hanging from the ceiling.
-By default, it attaches itself to the ceiling, and the height part of the bitset - measures how far down from the ceiling, instead of up from the floor.
-This is the torch used in Castle Eggman Zone. It produces light in OpenGL, and it harms - the player for fire damage on contact.
-This is the large Eggman statue in Castle Eggman Zone.
-This is a scenery object from Castle Eggman Zone. It is the decaying flower.
--
A large moveable tumbleweed that rolls along the floor.
-A small movable tumbleweed that rolls along the floor.
-An object which randomly spawns falling rocks, which damage the player on impact.
- Description on how to use goes here.
Lower 10 bits: Axis number in the mare (0-based) Upper 6 bits: Mare that axis belongs - to (0-based). ANGLE value determines the size of the axis to rotate around. If 16384 is - added to the ANGLE value, the axis will be inverted.
-Angle value sets the NiGHTS timer, in seconds.
-Lower 4 bits of the flags specify the angle of the bumper in 30 degree increments.
-The capsule you need to collect rings to break in NiGHTS. The value of its ANGLE field - determines how many rings you need to break it. Just like the axis points, the upper bits - (value >> 10) determine the mare it belongs to. For example, an angle value of 1024 - means it belongs to mare 1 (2nd mare, it's zero based), and requires 0 rings to break. - 1030 would be mare 1, and 6 rings to break. 2048 would be mare 2, no rings.
--
This is a coin, which is essentially a ring with Mario graphics and sound effects.
-These are the enemies in Mario Koopa Blast 1, and are essentially Crawlas with a Mario - graphic.
-These are the enemies in Mario Koopa Blast 2, and are essentially Crawlas with a Mario - graphic.
-This is the powerup from the Mario Koopa Blast stages. It changes the player to a white - palette, and allows the player to throw fireballs with the fire button. The fireballs fly - in a Mario-style bounce trajectory until they hit an enemy or a wall.
-This is the Koopa Shell in Mario Koopa Blast 1. It will bounce around, striking enemies - and players.
-This is the fireball used in Mario Koopa Blast 3. The angle determines the jump height, - with 0 being the old jump style. Note that the jump height is based on force, not units, - so experimentation will be necessary to get the correct height.
-The axe used to defeat Bowser in the third Mario level.
-This is a scenery object from Mario Koopa Blast
-This is a scenery object from Mario Koopa Blast
-This is Toad at the end of Mario Koopa Blast 3.
--
X-Mas scenery object. Looks like a little barber shop pole.
-X-Mas scenery object. Looks like a candy cane.
-Note that Mystic Realm 4 replaces this object with the Sonic 1 palm tree, so any maps - loaded while Mystic Realm 4 is loaded will overwrite the image, making any candy canes - look like palm trees, which can look kinda stupid.
-X-Mas scenery object. Pushable snowman with a happy face. Can be stood on top of as - well. Acts the same as thing 1000.
-Giving this the Deaf tag will prevent it from being pushable.
--
Lines may have flags applied to them. The following is a reference of their values. - Unless specified otherwise in a line type, the flags behave as follows:
-Sets the gravity of the tagged sector or sectors, as a percentage of global gravity - (which can be set separately using sector type 176). The floor height - of the control sector is used. If it is 1000, then the target sector will have 100% - gravity. If it is 500, the target sector will have 50% of the global gravity. Negative - values work as well, but players can't jump down; they'll get stuck to the ceiling, unless - the NOCLIMB flag is checked.
-You can apply this special to the control sector of an intangible FOF to change the - gravity only inside that FOF.
-Tag this to an Exit Sector (type 8192) to exit to a custom level, - overriding the one set in the map header. The map number you go to is indicated by the - front sector's floor. Additionally, if the control linedef's bitset is set to disallow - climbing (with the NOCLIMB attribute, whose value is 64), skip the - score tally screen when switching to the new map.
-If the control linedef has the BLOCKMONSTERS flag set, - this effect does something super complicated and fun, going to a different level depending - on whether the player has all emeralds or not. If the player has seven emeralds, the - linedef's front sector's ceiling height will be used. Otherwise, go to the map number - indicated by the linedef's front sector's floor. That's only if you set the BLOCKMONSTERS flag.
-If the EFFECT4 flag is set, the linedef's front side x offset - will be used as the new gametype after the map change, providing it is in range (from 0 to - 4, inclusive).
-X length = speed. Y length = waypoint sequence #. See sector type 32768 - for more information.
-Creates a speed pad. The linedef direction and indicates the direction of the pad. The - target sector must have type 1280 or 1536 for - this to work.
-If the EFFECT4 flag is set, you will not be teleported to the - center of the sector when the speed pad is activated.
-Modifies camera position while the player is in the target sector. The floor and - ceiling of the control sector and the angle of the control linedef are the values for - CAM_HEIGHT, CAM_DIST, and CAM_ROTATE, respectively. Camera position is reset when the - player steps outside the sector.
-Disables any linedef specials that share the same tag. Will be used in the future to - check if a particular level has been previously cleared or not.
-Aligns floor and/or ceiling flats. The x alignment is specified by the control - linedef's x distance (the difference between the x values of its two vertices), and the y - alignment is specified by the control linedef's y distance.
-By default, works on both the floor and ceiling (however, note that skies cannot be - "aligned" ;). Adding the NOCLIMB flag to the linedef will - align the floor only, while the BLOCKMONSTERS flag will make - it align the ceiling only.
-Sets special behavior of a sector's type depending on the flag(s) checked:
-NOCLIMB - Special only operates when touching ceiling
-EFFECT4 - Special operates when touching either the floor or the - ceiling
-EFFECT3 - Special operates by just touching the sector, rather - than having to be inside of it.
-Sets special behavior of a moving chain as such:
-x length - # of links on the chain
-y length - Overall speed (0-15)
-X offset - Rotation speed on the X axis (0-15)
-Y offset - Rotation speed on the Z axis (0-15)
-floorheight - angle to start at (0-15)
-ceilingheight - maximum rotation speed
-Set like line 1, this creates an invisible plane in the sector. If - your view is above this plane, lots of things drawn below the height of this plane will be - discarded, and if your view is below the plane, a lot of things drawn above the height of - the plane will be discarded. This is to tell the game to not draw stuff that you aren't - going to see anyway. Do note that the view doesn't have to be in the current sector, you - can also be viewing from the side, which may be undesirable. To prevent this problem, you - can check the NOCLIMB flag, which will allow you to 'group' a set - of sectors to one control sector in which the culling will only take effect. For example, - you have a control sector set up for culling, and have two culling lines in the control - sector, tagged to sectors 'A' and 'B'. If the player is in sector 'A' or 'B', the culling - will occur, but if the player is in sector 'C', it will not.
-X length = speed. Y length = waypoint sequence #.
-EFFECT1 - Don't wrap movement
-See sector type 45056 for more information.
-Sets special behavior of a rock spawner (#1202) as such:
-length - momentum strength
-line angle - momentum angle
-X offset - # of tics to wait until another is spawned
-Y offset - Rock crumble sprite to use (0-15)
-NOCLIMB - add some randomization to the momentum
--
Applies a heat effect to the screen. Tag this to a sector, or to the control sector of a FOF.
--
Makes the floor instantly lower on level load to be at the same height as the lowest - floor of any bordering sector.
-Makes the ceiling instantly rise on level load to be the same height as the highest - ceiling of any bordering sector.
-Requires two control sectors. Sector continuously falls until its ceiling reaches the - floor of the line's back sector, then returns to its original position and keeps falling. - Linedef length determines speed. Good for things like intermittently falling lava. If the NOCLIMB flag is set, it falls upwards, instead of downwards.
-Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's - floor and ceiling will move, first so that they're equal to the floor and ceiling of the - linedef's front sector, then so they're equal to the floor and ceiling of the linedef's - back sector, then the front sector again, and so on.
-The speed of the movement is determined by the linedef's length and uses the same units - as linetype 60.
-Like linetype 53, but only moves the floor, not the ceiling. Can be - used to replace floating platforms in some cases, where only the floor was desired to - move.
-Like linetype 53, but only moves the ceiling, not the floor.
-Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's - floor and ceiling will move, first so that they're equal to the floor and ceiling of the - linedef's front sector, then so they're equal to the floor and ceiling of the linedef's - back sector, then the front sector again, and so on.
-The speed of the movement is determined by the linedef's x distance (the first way, - towards the front sector) and y distance (the second way, towards the back sector), using - the same units as linetype 60.
-Unlike linetype 53, this effect does not slow down when it reaches - the end of its movement. Instead, it changes instantly from going in one direction to - going in the other. It's designed for making more sophisticated crushers than the crusher - type allows (i.e. crushers with varying rise/crush speeds, FOF crushers, crushers with - different start points).
-Like linetype 56, but only moves the floor, not the ceiling.
-Like linetype 56, but only moves the ceiling, not the floor.
-This is used to make floating platforms (that move up and down) as well as moving - water. In fact, you can use this to make any type of block move vertically. The way it - works is somewhat confusing - You use three control sectors, all connected by at least one - linedef. Easiest thing to do is make three square sectors together in a row. One of the - linedefs on the middle sector should contain the Floor Over Floor line special that you - want. This will be the Floor Over Floor control sector. The other two sectors represent - the bottommost position you want the Floor Over Floor to reach, and the topmost position - you want the Floor Over Floor to reach. The 59 line can be on any of these sectors, as - long as you tag it to the middle one. If you still don't understand, look at Greenflower - Zone Act 2. If the NOCLIMB flag is set, the platform will begin - moving upwards, rather than downwards.
-Speed is indicated by linedef length; one unit of speed here is 0.25 fracunits per tic. - (Floating platforms made with type 59 move at 2 fracunits per tic.) - Aside from the linedef length controlling speed, works exactly like linedef type 59.
-The crush motion is from the ceiling to the floor. Linedef length indicates crusher - speed. See also linetype 62, Crusher 2.
-Like linetype 61, Crusher 1, except that it starts in a different - place, not synchronised with any crushers that use the Crusher 1 type. The highest ceiling - this crusher reaches will be the highest ceiling height of any bordering sector.
-Creates two fake planes, fake floor and fake ceiling. Main textures are not affected, - but as far as above/below textures and floor/ceiling flats are concerned, the floor and - ceiling height are those of the control sector. As far as collisions, walking, etc. are - concerned, the floor and ceiling flats are whatever they normally would be.
-Fake floor is useful for railings (THZRAIL and WOODRAIL; see THZ2 for examples) and - snow effects (making a fake floor of snow just a few units above normal floor, so it looks - like the player's feet are buried in the snow).
-Tag this to any FOF line and this will cause it to appear and disappear - intermittently. The line's X length is the amount of time (in tics) that the FOF will - appear, and Y length is the amount of time (in tics) that the FOF will disappear. The - control sector's floor height allows you to specify an offset (in tics) of how much time - will pass before the appearing/disappearing kicks in.
--
This is just a regular old FOF. As with any block, the ceiling of the control sector is - the top of the block, and the floor of the control sector is the bottom. - "Shadowcasting" means that the light value used in the control sector is used - for the area below where the actual FOF appears, as opposed to above it.
- -See notes for 100. "Non-shadowcasting" means that the - light value you set in the control sector will be used for the area above the FOF, instead - of below it.
- -Useful for windows. The GLASSTEX texture is good for this purpose. You can change the - alpha value of the translucency by setting the control linedef's Above texture to a # - followed by a three-digit decimal number, 000 to 255. #000 is most transparent, #255 is - most opaque. Note that in software mode, there are actually only ten different values that - serve as a 'best guess'.
- -A solid FOF that renders sides only, not planes (floor and ceiling). You were supposed - to be able to use it to place railings (THZRAIL, WOODRAIL, etc.) on FOFs. It doesn't work - for that, because the railings use a different kind of transparency and software mode - won't draw them on FOFs. So this one is going on the list of useless effects, right next - to linetype 104.
- -Like a 3D floor of type 101, except that sides are not drawn. - Supposedly a little bit faster than a normal 3D floor. You can use it when the sides - wouldn't be visible anyway.
-This type of 3D floor will have shadows if and only if you set the control linedef's NOCLIMB flag.
- -For making invisible walls and other strange effects.
- -This one looks exactly like linetype 100 ingame, but is a block of - water instead of solid.
-The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
-To use the light level of the target sector, utilize the EFFECT4 - flag.
-If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS - flag, you can still pass through the lava.
- -This one looks exactly like linetype 102 ingame, but is a block of - water instead of solid.
-The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
-To use the light level of the target sector, utilize the EFFECT4 - flag.
-If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS - flag, you can still pass through the lava.
- -Like linetype 120, but doesn't render sides.
-The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
-To use the light level of the target sector, utilize the EFFECT4 - flag.
-If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS - flag, you can still pass through the lava.
- -Like linetype 121, but doesn't render sides. Most of the time this - won't make a difference. It can be useful, however, for windows that have water on one - side and not on the other.
-The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
-To use the light level of the target sector, utilize the EFFECT4 - flag.
-If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS - flag, you can still pass through the lava.
- -This sector type is solid from the top and walls, but is not solid from the bottom. - This allows the designer to create one-way passages as well as simulate 2D design by - having platforms that players can jump up to from below.
-This type of 3D floor will have shadows unless you set the control linedef's NOCLIMB flag.
- -A copy of linetype 140 that is also translucent.
- -A platform you can jump up through, like linetype 140 (and decides - the same way whether to have shadows or not), with translucency and that doesn't render - sides. Alpha value supported the same way as linetype 102.
- -FOF that moves down 16 units when you step on, then returns to its former position when - you step off. The control sector must be connected to another sector with the same floor - and ceiling height. This seemingly redundant sector is used for resetting the heights. (If - you forget to put it in, the bobbing floor when stepped on will go down, keep going down, - and never stop or come back up.) See also linetypes 151 and 152. This linedef is obsolete. Please use linetype 190-195.
- -Like linetype 150, except that instead of the floor moving down 16 - units when you step on it, it moves down the number of units of the control linedef's - length. This linedef is obsolete. Please use linetype 190-195.
- -Like linetype 151, except in reverse. The platform goes up - when you step on it and back down when you step off. This linedef is obsolete. - Please use linetype 190-195.
- -Bobs and floats in water. The floating part means that if the water moves or rises, - this platform will rise with it.
- -Crumbles and falls away, then reappears 15 seconds later.
- -Crumbles and falls away and never comes back.
- -A copy of linetype 140 that also crumbles when stood on and - reappears after 15 seconds.
- -A copy of linetype 172 that stays gone forever after crumbling.
- -A copy of linetype 141 that also crumbles when stood on and - reappears after 15 seconds.
- -A copy of linetype 174 that stays gone forever after crumbling.
- -Crumbles and falls, then floats on water, then bobs when you step on it.
- -Crumbles and falls, then floats on water, then bobs when you step on it. Unlike - linetype 176, does not return to its former position.
- -Crumbles and falls, then floats on water, then reappears up in the air 15 seconds - later.
- -Crumbles and falls, then spends the rest of its days floating on water, never to - reappear up in the air.
- -Bobs, crumbles, and falls when stepped on.
- -Just like 100, except when a player steps on it, it will rise up to - the control sector's highest adjacent sector. You set the control sectors for this up like - special 59. Linedef length controls speed like 60. - If the NOCLIMB flag is set, it will require the player to spindash - to raise the platform.
-Just like 101, except when a player steps on it, it will rise up to - the control sector's highest adjacent sector. You set the control sectors for this up like - special 59. Linedef length controls speed like 60. - If the NOCLIMB flag is set, it will require the player to spindash - to raise the platform.
-Just like 102, except when a player steps on it, it will rise up to - the control sector's highest adjacent sector. You set the control sectors for this up like - special 59. Linedef length controls speed like 60. - If the NOCLIMB flag is set, it will require the player to spindash - to raise the platform.
-Just like 105, except when a player steps on it, it will rise up to - the control sector's highest adjacent sector. You set the control sectors for this up like - special 59. Linedef length controls speed like 60. - If the NOCLIMB flag is set, it will require the player to spindash - to raise the platform.
-Just like 140, except when a player steps on it, it will rise up to - the control sector's highest adjacent sector. You set the control sectors for this up like - special 59. Linedef length controls speed like 60. - If the NOCLIMB flag is set, it will require the player to spindash - to raise the platform.
-Just like 141, except when a player steps on it, it will rise up to - the control sector's highest adjacent sector. You set the control sectors for this up like - special 59. Linedef length controls speed like 60. - If the NOCLIMB flag is set, it will require the player to spindash - to raise the platform.
-Like a half light block, but it's really an actual block. That is, the light only comes - down to the control sector's floor, not to the bottom of the level (as with linetype 201.
- -Light blocks can be used to set color maps and light values. The light value of the - control sector will be used and any colormap attached to it will be used also. Note that - only the ceiling of the control sector is used; the light goes all the way down to the - bottom of the level. If this isn't what you want, consider using linedef type 200 instead.
- -Creates a block of colored fog. Attach a colormap (linetype 606) to - the control sector for the fog block; otherwise you won't see anything out of the - ordinary.
- -Like opaque water, but not swimmable. Good for a snow effect on - FOFs. Can also be used to make hidden rooms, like you would normally do by setting a Main - texture.
- -See linedef type 102 for how to adjust the translucency, making the - 3D floor more transparent or more opaque.
-This type of 3D floor will have shadows if and only if you set the control linedef's NOCLIMB flag.
- -An intangible FOF that renders sides only, not planes (floor and ceiling). It renders - both inside sides and outside sides. You can use it to place sector borders (GFZGRASS, - etc.) on FOFs.
- -Useful for setting effects, such as wind and gravity.
- -Like a normal FOF, except that the control linedef's Above texture is used after the - block has been hit (the Main texture is used before this). Any things in the control - sector will pop out the top of the block in the order in which they were placed. Rings - will be obtained and the effects of monitors will begin as soon as the block has been hit.
- -The thwomps are the crazy platforms with faces in Mario Koopa Blast 3. They can crush - you, but you can also ride on them.
-Control sector is set up like a normal FOF. When a player steps - underneath the thwomp, it will crush down to the floor. You don't need to tell it where - the floor is. It knows.
- -Like the bustable block, linetype 254, except that it shatters on - any sort of contact, whether it's a spindash or not (and whether you're Knuckles or not).
-If the NOCLIMB flag is set, the block is only shatterable from - the bottom, like some things you spring up and break in Launch Base Zone from Sonic 3.
- -Translucent version of 252 supporting alpha values.
- -Bustable blocks can be destroyed by spindashing. Additionally, Knuckles can destroy - them by walking or jumping into them, since he is very strong. If the NOCLIMB - flag is set, only Knuckles can break the block.
- -Like the bustable block, linetype 254, set off in a different way. - To break, jump onto it or fall down onto it while spinning. Similar to blocks found in - Marble Zone, as well as the ice cubes that would encase buttons and monitors in parts of - Ice Cap Zone.
- -Translucent version of 255 supporting alpha values.
-It's set up like any block. You can, of course, sink and die in it. X length of the - linedef determines sink speed, Y length determines how "sludgy" movement in the - quicksand is.
- -Creates a blinking FOF that zaps you if you touch it. You can set the flats and texture - to whatever you want. For a red laser like in THZ2, use REDFLR for the flats and REDWALL - for the texture.
-You can also make other colors using BLUEFLR/BLUWALL (blue laser), GREENFLR/GRNWALL - (green laser), and YELFLR/YELWALL (yellow laser). Of course, those colors of lasers are - very expensive, so Eggman doesn't have nearly as many of them. He usually goes with the - cheap red lasers.
- -Place the appropriate flag values in hex (do not include the 0x in front of it) in the - line's UPPER TEXTURE field on the 2nd side of the linedef.
-Triggers linedef executor in the control sector when a player touches the tagged - sector's floor or steps in the sector (depending on the sector special used). The linedef - executor will keep being triggered over and over again as long as a player is there, hence - the word "continuous" in this linetype's name. Tagged sector must have one of - the Trigger Linedef Executor types for this to work.
-Like 300, except that it only gets triggered once for each time you - fall or jump onto the floor. Tagged sector must have one of the Trigger - Linedef Executor types for this to work.
-Like 300, except that after that linedef executor executes its - linedefs, it's done. It's over. The linedefs will never be executed again.
-Triggers linedef executor in the control sector when a player touches the tagged - sector's floor or steps in the sector (depending on the sector special used). The linedef - executor will keep being triggered over and over again as long as a player is there, hence - the word "continuous" in this linetype's name. Tagged sector must have one of - the Trigger Linedef Executor types for this to work. Executor will be - triggered depending on how many rings the player has:
-No flags -> Runs if (rings = line length)
-NOCLIMB -> Runs if (rings <= line length)
-BLOCKMONSTERS -> Runs if (rings >= line length)
-EFFECT4 -> Takes the rings of ALL players into account.
-Like 303, except that after that linedef executor executes its - linedefs, it's done. It's over. The linedefs will never be executed again.
-Like linetype 302, but is only activated when the character's - ability number matches the linedef length by multiples of 10. For example:
-0-9 = Charability 0
-10-19 = Charability 1
-20-29 = Charability 2
-etc...
-Like 300, but only triggers when the character's ability number - matches the linedef length by multiples of 10. See linetype 305 for a - futher description.
-Like 301, but only triggers when the character's ability number - matches the linedef length by multiples of 10. See linetype 305 for a - futher description.
-Like linetype 302, but is only activated when the gametype is Race. - Useful for doing things like opening doors, pre-solving puzzles, etc. to make race - smoother.
-Like 300, but only triggers if you are in CTF and on the red team.
-Like 301, but only triggers if you are in CTF and on the red team.
-Like 300, but only triggers if you are in CTF and on the blue team.
-Like 301, but only triggers if you are in CTF and on the blue team.
-Like linetype 302, but is only activated when no more objects of - type MF_ENEMY exist in its tagged area. Think "destroy all enemies in this room for - the door to open to go to the next room". Tag this to a control sector. It will go - through the lines of the control sector, checking for any lines of type 223 - and checking inside the area occupied by the invisible intangible FOF to see if any - enemies exist. If no alive enemies are in all of the type 223 FOFs, - the linedef executor is run once. The line length is the tag number of the linedef - executor trigger to run.
-Like 300, but only triggers if the number of pushable objects in - the sector compared to the line length is:
-No flags -> Runs if (# pushables = line length)
-NOCLIMB -> Runs if (# pushables >= line length)
-EFFECT4 -> Runs if (# pushables < line length)
-Like 314, but only triggers once.
-This will trigger every time you land on the polyobject. Line's tag # is 32000 + the - PolyObject ID #. You must also flag the PolyObject Start (#20) line with NOCLIMB to tell the game it has a linedef executor associated with it.
-So if you had a PolyObject with an ID of 1, this line would have a tag of 32001.
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When executed, instantly changes the tagged sector's floor height and flat to the floor - height and flat of the linedef's front sector.
-When executed, instantly changes the tagged sector's ceiling height and flat to the - ceiling height and flat of the linedef's front sector.
-When executed, instantly changes the tagged sector's light level to that of the - linedef's front sector. Floor and ceiling light settings done with linetypes 601 and 600 are transferred as well; colormaps are - not.
-If there is a lighting effect active in the target sector or sectors at the time (glow, - fade, strobe, flicker), it will be stopped.
-When executed, starts moving the tagged sector's floor until it is at the same height - as the linedef's front sector's floor. Speed is indicated in the same units used by - linetype 60.
-If the line used has NOCLIMB flag, the floor flat will change - after the move, to that on the front sector's floor. This is like what linetype 400 does.
-If the line used has BLOCKMONSTERS flag, another linedef - executor will be run when the floor movement is finished. (If multiple sectors finish at - different times, it goes by the lowest numbered sector, but you should probably try to - avoid this scenario.) The tag of the new linedef executor to run is specified by the X - alignment on the front side of the line. The tag number you use must be positive, and this - functionality cannot be combined with changing the floor flat using the NOCLIMB - flag. Running a linedef executor will take precedence over changing the floor flat.
-When executed, starts moving the tagged sector's ceiling until it is at the same height - as the linedef's front sector's ceiling. Speed is indicated in the same units used by - linetype 60.
-If the line used has NOCLIMB flag, the ceiling flat will change - after the move, to that on the front sector's ceiling. This is like what linetype 401 does.
-If the line used has BLOCKMONSTERS flag, another linedef - executor will be run when the ceiling movement is finished. (If multiple sectors finish at - different times, it goes by the lowest numbered sector, but you should probably try to - avoid this scenario.) The tag of the new linedef executor to run is specified by the X - alignment on the front side of the line. The tag number you use must be positive, and this - functionality cannot be combined with changing the ceiling flat using the NOCLIMB flag. Running a linedef executor will take precedence over - changing the ceiling flat.
-Speed is indicated by x distance; amount to lower is indicated by y distance.
-Speed is indicated by x distance; amount to raise is indicated by y distance.
-Speed is indicated by x distance; amount to lower is indicated by y distance.
-Speed is indicated by x distance; amount to raise is indicated by y distance.
-Changes the tag of the calling sector; that is, the sector on the map that activated - this linedef executor. The new tag is the linedef's length.
-Changes the tag of the linedef's front sector. The new tag is the linedef's length.
-Stops any and all floor, ceiling, or elevator movement in the tagged sector or sectors.
-The player who triggered the linedef executor will be teleported to the tagged sector. - The player's exact X, Y, Z, and angle are determined by a teleport destination thing, type - 751, somewhere in the tagged sector.
-If the BLOCKMONSTERS flag is used, it won't flash and make - the teleport sound effects. If the NOCLIMB flag is used, it won't - reset the angle to the angle of the teleport destination thing, and if the EFFECT4 flag is used, it will not kill your acceleration/speed upon - teleport.
-Linedef length indicates the music slot to use. If the linedef's NOCLIMB - flag is set, play the music once, otherwise loop it.
-If the player dies and goes back to a starpost, the beginning of the level, or the - appropriate multiplayer start, the map music from before will be restored. The linedef - flag BLOCKMONSTERS can be set to change this behavior, and - retain the new music even after dying.
-If the linedef length isn't a valid music slot, the music is stopped.
-Plays a sound effect. The line length is the sound number to use. The list of sound - effects can be found in sounds.h. The origin of the sound depends on which linedef flags - are set:
Otherwise, the sound is played from the location of the player or thing who triggered - it.
-Runs a script, the same kind of script you can run on level load with the level header - scriptname attribute. The script that will be run should have a lumpname of the form SCRxxyyy, - where xx is the two-digit map number and yyy is the linedef's sector's floor - height in decimal, with leading zeroes as necessary (or 000 if the floor height exceeds - 999 fracunits). For instance, if the linedef is in MAP31 and the floor of its sector is - 337 fracunits, the script named SCR31337 will be run.
-Essentially a copy of linetype 603 that waits to activate until the - linedef executor is triggered. It does have an extra feature, though. If you use a - two-sided linedef with the NOCLIMB flag, the linedef's back sector - will be used as the maximum light level, allowing you to set the target sector (or - sectors) at a different starting light level entirely.
-Essentially a copy of linetype 602 that waits to activate until the - linedef executor is triggered. It does have an extra feature, though. If you use a - two-sided linedef with the NOCLIMB flag, the linedef's back sector - will be used as the maximum light level, allowing you to set the target sector (or - sectors) at a different starting light level entirely.
-Essentially a copy of linetype 604 that waits to activate until the - linedef executor is triggered. It does have an extra feature, though. If you use a - two-sided linedef with the NOCLIMB flag, the linedef's back sector - will be used as the maximum light level, allowing you to set the target sector (or - sectors) at a different starting light level entirely.
-Essentially a copy of linetype 605 that waits to activate until the - linedef executor is triggered. It does have an extra feature, though. If you use a - two-sided linedef with the NOCLIMB flag, the linedef's back sector - will be used as the maximum light level, allowing you to set the target sector (or - sectors) at a different starting light level entirely.
-When executed, gradually fades the tagged sector's light level to that of the linedef's - front sector. Floor and ceiling light settings done with linetypes 601 - and 600 are not affected or used.
-If there is a lighting effect already active in the target sector or sectors at the - time (glow, other fade, strobe, flicker), it will be halted in favor of this one.
-Linedef length in fracunits indicates speed. Fading from 224 to 64 with a linedef - length of 4 will take 40 fracunits (224 - 64 = 160, 160 / 4 = 40). There are 35 fracunits - in a second.
-Stops any lighting effects active in the tagged sector or sectors: glow, fade, strobe, - flicker, etc. The light level, whatever it is at the moment this script line is run, will - be preserved until a new lighting effect or light level change is used.
-Note that the lighting effects will all stop other lighting effects when activated. In - other words, you only need to use this when you really want the lighting effect to stop, - not when you want one effect to stop and another to start.
-Cuts away to a view from a different place for a moment. Only works for linedef - executors triggered by a player. Tag the line to a sector with an alt view thing (map - thing type 5007) in it at the proper location with the proper Z and angle. The line length - indicates how long to stay in this view, in tics.
-By giving the linedef a NOCLIMB flag, you can adjust the - vertical viewing angle from the cut-away view. Set the x offset on the linedef's front - side to an integer -90 to 90. In software mode the range of viewing angles is actually - about -68 to 68. This is in degrees.
-Changes sky to the # of the control sector's floorheight. This only affects the player - who activates it. If you'd like it to affect all players, make sure you check the NOCLIMB flag.
-Changes weather to the control sector's floorheight in powers of 10.
-Example:
-Linedef Length | -Weather Type | -
10 | -None | -
20 | -Snow | -
30 | -Rain | -
40 | -Storm | -
(higher numbers reserved for future use)
-This only affects the player who activates it. If you'd like it to affect all players, - make sure you check the NOCLIMB flag.
-Changes the animation frame of the activating object to the state # indicated by the - length of the control linedef. Be careful how you use this.
-Makes the object that triggered the linedef executor stop moving, after being sent to - the center of the sector it's in (only if NOCLIMB flag is set), on - the floor. Although it comes to a complete stop, the object can begin moving right away - again. If the object is a player, the player will stop jumping, spinning, or anything - else.
-Adds to the score of the player who activated it. Control sector's floorheight = points - to award. This even works with negative values.
-Starts a moving platform in the nature of linetype 59 or 60. If the NOCLIMB flag is set, the platform will - begin moving upwards. Otherwise, it will start moving downwards. Speed of movement is set - just like with linetype 60.
-Ceiling moves down to the floor, then back up. Speed is determined by line length - - every 16 units equals 1 FRACUNIT/tic.
-Floor moves up to the ceiling, then back down. Speed is determined by line length - - every 16 units equals 1 FRACUNIT/tic.
-Floor and ceiling meet in the middle and then return, sandwiching anything that's - inbetween. Speed is determined by line length - every 16 units equals 1 FRACUNIT/tic.
-Turns on 2D mode within the level. You'll probably only want to use this with a zoom - tube or teleport to guarantee that the player is in the correct position when it switches.
-Turns off 2D mode within the level.
-Awards (or removes!) a power to the calling player.
-X length: Power Index + 1
-Y length: Power Duration (in 35ths of a second)
-Changes direction of a scroller (conveyor, texture). Also changes speed if this is not - an accelerative/displacement scroller.
-Shatters a FOF - of any type. Parameters are as follows:
-Texture X Offset: Tag # of FOF target sector
-Texture Y Offset: Tag # of FOF control sector
-Note that the FOF should only have one target sector.
-Disables the controls of the player that triggered the linedef executor. If the - NOCLIMB flag is set, they will be able to jump, however.
-Giving the front texture of the linedef an X offset will make the effect last that amount - of time, in tics. Otherwise, it ends immediately, so you would need to use a continuous - trigger.
-Length of this line determines the scale size of an object, in percentage. Note that there is a max of 400%.
-Just what it says. Can be used for recursion. Be careful, because you CAN make a loop - out of this that will freeze the game.
-Tag is the linedef executor trigger tag to run.
-Moves a polyobject along a sequence of Zoom Tube waypoints.
-Texture X offset: Speed (8 = 1 FRACUNIT).
-Texture Y offset: Sequence # of Zoom Tube waypoints.
-The movement also depends on which linedef flags are set:
-
Accelerative scrolling version of 502.
-Displacement scrolling version of 502.
-Linedef length and direction indicate speed and direction.
-Accelerative scrolling version of 510.
-Displacement scrolling version of 510.
-Linedef length and direction indicate speed and direction.
-Accelerative scrolling version of 513.
-Displacement scrolling version of 513.
-Like linedef type 530, without scrolling the floor texture, so the - floor doesn't look like it's moving.
-Accelerative scrolling version of 520.
-Displacement scrolling version of 520.
-For FOF conveyor belts. Like 533, except without the scrolling to - accompany it.
-Accelerative scrolling version of 523. Untested.
-Displacement scrolling version of 523. Untested.
-Used for conveyor belts, in conjunction with sector type 1024 - (Conveyor Belt). Linedef length and direction indicate conveyor speed and direction, - respectively. This can also be used to convey items on the underneath of a FOF. See Egg - Rock Zone for an example.
-Accelerative scrolling version of 530.
-Displacement scrolling version of 530.
-For conveyor belts on the top of FOFs, or for conveying items on a ceiling. Tag this to - the FOF control sector and give the FOF control sector a type of 1024, - Conveyor Belt. For realism you might also want to scroll the control sector's floor - texture in the opposite direction (see linetype 510).
-Accelerative scrolling version of 533. Untested.
-Displacement scrolling version of 533. Untested.
-Linedef lengths greater than 100 indicate slippery ice, while linedef lengths less than - 100 can be used for sludge, with extra friction.
-If you want friction on a FOF, tag this line to the control sector of the FOF. - Otherwise, tag it to the sector of desired destination.
-Speed and direction are indicated by linedef length and direction. The target sector - should be of type 512, Wind/Current. If being used in a 3D Floor, put - the 512/768 sector type in the control sector, not the target sector. Also tag the line to - the control sector, and not the target sector.
-Special flags:
-NOCLIMB -> Only this pusher will affect the object - the - object can't have multiple 'pushings' due to being on the edge of a sector, etc.
-EFFECT4 -> Player will go into slide with limited control - (similar to the water and oil slides in Labyrinth and Oil Ocean).
-The length of the linedef is the wind speed. The target sector will need type 512 or 768. If being used in a 3D Floor, put the - 512/768 sector type in the control sector, not the target sector. Also tag the line to the - control sector, and not the target sector.
-NOCLIMB/EFFECT4 flags operate the same as for line 541.
-Wind speed is determined by the linedef's length. Type 512 or 768 must be applied to the target sector. If being used in a 3D Floor, - put the 512/768 sector type in the control sector, not the target sector. Also tag the - line to the control sector, and not the target sector.
-NOCLIMB/EFFECT4 flags operate the same as for line 541.
-Speed and direction are indicated by linedef length and direction. The target sector - should have type 512, Wind/Current. If being used in a 3D Floor, put - the 512/768 sector type in the control sector, not the target sector. Also tag the line to - the control sector, and not the target sector.
-NOCLIMB/EFFECT4 flags operate the same as for line 541.
-Linedef length indicates speed. Target sector needs sector type 512 - or 768. If being used in a 3D Floor, put the 512/768 sector type in - the control sector, not the target sector. Also tag the line to the control sector, and - not the target sector.
-NOCLIMB/EFFECT4 flags operate the same as for line 541.
-Speed is indicated by linedef length. Assign a type of 512 or 768 to the target sector. If being used in a 3D Floor, put the 512/768 - sector type in the control sector, not the target sector. Also tag the line to the control - sector, and not the target sector.
-NOCLIMB/EFFECT4 flags operate the same as for line 541.
-Creates a "point pusher," or a point that pushes you away or pulls you toward - it if you get close enough. Tag the linedef to a sector with type 512, - Wind/Current, and with a thing on it of type 5001 (push) or 5002 (pull). The control - linedef's length indicates pushing/pulling strength; if length is L, the effect fades away - to nothing when you are 2L away from the point.
-If you want to create multiple point pushers/pullers, you'll need to have them in - different target sectors, but they can share the same tag.
-NOCLIMB/EFFECT4 flags operate the same as for line 541.
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Sets the lighting for the floor only. The control sector's light value will be used for - the target sector's floor. Also see type 601.
-Sets the lighting of the ceiling only. The light value of the control sector will be - used for the target sector's ceiling. Also see type 600.
-Linedef length indicates glow speed. The normal speed would be a linedef 32 units long.
-The control sector (the linedef's front sector) is used to get what will be the minimum - light level for this effect, while the target sector's light level ends up being the - maximum.
-Linedef length indicates flicker speed. Normal speed would be a 16 fracunit long - linedef. A longer linedef means more time in between flickers.
-The control sector (the linedef's front sector) is used to get what will be the minimum - light level for this effect, while the target sector's light level ends up being the - maximum.
-Line's X length is time for the light to be off, and Y length is the time for the light - to be on.
-The control sector (the linedef's front sector) is used to get what will be the minimum - light level for this effect, while the target sector's light level ends up being the - maximum.
-Line's X length is time for the light to be off, and Y length is the time for the light - to be on.
-The control sector (the linedef's front sector) is used to get what will be the minimum - light level for this effect, while the target sector's light level ends up being the - maximum.
-Sets a colormap. Tag the linedef to the sector or sectors affected by the colormap. The - control linedef's front Above texture is used to determine the colormap. The format is - #rrggbba, where rr, gg, and bb are two hexadecimal digits for determining each color: red, - blue, and green. The a stands for alpha, and is a number or letter indicating the - translucency; from A-Z and 0-9, with A being most transparent and 9 being most opaque.
-It does not generally matter what sector the colormap linedef belongs to. However, it - should not belong to the same sector as another colormap, as this can cause problems.
-You can apply up to four different types to one sector, provided that you only choose - ONE from EACH category. Add the numbers together to obtain the final value to use in level - editors.
-This special hurts, period. It doesn't matter whether you have a liquid shield, fire - shield, attraction shield, or whatever else; step on one of these and suffer.
-Also known as Slime Hurt. Stepping here will be painful, as in shield/ring/life loss - (depending on how you are equipped), unless you happen to have the liquid shield.
-Stepping here will hurt, unless you happen to have a fire shield.
-Hurts players whenever they're in the sector, unless they have the attraction shield.
-Usage tip: Give the sector a floor flat that looks electrical and looks like it could - hurt you.
-Making spikes using sectors is rather tedious and difficult. You can use things instead - (Floor Spike and Ceiling Spike). But the sector - version DOES look cooler. ;)
-Used for bottomless pits. You'll probably want the sector's floor flat to be either - F_SKY1 (falling from the sky) or PIT (falling into a pit of complete blackness). The - camera modifications keep the camera from following you all the way down, for a Sonic - Adventure-style pit death. If you don't like the camera modifications, use sector type 5.
-For bottomless pits. Use if the camera modifications of sector type 6 - are not to your taste.
-Die right away if you even step into this sector. No need to touch the floor as with - those sissy death pits.
-Lose one ring per 15 tics while touching the floor.
-Like sector type 9, but doesn't require touching floor.
-If you have rings and no shield, and you step on it, you only lose 10 rings, maximum. - It's just like the special stages!
-In space, you have no chance to survive make your time, ha ha ha. Starts an immediate - five-second countdown, like when you drown.
-Doubles the step-up height of the player. Default step-up height is 24 fracunits, but - with this, it becomes 48. Useful for steps and other things if your players seem to be - getting 'stopped' by the stairs while moving quickly.
-Removes the 'step-down' that a player will normally do when moving to a nearby sector.
-Use this on a 3D floor's control sector to make it bouncy. Players will bounce off the - top of it. If the 3D floor's control line has the BOUNCY flag set, the linedef length sets - the minimum bounce force. Otherwise, you will slowly come to a stop.
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Works like 80 but with a pushable object (gargoyle or snowman) - touching the floor rather than a player.
-Sector type 64 with the added requirement that all players who don't - have a game over need to be in the sector, not just one player. Currently does not work in - FOFs.
-Sector type 80 with the added requirement that all players who don't - have a game over need to be in the sector, not just one player.
-Like sector type 80, but you don't have to be touching the floor to - do the triggering. You could be flying high in the air. You should also use this one for - linedef executors triggered by FOFs.
-Required for any of the Linedef Executor Triggers to work in - the sector.
-Sector type 64 which will only execute if you have all 7 chaos - emeralds.
-Like sector type 64, but this is only triggered if you are in a - NiGHTS map, and checks what mare you're on using the following format, depending on what - flags you have set for this line:
-No flags -> Runs if (current mare = line length)
-NOCLIMB -> Runs if (current mare <= line length)
-BLOCKMONSTERS -> Runs if (current mare >= line - length)
-For any item to detect sector type 16 on a 3D floor, the target - sector on the map must have this type. This allows you to have any kind of object trigger - a linedef executor.
-For special stages, floor height is time limit in seconds, and ceiling height is rings - required in seconds. If the ceiling height is 0, there is no ring requirement, only a time - limit to find an exit.
-Floor height sets global gravity. 500 is normal. 1000 is twice the normal gravity, 250 - is half. You can also set per-sector gravity with linetype 1. This can - also be adjusted in realtime, for some really cool effects.
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See linedef type 540.
-See linedef types 541 and 544.
-Combination of sector specials 256 and 512.
-See linedef type 520.
-See linedef type 4.
-See linedef type 4. This type of speed pad forces you into a spin.
-Used in a control sector of a bustable block. Chooses which debris sprite to spawn.
-1792 = ROIA
-2048 = ROIB
-2304 = ROIC
-2560 = ROID
-2816 = ROIE
-3072 = ROIF
-3328 = ROIG
-3584 = ROIH
-3840 = ROII
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Whenever a player steps in the sector, a starpost in that sector will be searched for - and, if found, activated.
-This is like the "GOAL" buttons in Sonic 1's special stages. Ends the special - stage when stepped on.
-In single-player, cooperative, or race mode, being in this sector ends the level. You - don't necessarily have to be touching the floor. (If you want the player to have to be - touching the floor, you can use linedef type 223, an invisible, - intangible FOF, to do the trick. Give the FOF control sector a type of 8192.)
-See linedef type 2 for a way to exit to any map, not just the one - whose number is specified in the map header. Linedef 2 also allows you to skip the score - tally screen.
-In games of tag, this sector is a safe spot. You cannot be tagged while in it.
-In CTF, if the red or blue flag enters this sector, it will automatically return to - base, much like how it behaves when it falls in a pit. This can also be set as a special - on a 3D floor.
-The red team has to bring the blue flag onto this sector to score. - It's generally a good idea to have the red flag here and the red team player starts somewhere close by.
-The blue team has to bring the red flag onto this sector to score. - It's generally a good idea to have the blue flag here and the blue team player starts somewhere close by.
-Acts like a fan, pushing the player up at constant speed and activating the proper - animation. Can be used on intangible FOFs.
-Transforms you into Super Sonic and gives you 50 rings, providing you have all of the - chaos emeralds.
-Forces the player into a spin.
-When the player touches this sector, a line type 3 with the same tag - as the sector is searched for, and if found, the line's X length determines the speed at - which the tube operates, while its Y length determines which zoom tube sequence to use. - Then the player is immediately put into a spin, loses control, and gravitates toward the - first Zoom Tube Waypoint (thing type 753), which does not have to be - in the same sector. Once they reach the first waypoint, they begin traveling to the 2nd, - 3rd, and so on, until the last waypoint is reached.
-This can be used with Floor-Over-Floors, just use these specials in the control sector - instead.
-Just like sector type 32768, but starts from the last waypoint - and goes to the first.
-The finish line for a race circuit. This increments a lap when you pass it, after - hitting all the star posts in the stage in sequential order. Once the number of laps - specified by the server is reached, the level is completed.
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