From a3a120e57e94240d184cfa73d3936ba0ebbc1689 Mon Sep 17 00:00:00 2001 From: Lactozilla Date: Mon, 19 Feb 2024 19:13:09 -0300 Subject: [PATCH] Delete outdated docs --- doc/Doublescan.txt | 93 -- doc/Item Ranges.txt | 212 ----- doc/Linedef Ranges.txt | 223 ----- doc/SSN-Todo.xls | Bin 13824 -> 0 bytes doc/Sector Ranges.txt | 78 -- doc/faq.txt | 307 ------- doc/manual/manual.htm | 68 -- doc/rules.txt | 39 - doc/source.txt | 240 ----- doc/specials.html | 1992 ---------------------------------------- 10 files changed, 3252 deletions(-) delete mode 100644 doc/Doublescan.txt delete mode 100644 doc/Item Ranges.txt delete mode 100644 doc/Linedef Ranges.txt delete mode 100644 doc/SSN-Todo.xls delete mode 100644 doc/Sector Ranges.txt delete mode 100644 doc/faq.txt delete mode 100644 doc/manual/manual.htm delete mode 100644 doc/rules.txt delete mode 100644 doc/source.txt delete mode 100644 doc/specials.html 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 c468b34764f0b1a7ebcb3f552aeb8fd4cd56fb76..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 13824 zcmeHOU2IfE6#nk*Zo4f|+R{Shr@3ws`bTL?0%!wWNU35dV8KvBNm<%$XlPloyAVh) zt^#kEXfW}miIRZEi2sT{_)rog_&_u!L?t{FXA09_*%Un=N zGiKr}^QT^TMW#EQ-&%nf1`);(?q%vcj8WsbUUqI$mR<)dsXdH7>_C-oHvE_Y1m^~; z8>*|DdTU#IYP?8KZI$m)uG-l->6^PE{abP~1yO)GnM{pMx%DtERn12L!5eekP}_Lc zC8$FS&?`-;bG(*~M|)~i&{NwwE(k6NvfaHkp0;D#JTpqY@@c(ZVO5=7vI57zRTF$J5)ZbH`)i}YD&I^TM+Fl$ z#&$=TGR``}L-7bx%kdVbGIiZfrn%n00OecoHhW`j#$23m77)WNTyYMnDXiwN35}#C z^b(?0Y(^I%=+`_ojNQ6S56g_9T<7uSl%w4BMjesM6j%8lUec}QvgU4Wt@j+y^F)2UWzBLoj~3&fxK=4dErgvqD|Z5RFsCCki)%H$2}v*dWO?-KO+`u zfTg)|H$UY~&!p=)V*5~%%u5L`P39{vOZt>gOBN_c63WYy{?u08We;)ho>w6CoLlFK|^(vlXDT%D99S#%gaw#&jPD?kFa4qCX1Wx8X_+?xfg8j9=*C!#SYo(RVh z3*(9CE~hU#JRIKH&-uThYh{bGF}k2V>Z}=zC!9Uajm;?@Y5|<#6V7B-(HE#7iBi{b z9jm(_O>SKs;VyUuOv+j>=A zr}BFBUs6euc|7+Rapie{7nyR3n+IfT!2!*EQ2kCUrs58s3wymncfl7Ge<;@p_ zE&Ngx4fJd1Y}yCbaMwxj7vWiW|6Kb(Si8m{H|`%q;3yAui}TYRaU0iC-7A1*OcUEc~cCl6=6x2z zJQTZwYfUY&Y_T>hOvg2O-ehev7=y;-*{_me;Cr@dEqOWP%k46p%$GbNlIP}d-Q`J> zq%z^Q{VTT{U~24^a22_v zJsH^-i8&qN;lZJO;PZ^grH;&{1NMnbHtEj6zF0IK9Y{E<_Vz`F5TY!3eB{{0)n_aT zWB*9`>F8G)PR8uo3#ZRodhke^aRvc{fI+|@U=T0}7z7Lg1_6VBLBJqj5O@d?xRw2H zpFekgq;Xcsk=JSeH(YsN?EfD~g(R{6#qQ?|O>~p^KAQK*uFXC~E_Ql?B=)}C2TUg& zB#Etmm?ZZCpOLcf0o+^4MS5qvqNqsie`cAGS5b-B_3}E&eV3F8wq$~fFqs)ek$0)E zDH_`mmzPg*EpP4yh>dXu0fT@+z#w1{FbEg~3<3rLgMdN6An-sVAU3y{#$p4@yL|Zq zR6dmwn_B+YA-2AJG9~Zg#by`#UB2%UyI;~v$>p8D*!kW!iel@_eSoB2BMCR|zllH> zqWmS`U=?cW0=3N_I))`7|=F}B*FiEL@Alr)lk2zAz44St6#pA(F-y% ZKia9GPumdD5xBGVEWL~VYuCs7{}-GigfjpD 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 @@ - - - - - Sonic Robo Blast 2 Manual - - - - - - - -

- SONIC -
- ROBO BLAST 2 -

-

- Manual -

- - - -
- -
- -
-
-

- - - -

- - 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 @@ - - - - -Sonic Robo Blast II - Specials Reference Document - - - - -

SRB2 Specials Reference Document

- -

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.

- -

Thing Types

- -

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. - -

    -
  • Player Starts
      -

      1 - Player 01 Start

      -

      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.

      -

      2 - Player 02 Start

      -

      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.

      -

      3 - Player 03 Start

      -

      See Thing 2 for more information.

      -

      4 - Player 04 Start

      -

      See Thing 2 for more information.

      -

      5 - Player 05 Start

      -

      See Thing 2 for more information.

      -

      6 - Player 06 Start

      -

      See Thing 2 for more information.

      -

      7 - Player 07 Start

      -

      See Thing 2 for more information.

      -

      8 - Player 08 Start

      -

      See Thing 2 for more information.

      -

      9 - Player 09 Start

      -

      See Thing 2 for more information.

      -

      10 - Player 10 Start

      -

      See Thing 2 for more information.

      -

      11 - Player 11 Start

      -

      See Thing 2 for more information.

      -

      12 - Player 12 Start

      -

      See Thing 2 for more information.

      -

      13 - Player 13 Start

      -

      See Thing 2 for more information.

      -

      14 - Player 14 Start

      -

      See Thing 2 for more information.

      -

      15 - Player 15 Start

      -

      See Thing 2 for more information.

      -

      16 - Player 16 Start

      -

      See Thing 2 for more information.

      -

      17 - Player 17 Start

      -

      See Thing 2 for more information.

      -

      18 - Player 18 Start

      -

      See Thing 2 for more information.

      -

      19 - Player 19 Start

      -

      See Thing 2 for more information.

      -

      20 - Player 20 Start

      -

      See Thing 2 for more information.

      -

      21 - Player 21 Start

      -

      See Thing 2 for more information.

      -

      22 - Player 22 Start

      -

      See Thing 2 for more information.

      -

      23 - Player 23 Start

      -

      See Thing 2 for more information.

      -

      24 - Player 24 Start

      -

      See Thing 2 for more information.

      -

      25 - Player 25 Start

      -

      See Thing 2 for more information.

      -

      26 - Player 26 Start

      -

      See Thing 2 for more information.

      -

      27 - Player 27 Start

      -

      See Thing 2 for more information.

      -

      28 - Player 28 Start

      -

      See Thing 2 for more information.

      -

      29 - Player 29 Start

      -

      See Thing 2 for more information.

      -

      30 - Player 30 Start

      -

      See Thing 2 for more information.

      -

      31 - Player 31 Start

      -

      See Thing 2 for more information.

      -

      32 - Player 32 Start

      -

      See Thing 2 for more information.

      -

      33 - Player Match Start

      -

      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.

      -

      34 - CTF Team Start (Red)

      -

      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.

      -

      35 - CTF Team Start (Blue)

      -

      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.

      -

       

      -
    -
  • -
  • Enemies
      -

      100 - Crawla (Blue)

      -

      These are the blue ground enemies found in the one player stages. They can't move off - of cliffs and are exceedingly slow.

      -

      101 - Crawla (Red)

      -

      These are the red ground enemies found in the one player stages. They can't move off - cliffs and are relatively slow.

      -

      102 - Stupid Dumb Unnamed RoboFish (tm)

      -

      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.

      -

      103 - Yellow Buzz

      -

      This enemy flies at a moderate speed directly at the player.

      -

      104 - Red Buzz

      -

      This enemy flies at a relatively high speed directly at the player.

      -

      105 - Jetty-Syn Bomber

      -

      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.

      -

      106 - Jetty-Syn Gunner

      -

      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.

      -

      107 - Crawla Commander

      -

      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.

      -

      108 - Deton

      -

      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.

      -

      109 - Skim

      -

      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.

      -

      110 - THZ Turret

      -

      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.

      -

      111 - Popup Turret

      -

      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.

      -

      112 - Sharp

      -

      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.

      -

      113 – Jet Jaw

      -

      This is an underwater enemy that tries to bite at the player, which can be found in - Deep Sea Zone.

      -

      114 – Snailer

      -

      This is an incomplete enemy.

      -

      115 – Bird Aircraft Strike Hazard (B.A.S.H.)

      -

      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.

      -

      116 – Pointy

      -

      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.

      -

      117 – Robo-Hood

      -

      This is the green enemy from Castle Eggman Zone, which shoots arrows at the player.

      -

      118 – CastleBot FaceStabber

      -

      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.

      -

      119 – Egg Guard

      -

      This is the enemy from Castle Eggman Zone that wields a protective shield.

      -

      120 – Green Snapper

      -

      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.

      -

      121 – Minus

      -

      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.

      -

       

      -
    -
  • -
  • Bosses and their associated items (if any)
      -

      200 - Egg Mobile (Boss 1)

      -

      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.

      -

      201 - Egg Slimer (Boss 2)

      -

      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.

      -

      202 - Sea Egg (Boss 3)

      -

      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.

      -

      203 - Eggscalibur (Boss 4)

      -

      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.

      -

      290 - Boss Flypoint

      -

      This is the location the boss will fly to after being killed.

      -

      291 - Egg Capsule Center

      -

       

      -
    -
  • -
  • Collectibles
      -

      300 - Ring

      -

      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.

      -

      301 - Bounce Ring

      -

      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. -

      302 - Rail Ring

      -

      See thing #301.

      -

      304 - Automatic Ring

      -

      See thing #301.

      -

      305 - Explosion Ring

      -

      See thing #301.

      -

      306 - Scatter Ring

      -

      See thing #301.

      -

      307 - Grenade Ring

      -

      See thing #301.

      -

      310 - CTF Flag (Red)

      -

      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.

      -

      311 - CTF Flag (Blue)

      -

      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.

      -

      312 - Special Stage Token

      -

      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.

      -

      313 - Emerald 1 (Green)

      -

      This object gives the player the first emerald as a pickup object, instead of by - completing a special stage.

      -

      314 - Emerald 2 (Orange)

      -

      This object gives the player the second emerald as a pickup object, instead of by - completing a special stage.

      -

      315 - Emerald 3 (Pink)

      -

      This object gives the player the third emerald as a pickup object, instead of by - completing a special stage.

      -

      316 - Emerald 4 (Blue)

      -

      This object gives the player the fourth emerald as a pickup object, instead of by - completing a special stage.

      -

      317 - Emerald 5 (Red)

      -

      This object gives the player the fifth emerald as a pickup object, instead of by - completing a special stage.

      -

      318 - Emerald 6 (Light Blue)

      -

      This object gives the player the sixth emerald as a pickup object, instead of by - completing a special stage.

      -

      319 - Emerald 7 (Grey)

      -

      This object gives the player the seventh emerald as a pickup object, instead of by - completing a special stage.

      -

      320 - Emerald Hunt Location

      -

      This is one of the three emeralds to be used in Hunting mode.

      -

      323 - Emerald Spawn

      -

      Spawn location for emeralds in Match mode.

      -

      330 - Bounce Ring Panel

      -

      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.

      -

      331 - Rail Ring Panel

      -

      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.

      -

      332 - Automatic Ring Panel

      -

      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.

      -

      333 - Explosion Ring Panel

      -

      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.

      -

      334 - Scatter Ring Panel

      -

      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.

      -

      335 - Grenade Ring Panel

      -

      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.

      -

       

      -
    -
  • -
  • Boxes
      -

      400 - Super Ring (10 Rings)

      -

      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.

      -

      402 - Attraction Shield

      -

      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.

      -

      403 - Force Shield

      -

      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.

      -

      404 - Armageddon Shield

      -

      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.

      -

      405 - Whirlwind Shield

      -

      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.

      -

      406 - Elemental Shield

      -

      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.

      -

      407 - Super Sneakers

      -

      This is a monitor powerup that gives the player about 2x running speed for 20 seconds.

      -

      408 - Invincibility

      -

      This is a monitor powerup that prevents all damage to the player for 20 seconds.

      -

      409 - Extra Life

      -

      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.

      -

      410 - Eggman

      -

      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.

      -

      411 - Teleporter

      -

      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.

      -

      412 - Random Box

      -

      Destroy this monitor and you will get a random powerup, like the boxes in Sonic 2 race - mode.

      -

      413 - Gravity Boots Box

      -

      Destroy this monitor and the gravity will be flipped for a short time.

      -

       

      -
    -
  • -
  • Interactive Objects (friendly or otherwise)
      -

      500 - Air Bubble Patch

      -

      This is the air bubble patch used underwater to give players air. It spawns big bubbles - randomly which replenish the player's air.

      -

      501 - End Level Sign

      -

      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.

      -

      502 - Star Post

      -

      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.

      -

      520 - Spikeball

      -

      Just like thing 521, except they do normal damage to the player on - contact.

      -

      521 - Spikeball (Special Stage)

      -

      These are the spikeballs used in the special stages. They harm the player for damage on - contact, but only if they are carrying rings.

      -

      522 - Ceiling Spike

      -

      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.

      -

      523 - Floor Spike

      -

      This is a upward pointing spike for use on the floor. Touching the pointy end of the - spike deals damage to the player.

      -

      524 - Big Floating Mine

      -

      When you get close, this mine will start to follow you. Touches you, and it explodes.

      -

      540 - THZ Fan

      -

      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).

      -

      541 - THZ Gas Jet

      -

      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.

      -

      550 - Yellow Spring (Up)

      -

      This is a yellow spring pointing straight up. It has a medium amount of force behind - it.

      -

      551 - Red Spring (Up)

      -

      This is a red spring pointing straight up. It has a large amount of force behind it.

      -

      552 - Blue Spring

      -

      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.

      -

      553 - Yellow Spring (Down)

      -

      This is a yellow spring pointing straight down. It has a medium amount of force behind - it.

      -

      554 - Red Spring (Down)

      -

      This is a red spring pointing straight down. It has a large amount of force behind it.

      -

      555 - Yellow Spring (Diagonal Up)

      -

      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.

      -

      556 - Red Spring (Diagonal Up)

      -

      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.

      -

      557 - Yellow Spring (Diagonal Down)

      -

      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.

      -

      558 - Red Spring (Diagonal Down)

      -

      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.

      -

       

      -
    -
  • -
  • Special placement patterns
      -

      600 - 5 Vertical Rings (Yellow Spring)

      -

      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.

      -

      601 - 5 Vertical Rings (Red Spring)

      -

      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.

      -

      602 - 5 Diagonal Rings (Yellow Spring)

      -

      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.

      -

      603 - 10 Diagonal Rings (Red Spring)

      -

      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.

      -

      604 - Nights: Circle of Rings

      -

      605 - Nights: Circle of Rings (Big)

      -

      606 - Nights: Circle of Wing Logos

      -

      607 - Nights: Circle of Wing Logos (Big)

      -

      608 - Nights: Circle of Rings and Wings

      -

      609 - Nights: Circle of Rings and Wings (Big)

      -

       

      -
    -
  • -
  • Powerup indicators/environmental effects/miscellany
      -

      700 - Ambient Water SFX 1A (Small)

      -

      701 - Ambient Water SFX 1B (Small)

      -

      702 - Ambient Water SFX 2A (Medium)

      -

      703 - Ambient Water SFX 2B (Medium)

      -

      704 - Ambient Water SFX 3A (Large)

      -

      705 - Ambient Water SFX 3B (Large)

      -

      706 - Ambient Water SFX 4A (Extra Large)

      -

      707 - Ambient Water SFX 4B (Extra Large)

      -

      708 - Random Ambience 1

      -

      709 - Random Ambience 2

      -

      750 - Chaos Mode Enemy Spawn

      -

      This is where the enemies spawn from in Chaos mode. There should be around 12 of these - points on a map with Chaos support.

      -

      751 - Teleport Destination

      -

      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.

      -

      752 - Alternate View Point

      -

      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.

      -

      753 - Zoom Tube Waypoint

      -

      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.

      -

      754 - Push

      -

      755 - Pull

      -

      756 - Street Light Source

      -

      This produces a light in OpenGL. It is used in Starlit Warehouse Zone, one of the match - stages, as the street lights.

      -

      760 - PolyObject Anchor

      -

      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#.

      -

      761 - PolyObject SpawnPoint

      -

      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#.

      -

      762 - PolyObject SpawnPoint Crush

      -

      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.

      -

       

      -
    -
  • -
  • Greenflower Scenery
      -

      800 - GFZ Flower (Normal)

      -

      This is a scenery object from Greenflower Zone. It is the orange flower seen all - throughout GFZ and most GFZ-themed custom maps.

      -

      801 - GFZ Sunflower

      -

      This is a scenery object from Greenflower Zone. It is the large blue sunflower seen all - throughout GFZ and most GFZ-themed custom maps.

      -

      802 - GFZ Budding Flower

      -

      This is a scenery object from Greenflower Zone. It is the small purple flower seen all - throughout GFZ and most GFZ-themed custom maps.

      -

      804 - Berry Bush

      -

      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.

      -

      805 - Bush

      -

      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.

      -

       

      -
    -
  • -
  • Techno Hill Scenery
      -

      900 - THZ Flower

      -

      This is a scenery object from Techno Hill Zone Act 1. It is the metallic white flower.

      -

      901 - THZ Alarm

      -

      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.

      -

       

      -
    -
  • -
  • Deep Sea Scenery
      -

      1000 - Gargoyle

      -

      Pushable gargoyle. Can be stood on top of as well.

      -

      Giving this the Deaf tag will prevent it from being pushable.

      -

      1001 - Seaweed

      -

      Animated seaweed. Intangible scenery.

      -

      1002 - Dripping Water

      -

      Water dripping from the ceiling. ANGLE value specifies start delay.

      -

       

      -
    -
  • -
  • Castle Eggman Scenery
      -

      1100 - Hanging Chain

      -

      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.

      -

      1101 - CEZ Torch

      -

      This is the torch used in Castle Eggman Zone. It produces light in OpenGL, and it harms - the player for fire damage on contact.

      -

      1102 - Eggman Statue

      -

      This is the large Eggman statue in Castle Eggman Zone.

      -

      1103 - CEZ Flower

      -

      This is a scenery object from Castle Eggman Zone. It is the decaying flower.

      -

       

      -
    -
  • -
  • Arid Canyon Scenery
      -

      1200 – Big Tumbleweed

      -

      A large moveable tumbleweed that rolls along the floor.

      -

      1201 – Little Tumbleweed

      -

      A small movable tumbleweed that rolls along the floor.

      -

      1202 – Rock Spawner

      -

      An object which randomly spawns falling rocks, which damage the player on impact.
      - Description on how to use goes here.

      -
    -
  • -
  • Red Volcano Scenery
      -

      1300 – Horizontal Flame Jet

      -

      A stready stream of flames comes out horizontally.

      -

      1301 – Vertial Flame Jet

      -

      A stready stream of flames comes out vertially.

      -
    -
  • -
  • Dark City Scenery
      -
    -
  • -
  • Doom Ship Scenery
      -
    -
  • -
  • Egg Rock / Final Fight Scenery
      -
    -
  • -
  • NiGHTS Items
      -

      1700 - Nights: Axis

      -

      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.

      -

      1701 - Nights: Axis Transfer (Normal)

      -

      1702 - Nights: Axis Transfer Line

      -

      1703 - Nights: Ideya Drone

      -

      Angle value sets the NiGHTS timer, in seconds.

      -

      1704 - Nights: Bumper

      -

      Lower 4 bits of the flags specify the angle of the bumper in 30 degree increments.

      -

      1705 - Nights: Hoop

      -

      1706 - Nights: Wing Logo

      -

      1707 - Nights: Super Loop

      -

      1708 - Nights: Drill Refill

      -

      1709 - Nights: Helper

      -

      1710 - Nights: Egg Capsule

      -

      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.

      -

       

      -
    -
  • -
  • Mario Items
      -

      1800 - Coin

      -

      This is a coin, which is essentially a ring with Mario graphics and sound effects.

      -

      1801 - Overworld Goomba

      -

      These are the enemies in Mario Koopa Blast 1, and are essentially Crawlas with a Mario - graphic.

      -

      1802 - Underworld Goomba

      -

      These are the enemies in Mario Koopa Blast 2, and are essentially Crawlas with a Mario - graphic.

      -

      1803 - Fire Flower

      -

      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.

      -

      1804 - Koopa Shell

      -

      This is the Koopa Shell in Mario Koopa Blast 1. It will bounce around, striking enemies - and players.

      -

      1805 - Puma (Mario Jumping Fireball)

      -

      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.

      -

      1806 - King Bowser

      -

      1807 - Axe

      -

      The axe used to defeat Bowser in the third Mario level.

      -

      1808 - Bush (Short)

      -

      This is a scenery object from Mario Koopa Blast

      -

      1809 - Bush (Tall)

      -

      This is a scenery object from Mario Koopa Blast

      -

      1810 - Toad

      -

      This is Toad at the end of Mario Koopa Blast 3.

      -

       

      -
    -
  • -
  • Xmas Items
      -

      1850 - Xmas Pole

      -

      X-Mas scenery object. Looks like a little barber shop pole.

      -

      1851 - Candy Cane

      -

      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.

      -

      1852 - Snowman

      -

      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.

      -

       

      -
    -
  • -

    Linedef Types

    -

    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:

    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    NAMEVALUEDESCRIPTION
    EFFECT61Special use flag #6.
    BLOCKMONSTERS2Prevents an enemy from crossing the line. May not work for especially - speedy enemies.
    TWOSIDED4Flag used to indicate if a line is two sided. Do not modify.
    DONTPEGTOP8Unpeg upper texture. Good for moving floors.
    DONTPEGBOTTOM16Unpeg bottom texture. Good for moving ceilings.
    EFFECT132Special use flag #1.
    NOCLIMB64Don't allow Knuckles to climb on this wall.
    EFFECT2128Special use flag #2.
    EFFECT3256Special use flag #3.
    EFFECT4512Special use flag #4.
    EFFECT51024Special use flag #5.
    NOSONIC2048Disable line special if playing as Sonic (Single Player Only).
    NOTAILS4096Disable line special if playing as Tails (Single Player Only).
    NOKNUX8192Disable line special if playing as Knuckles (Single Player Only).
    BOUNCY16384Bounce the player off this line.
    TFERLINE32768Use this on a FOF line special to define the texture & offsets for - each side of the FOF. The control sector must have at LEAST the same # of sides as the - target sector(s).
    -

    -
  • Level Parameters / Miscellany
      -

      1 - Per-Sector Gravity

      -

      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.

      -

      2 - Custom Exit

      -

      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).

      -

      3 - Zoom Tube Parameters

      -

      X length = speed. Y length = waypoint sequence #. See sector type 32768 - for more information.

      -

      4 - Speed Pad

      -

      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.

      -

      5 - Camera Scanner

      -

      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.

      -

      6 - Disable Linedef

      -

      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.

      -

      7 - Flat Alignment

      -

      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.

      -

      8 - Sector Special Parameters

      -

      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.

      -

      9 - Chain Parameters

      -

      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

      -

      10 - Culling Plane

      -

      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.

      -

      11 - Rope Hang Parameters

      -

      X length = speed. Y length = waypoint sequence #.

      -

      EFFECT1 - Don't wrap movement

      -

      See sector type 45056 for more information.

      -

      12 - Rock Spawn Parameters

      -

      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

      -

       

      -

      13 - Heat Wave

      -

      Applies a heat effect to the screen. Tag this to a sector, or to the control sector of a FOF.

      -

       

      -
    -
  • -
  • Level Parameters / Miscellany
      -

      20 - Marks first line in PolyObject

      -

      Explain here.

      -

      21 - Explicitly include a PolyObject line

      -

      Explain here.

      -

      30 - PolyObject Parameters

      -

      Explain here.

      -

       

      -
    -
  • -
  • Level-Load Effects
      -

      50 - Instant Floor Lower

      -

      Makes the floor instantly lower on level load to be at the same height as the lowest - floor of any bordering sector.

      -

      51 - Instant Ceiling Raise

      -

      Makes the ceiling instantly rise on level load to be the same height as the highest - ceiling of any bordering sector.

      -

      52 - Continuously Falling 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.

      -

      53 - Continuous Floor/Ceiling Mover

      -

      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.

      -

      54 - Continuous Floor Mover

      -

      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.

      -

      55 - Continuous Ceiling Mover

      -

      Like linetype 53, but only moves the ceiling, not the floor.

      -

      56 - Continuous Two-Speed Floor/Ceiling Mover

      -

      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).

      -

      57 - Continuous Two-Speed Floor Mover

      -

      Like linetype 56, but only moves the floor, not the ceiling.

      -

      58 - Continuous Two-Speed Ceiling Mover

      -

      Like linetype 56, but only moves the ceiling, not the floor.

      -

      59 - Activate Floating Platform

      -

      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.

      -

      60 - Activate Floating Platform (Adjustable Speed)

      -

      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.

      -

      61 - Crusher 1 (Ceiling to Floor)

      -

      The crush motion is from the ceiling to the floor. Linedef length indicates crusher - speed. See also linetype 62, Crusher 2.

      -

      62 - Crusher 2 (Floor to Ceiling)

      -

      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.

      -

      63 - Fake Floor

      -

      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).

      -

      64 - Appearing/Disappearing FOF

      -

      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.

      -

       

      -
    -
  • -
  • Floor-Over-Floors (FOFs)
      -

      100 - Floor Over Floor: Solid, Opaque, Shadowcasting

      -

      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.

      - -

      101 - Floor Over Floor: Solid, Opaque, Non-Shadowcasting

      -

      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.

      - -

      102 - Floor Over Floor: Solid, Translucent

      -

      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'.

      - -

      103 - Floor Over Floor: Solid, Sides Only

      -

      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.

      - -

      104 - Floor Over Floor: Solid, No Sides

      -

      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.

      - -

      105 - Floor Over Floor: Solid, Invisible

      -

      For making invisible walls and other strange effects.

      - -
      -

      120 - Floor Over Floor: Water, Opaque

      -

      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.

      - -

      121 - Floor Over Floor: Water, Translucent

      -

      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.

      - -

      122 - Floor Over Floor: Water, Opaque, No Sides

      -

      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.

      - -

      123 - Floor Over Floor: Water, Translucent, No Sides

      -

      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.

      - -
      -

      140 - Floor Over Floor: Intangible from Bottom, Opaque

      -

      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.

      - -

      141 - Floor Over Floor: Intangible from Bottom, Translucent

      -

      A copy of linetype 140 that is also translucent.

      - -

      142 - Floor Over Floor: Intangible from Bottom, Translucent, No - Sides

      -

      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.

      - -
      -

      150 - Floor Over Floor: Bobbing (Air)

      -

      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.

      - -

      151 - Floor Over Floor: Adjustable Bobbing (Air)

      -

      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.

      - -

      152 - Floor Over Floor: Reverse Bobbing (Air)

      -

      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.

      - -
      -

      160 - Floor Over Floor: Floating, Bobbing

      -

      Bobs and floats in water. The floating part means that if the water moves or rises, - this platform will rise with it.

      - -
      -

      170 - Floor Over Floor: Crumbling (Respawn)

      -

      Crumbles and falls away, then reappears 15 seconds later.

      - -

      171 - Floor Over Floor: Crumbling (No Respawn)

      -

      Crumbles and falls away and never comes back.

      - -

      172 - Floor Over Floor: Crumbling (Respawn)

      -

      A copy of linetype 140 that also crumbles when stood on and - reappears after 15 seconds.

      - -

      173 - Floor Over Floor: Crumbling (No Respawn)

      -

      A copy of linetype 172 that stays gone forever after crumbling.

      - -

      174 - Floor Over Floor: Intangible from Bottom, Crumbling - (Respawn), Translucent

      -

      A copy of linetype 141 that also crumbles when stood on and - reappears after 15 seconds.

      - -

      175 - Floor Over Floor: Intangible from Bottom, Crumbling (No - Respawn), Translucent

      -

      A copy of linetype 174 that stays gone forever after crumbling.

      - -

      176 - Floor Over Floor: Crumbling (Respawn), Floating, Bobbing

      -

      Crumbles and falls, then floats on water, then bobs when you step on it.

      - -

      177 - Floor Over Floor: Crumbling (No Respawn), Floating, Bobbing

      -

      Crumbles and falls, then floats on water, then bobs when you step on it. Unlike - linetype 176, does not return to its former position.

      - -

      178 - Floor Over Floor: Crumbling (Respawn), Floating

      -

      Crumbles and falls, then floats on water, then reappears up in the air 15 seconds - later.

      - -

      179 - Floor Over Floor: Crumbling (No Respawn), Floating

      -

      Crumbles and falls, then spends the rest of its days floating on water, never to - reappear up in the air.

      - -

      180 - Floor Over Floor: Crumbling (Respawn), Bobbing (Air)

      -

      Bobs, crumbles, and falls when stepped on.

      - -
      -

      190 - Floor Over Floor: Rising Platform, Solid, Opaque, - Shadowcasting

      -

      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.

      -

      191 - Floor Over Floor: Rising Platform, Solid, Opaque, - Non-Shadowcasting

      -

      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.

      -

      192 - Floor Over Floor: Rising Platform, Solid, Translucent

      -

      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.

      -

      193 - Floor Over Floor: Rising Platform, Solid, Invisible

      -

      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.

      -

      194 - Floor Over Floor: Rising Platform, Intangible from Bottom, - Opaque

      -

      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.

      -

      195 - Floor Over Floor: Rising Platform, Intangible from Bottom, - Translucent

      -

      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.

      -
      -

      200 - Floor Over Floor: Light Block

      -

      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.

      - -

      201 - Floor Over Floor: Half Light Block

      -

      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.

      - -

      202 - Floor Over Floor: Fog Block

      -

      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.

      - -
      -

      220 - Floor Over Floor: Intangible, Opaque

      -

      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.

      - -

      221 - Floor Over Floor: Intangible, Translucent

      -

      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.

      - -

      222 - Floor Over Floor: Intangible, Sides Only

      -

      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.

      - -

      223 - Floor Over Floor: Intangible, Invisible

      -

      Useful for setting effects, such as wind and gravity.

      - -
      -

      250 - Floor Over Floor: Mario Block

      -

      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.

      - -

      251 - Floor Over Floor: Thwomp Block

      -

      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.

      - -

      252 - Floor Over Floor: Shatter Block

      -

      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.

      - -

      253 - Floor Over Floor: Shatter Block, Translucent

      -

      Translucent version of 252 supporting alpha values.

      - -

      254 - Floor Over Floor: Bustable Block

      -

      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.

      - -

      255 - Floor Over Floor: Spin Bust 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.

      - -

      256 - Floor Over Floor: Spin Bust Block, Translucent

      -

      Translucent version of 255 supporting alpha values.

      -

      257 - Floor Over Floor: Quicksand Block

      -

      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.

      - -

      258 - Floor Over Floor: Laser Block

      -

      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.

      - -

      259 - Floor Over Floor: Custom

      -

      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.

      -
    -
  • -
  • Linedef Executor Triggers
      -

      300 - Trigger Linedef Executor (Continuous)

      -

      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.

      -

      301 - Trigger Linedef Executor (Each Time)

      -

      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.

      -

      302 - Trigger Linedef Executor (Once)

      -

      Like 300, except that after that linedef executor executes its - linedefs, it's done. It's over. The linedefs will never be executed again.

      -

      303 - Trigger Linedef Executor (Ring Count - Continuous)

      -

      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.

      -

      304 - Trigger Linedef Executor (Ring Count - Once)

      -

      Like 303, except that after that linedef executor executes its - linedefs, it's done. It's over. The linedefs will never be executed again.

      -

      305 - Trigger Linedef Executor (Character Ability - Once)

      -

      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...

      -

      306 - Trigger Linedef Executor (Character Ability - Continuous)

      -

      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.

      -

      307 - Trigger Linedef Executor (Character Ability - Each Time)

      -

      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.

      -

      308 - Trigger Linedef Executor (Race Only, Once)

      -

      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.

      -

      309 - Trigger Linedef Executor (CTF Red Team - Continuous)

      -

      Like 300, but only triggers if you are in CTF and on the red team.

      -

      310 - Trigger Linedef Executor (CTF Red Team - Each Time)

      -

      Like 301, but only triggers if you are in CTF and on the red team.

      -

      311 - Trigger Linedef Executor (CTF Blue Team - Continuous)

      -

      Like 300, but only triggers if you are in CTF and on the blue team.

      -

      312 - Trigger Linedef Executor (CTF Blue Team - Each Time)

      -

      Like 301, but only triggers if you are in CTF and on the blue team.

      -

      313 - Trigger Linedef Executor (No More Enemies - Once)

      -

      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.

      -

      314 - Trigger Linedef Executor (# of Pushables - Continuous)

      -

      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)

      -

      315 - Trigger Linedef Executor (# of Pushables - Once)

      -

      Like 314, but only triggers once.

      -

      316 - Trigger Linedef Executor (PolyObject - Land On)

      -

      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.

      -

       

      -
    -
  • -
  • Linedef Executor Options
      -

      400 - Linedef Executor: Set Tagged Sector's Floor Height/Pic

      -

      When executed, instantly changes the tagged sector's floor height and flat to the floor - height and flat of the linedef's front sector.

      -

      401 - Linedef Executor: Set Tagged Sector's Ceiling Height/Pic

      -

      When executed, instantly changes the tagged sector's ceiling height and flat to the - ceiling height and flat of the linedef's front sector.

      -

      402 - Linedef Executor: Set Tagged Sector's Light Level

      -

      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.

      -

      403 - Linedef Executor: Move Tagged Sector's Floor

      -

      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.

      -

      404 - Linedef Executor: Move Tagged Sector's Ceiling

      -

      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.

      -

      405 - Linedef Executor: Lower Floor by Line

      -

      Speed is indicated by x distance; amount to lower is indicated by y distance.

      -

      406 - Linedef Executor: Raise Floor by Line

      -

      Speed is indicated by x distance; amount to raise is indicated by y distance.

      -

      407 - Linedef Executor: Lower Ceiling by Line

      -

      Speed is indicated by x distance; amount to lower is indicated by y distance.

      -

      408 - Linedef Executor: Raise Ceiling by Line

      -

      Speed is indicated by x distance; amount to raise is indicated by y distance.

      -

      409 - Linedef Executor: Change Calling Sector's Tag

      -

      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.

      -

      410 - Linedef Executor: Change Front Sector's Tag

      -

      Changes the tag of the linedef's front sector. The new tag is the linedef's length.

      -

      411 - Linedef Executor: Stop Plane Movement

      -

      Stops any and all floor, ceiling, or elevator movement in the tagged sector or sectors.

      -

      412 - Linedef Executor: Teleport Player to Tagged Sector

      -

      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.

      -

      413 - Linedef Executor: Change Music

      -

      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.

      -

      414 - Linedef Executor: Play SFX

      -

      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:

        -
      • NOCLIMB : The sound is played from nowhere, but only for the - player who triggered it.
      • -
      • EFFECT4: The sound is played from nowhere for everyone.
      • -
      • BLOCKMONSTERS: The sound is played from the center of the - sector that triggered the linedef executor.
      • -
      -

      Otherwise, the sound is played from the location of the player or thing who triggered - it.

      -

      415 - Linedef Executor: Run Script

      -

      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.

      -

      416 - Linedef Executor: Start Adjustable Fire Flicker

      -

      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.

      -

      417 - Linedef Executor: Start Adjustable Glowing Light

      -

      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.

      -

      418 - Linedef Executor: Start Adjustable Blinking Light - (unsynchronized)

      -

      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.

      -

      419 - Linedef Executor: Start Adjustable Blinking Light - (synchronized)

      -

      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.

      -

      420 - Linedef Executor: Fade Light Level

      -

      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.

      -

      421 - Linedef Executor: Stop Lighting Effect

      -

      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.

      -

      422 - Linedef Executor: Cut-Away View

      -

      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.

      -

      423 - Linedef Executor: Change Sky

      -

      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.

      -

      424 - Linedef Executor: Change Weather

      -

      Changes weather to the control sector's floorheight in powers of 10.

      -

      Example:

      -
      - - - - - - - - - - - - - - - - - - - - -
      Linedef LengthWeather Type
      10None
      20Snow
      30Rain
      40Storm
      -

      (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.

      -

      425 - Linedef Executor: Change Object State

      -

      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.

      -

      426 - Linedef Executor: Stop Object

      -

      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.

      -

      427 - Linedef Executor: Award Score

      -

      Adds to the score of the player who activated it. Control sector's floorheight = points - to award. This even works with negative values.

      -

      428 - Linedef Executor: Start Platform Movement

      -

      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.

      -

      429 - Linedef Executor: Crush Ceiling Once

      -

      Ceiling moves down to the floor, then back up. Speed is determined by line length - - every 16 units equals 1 FRACUNIT/tic.

      -

      430 - Linedef Executor: Crush Floor Once

      -

      Floor moves up to the ceiling, then back down. Speed is determined by line length - - every 16 units equals 1 FRACUNIT/tic.

      -

      431 - Linedef Executor: Crush Floor And Ceiling Once

      -

      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.

      -

      432 - Linedef Executor: Enable 2D Mode

      -

      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.

      -

      433 - Linedef Executor: Disable 2D Mode

      -

      Turns off 2D mode within the level.

      -

      434 - Linedef Executor: Award Custom Power

      -

      Awards (or removes!) a power to the calling player.

      -

      X length: Power Index + 1

      -

      Y length: Power Duration (in 35ths of a second)

      -

      435 - Linedef Executor: Change Scroller Direction

      -

      Changes direction of a scroller (conveyor, texture). Also changes speed if this is not - an accelerative/displacement scroller.

      -

      436 - Linedef Executor: Shatter Block

      -

      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.

      -

      437 - Linedef Executor: Disable Player Control

      -

      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.

      -

      438 - Linedef Executor: Set Object's Scale

      -

      Length of this line determines the scale size of an object, in percentage. Note that there is a max of 400%.

      -

      450 - Linedef Executor: Execute Linedef Executor

      -

      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.

      -

      488 - Linedef Executor: PolyObject - Move by Waypoints

      -

      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:

        -
      • EFFECT1 : Moves from highest waypoint # to lowest waypoint #.
      • -
      • EFFECT2 : Comes back the way it came when the end is reached.
      • -
      • EFFECT3 : Wrap around the waypoints.
      • -
      • EFFECT4:  Continuously move (used with EFFECT2 or EFFECT3).
      • -
      -

       

      -
    -
  • -
  • Scrollers / Pushers
      -

      500 - Scroll Wall First Side Left

      -

      501 - Scroll Wall First Side Opposite Direction

      -

      502 - Scroll Wall According to Linedef

      -

      503 - Acc Scroll Wall According to Linedef

      -

      Accelerative scrolling version of 502.

      -

      504 - Disp Scroll Wall According to Linedef

      -

      Displacement scrolling version of 502.

      -

      505 - Scroll Texture by Offsets

      -
      -

      510 - Scroll Floor Texture

      -

      Linedef length and direction indicate speed and direction.

      -

      511 - Acc Scroll Floor Texture

      -

      Accelerative scrolling version of 510.

      -

      512 - Disp Scroll Floor Texture

      -

      Displacement scrolling version of 510.

      -

      513 - Scroll Ceiling Texture

      -

      Linedef length and direction indicate speed and direction.

      -

      514 - Acc Scroll Ceiling Texture

      -

      Accelerative scrolling version of 513.

      -

      515 - Disp Scroll Ceiling Texture

      -

      Displacement scrolling version of 513.

      -
      -

      520 - Carry Objects on Floor

      -

      Like linedef type 530, without scrolling the floor texture, so the - floor doesn't look like it's moving.

      -

      521 - Acc Carry Objects on Floor

      -

      Accelerative scrolling version of 520.

      -

      522 - Disp Carry Objects on Floor

      -

      Displacement scrolling version of 520.

      -

      523 - Carry Objects on Ceiling

      -

      For FOF conveyor belts. Like 533, except without the scrolling to - accompany it.

      -

      524 - Acc Carry Objects on Ceiling

      -

      Accelerative scrolling version of 523. Untested.

      -

      525 - Disp Carry Objects on Ceiling

      -

      Displacement scrolling version of 523. Untested.

      -
      -

      530 - Scroll Floor Texture and Carry Objects

      -

      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.

      -

      531 - Acc Scroll Floor Texture and Carry Objects

      -

      Accelerative scrolling version of 530.

      -

      532 - Disp Scroll Floor Texture and Carry Objects

      -

      Displacement scrolling version of 530.

      -

      533 - Scroll Ceiling Texture and Carry Objects

      -

      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).

      -

      534 - Acc Scroll Ceiling Texture and Carry Objects

      -

      Accelerative scrolling version of 533. Untested.

      -

      535 - Disp Scroll Ceiling Texture and Carry Objects

      -

      Displacement scrolling version of 533. Untested.

      -
      -

      540 - Friction

      -

      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.

      -

      541 - Wind

      -

      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).

      -

      542 - Upwards Wind

      -

      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.

      -

      543 - Downwards Wind

      -

      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.

      -

      544 - Current

      -

      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.

      -

      545 - Upwards Current

      -

      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.

      -

      546 - Downwards Current

      -

      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.

      -

      547 - Boom Push/Pull Thing

      -

      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.

      -

       

      -
    -
  • -
  • Lighting
      -

      600 - Floor Lighting

      -

      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.

      -

      601 - Ceiling Lighting

      -

      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.

      -

      602 - Adjustable Pulsating Light

      -

      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.

      -

      603 - Adjustable Flickering Light

      -

      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.

      -

      604 - Adjustable Blinking Light (unsynchronized)

      -

      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.

      -

      605 - Adjustable Blinking Light (synchronized)

      -

      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.

      -

      606 - Colormap

      -

      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.

      -
    -
  • -

    Sector Types

    -

    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.

    -
  • Section 1
      -

      1 - Damage (Generic)

      -

      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.

      -

      2 - Damage (Water)

      -

      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.

      -

      3 - Damage (Fire)

      -

      Stepping here will hurt, unless you happen to have a fire shield.

      -

      4 - Damage (Electrical)

      -

      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.

      -

      5 - Spikes

      -

      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. ;)

      -

      6 - Death Pit (Camera Modifications)

      -

      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.

      -

      7 - Death Pit (No Camera Modifications)

      -

      For bottomless pits. Use if the camera modifications of sector type 6 - are not to your taste.

      -

      8 - Instant Kill

      -

      Die right away if you even step into this sector. No need to touch the floor as with - those sissy death pits.

      -

      9 - Ring Drainer (Floor Touch)

      -

      Lose one ring per 15 tics while touching the floor.

      -

      10 - Ring Drainer (No Floor Touch)

      -

      Like sector type 9, but doesn't require touching floor.

      -

      11 - Special Stage Damage

      -

      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!

      -

      12 - Space Countdown

      -

      In space, you have no chance to survive make your time, ha ha ha. Starts an immediate - five-second countdown, like when you drown.

      -

      13 - Ramp Sector

      -

      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.

      -

      14 - Non-Ramp Sector (Don't step down)

      -

      Removes the 'step-down' that a player will normally do when moving to a nearby sector.

      -

      15 - Bouncy Sector (FOF Control Only)

      -

      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.

      -

       

      -
    -
  • -
  • Section 2
      -

      16 - Trigger Linedef Executor (Pushable Objects)

      -

      Works like 80 but with a pushable object (gargoyle or snowman) - touching the floor rather than a player.

      -

      32 - Trigger Linedef Executor (Anywhere in Sector) (All Players)

      -

      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.

      -

      48 - Trigger Linedef Executor (Floor Touch) (All Players)

      -

      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.

      -

      64 - Trigger Linedef Executor (Anywhere in Sector)

      -

      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.

      -

      80 - Trigger Linedef Executor (Floor Touch)

      -

      Required for any of the Linedef Executor Triggers to work in - the sector.

      -

      96 - Trigger Linedef Executor (Emerald Check)

      -

      Sector type 64 which will only execute if you have all 7 chaos - emeralds.

      -

      112 - Trigger Linedef Executor (NiGHTS Mare)

      -

      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)

      -

      128 - Check for linedef executor on 3D Floors (ANY object)

      -

      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.

      -

      144 - Egg Trap Capsule

      -

      160 - Special Stage Time/Rings, Par

      -

      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.

      -

      176 - Custom Global Gravity

      -

      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.

      -

       

      -
    -
  • -
  • Section 3
      -

      256 - Ice/Sludge

      -

      See linedef type 540.

      -

      512 - Wind/Current

      -

      See linedef types 541 and 544.

      -

      768 - Ice/Sludge and Wind/Current

      -

      Combination of sector specials 256 and 512.

      -

      1024 - Conveyor Belt

      -

      See linedef type 520.

      -

      1280 - Speed Pad (No Spin)

      -

      See linedef type 4.

      -

      1536 - Speed Pad (Spin)

      -

      See linedef type 4. This type of speed pad forces you into a spin.

      -

      1792, 2048, 2304, 2560, 2816, 3072, 3328, 3584, 3840 - Bustable - Block Sprite Parameter

      -

      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

      -

       

      -
    -
  • -
  • Section 4
      -

      4096 - Starpost Activator

      -

      Whenever a player steps in the sector, a starpost in that sector will be searched for - and, if found, activated.

      -

      8192 - Special Stage Goal

      -

      This is like the "GOAL" buttons in Sonic 1's special stages. Ends the special - stage when stepped on.

      -

      8192 - Exit Sector

      -

      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.

      -

      8192 - No Tag Zone

      -

      In games of tag, this sector is a safe spot. You cannot be tagged while in it.

      -

      8192 - CTF: Flag Return

      -

      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.

      -

      12288 - CTF: Red Team Base

      -

      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.

      -

      16384 - CTF: Blue Team Base

      -

      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.

      -

      20480 - Fan Sector

      -

      Acts like a fan, pushing the player up at constant speed and activating the proper - animation. Can be used on intangible FOFs.

      -

      24576 - Super Sonic Transform

      -

      Transforms you into Super Sonic and gives you 50 rings, providing you have all of the - chaos emeralds.

      -

      28672 - Spinner

      -

      Forces the player into a spin.

      -

      32768 - Zoom Tube Start

      -

      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.

      -

      36864 - Zoom Tube End

      -

      Just like sector type 32768, but starts from the last waypoint - and goes to the first.

      -

      40960 - Finish Line

      -

      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.

      -
    -
  • -
- -