- Updated some game configurations (thanks DoomKn1ght)

@ working on the reference manual
This commit is contained in:
codeimp 2009-03-17 22:01:30 +00:00
parent 257834ebba
commit 238b68a04d
12 changed files with 1135 additions and 26 deletions

View file

@ -1946,7 +1946,7 @@ thingtypes
80
{
title = "Pool of blood";
sprite = "POL2A0";
sprite = "POB2A0";
}
81
{

View file

@ -3752,7 +3752,10 @@ thingtypes
6001
{
title = "Sound 1";
arg1 = "Sound Number";
arg1
{
title = "Sound Number";
}
}
6002 = "Sound 2";
}
@ -3773,7 +3776,10 @@ thingtypes
14001
{
title = "Ambient Sound 1";
arg1 = "Ambient Sound Number";
arg1
{
title = "Ambient Sound Number";
}
}
14002 = "Ambient Sound 2";
14003 = "Ambient Sound 3";
@ -3856,7 +3862,10 @@ thingtypes
14101
{
title = "Change Music Track 1";
arg1 = "Change Music Track Number";
arg1
{
title = "Change Music Track Number";
}
}
14102 = "Change Music Track 2";
14103 = "Change Music Track 3";
@ -3938,7 +3947,10 @@ thingtypes
15001
{
title = "Bounding Box 1";
arg1 = "Bounding Box Number";
arg1
{
title = "Bounding Box Number";
}
}
15002 = "Bounding Box 2";
15003 = "Bounding Box 3";
@ -4021,7 +4033,10 @@ thingtypes
24001
{
title = "Dynamic Light 1";
arg1 = "Dynamic Light Number";
arg1
{
title = "Dynamic Light Number";
}
}
24002 = "Dynamic Light 2";
24003 = "Dynamic Light 3";
@ -4104,7 +4119,10 @@ thingtypes
14201
{
title = "FS Teleport (BF) 1";
arg1 = "FS Teleport (BF) Number";
arg1
{
title = "FS Teleport (BF) Number";
}
}
14202 = "FS Teleport (BF) 2";
14203 = "FS Teleport (BF) 3";
@ -4222,7 +4240,10 @@ thingtypes
14301
{
title = "FS Teleport (AC) 1";
arg1 = "FS Teleport (AC) Number";
arg1
{
title = "FS Teleport (AC) Number";
}
}
14302 = "FS Teleport (AC) 2";
14303 = "FS Teleport (AC) 3";

View file

@ -3972,6 +3972,39 @@ linedeftypes
{
title = "Scroll";
52
{
title = "Scroll Wall";
arg0
{
title = "Line ID";
}
arg1
{
title = "x";
}
arg2
{
title = "y";
}
arg3
{
title = "Side";
}
arg4
{
title = "Flags";
type = 12;
enum
{
1 = "Scroll upper";
2 = "Scroll middle";
4 = "Scroll lower";
}
}
}
100
{
title = "Scroll Texture Left";
@ -4456,6 +4489,26 @@ linedeftypes
sector
{
title = "Sector";
48
{
title = "Sector Attach 3D Midtex";
arg0
{
title = "Line ID";
}
arg1
{
title = "Sector Tag";
}
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
}
54
{
@ -4469,12 +4522,16 @@ linedeftypes
arg1
{
title = "Flags to set";
title = "Set Flags";
type = 12;
enum = "sector_flags";
}
arg2
{
title = "Flags to clear";
title = "Clear Flags";
type = 12;
enum = "sector_flags";
}
}
@ -4497,11 +4554,21 @@ linedeftypes
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
arg3
{
title = "Move Type";
type = 12;
enum
{
1 = "Link Tgt's floor to 'surface'";
2 = "Link Tgt's ceiling to 'surface'";
4 = "Floor move at opposite (need bit1)";
8 = "Ceiling move at opposite (need bit2)";
}
}
}
@ -4520,6 +4587,55 @@ linedeftypes
title = "Sound Number";
}
}
160
{
title = "Sector 3D Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Type";
type = 11;
enum
{
0 = "Vavoom-Style";
1 = "Solid";
2 = "Swimmable";
3 = "Non-Solid";
4 = "Render-Inside";
16 = "Inverted Visibility Rules";
32 = "Shootability Rules";
}
}
arg2
{
title = "Flags";
type = 12;
enum
{
1 = "Disables light effects";
2 = "Restricts light Inside";
4 = "Fog Effect";
8 = "Ignores bottom height";
16 = "Uses upper texture";
32 = "Uses lower texture";
64 = "Additive transluency";
}
}
arg3
{
title = "Alpha";
}
arg4
{
title = "Hi-Tag";
}
}
183
{
@ -5538,9 +5654,14 @@ thingtypes
title = "Teleport Destination";
sprite = "TFOGB0";
}
9043
{
title = "Teleport with Z Height Gravity";
sprite = "TFOGB0";
}
9044
{
title = "Teleport with Z Height";
title = "Teleport with Z Height No Gravity";
sprite = "TFOGB0";
}
}
@ -6576,6 +6697,42 @@ thingtypes
9993 = "Eyes below fake floor";
9995 = "Player uses sector";
9994 = "Player uses wall";
9038
{
title = "ColorSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
arg3
{
title = "Desaturation";
}
}
9039
{
title = "FadeSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
}
}
sounds
@ -6846,6 +7003,7 @@ thingtypes
title = "Particles Amount";
}
}
9040 = "Map Marker";
9045 = "Deep Water";
9046 = "Secret";
9300 = "Polyobject Anchor";
@ -6855,6 +7013,35 @@ thingtypes
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9076 = "Hate target";
9988
{
title = "Custom Sprite";
arg0
{
title = "BTILxxxx";
}
arg1
{
title = "X Scale (64=100%)";
}
arg2
{
title = "Y Scale (64=100%) ";
}
arg3
{
title = "Flags";
type = 11;
enum
{
0 = "Opaque";
2 = "Alpha 33%";
3 = "Alpha 66%";
4 = "Flip horizontally";
5 = "Flip vertically";
}
}
}
}
portals
@ -6887,6 +7074,7 @@ thingtypes
}
}
}
}
@ -6942,6 +7130,26 @@ enums
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No Falling Damage";
4 = "Drop with floor";
8 = "No Respawn";
}
keys
{
0 = "None";

View file

@ -4189,6 +4189,39 @@ linedeftypes
{
title = "Scroll";
52
{
title = "Scroll Wall";
arg0
{
title = "Line ID";
}
arg1
{
title = "x";
}
arg2
{
title = "y";
}
arg3
{
title = "Side";
}
arg4
{
title = "Flags";
type = 12;
enum
{
1 = "Scroll upper";
2 = "Scroll middle";
4 = "Scroll lower";
}
}
}
100
{
title = "Scroll Texture Left";
@ -4673,6 +4706,26 @@ linedeftypes
sector
{
title = "Sector";
48
{
title = "Sector Attach 3D Midtex";
arg0
{
title = "Line ID";
}
arg1
{
title = "Sector Tag";
}
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
}
54
{
@ -4686,12 +4739,16 @@ linedeftypes
arg1
{
title = "Flags to set";
title = "Set Flags";
type = 12;
enum = "sector_flags";
}
arg2
{
title = "Flags to clear";
title = "Clear Flags";
type = 12;
enum = "sector_flags";
}
}
@ -4714,11 +4771,21 @@ linedeftypes
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
arg3
{
title = "Move Type";
type = 12;
enum
{
1 = "Link Tgt's floor to 'surface'";
2 = "Link Tgt's ceiling to 'surface'";
4 = "Floor move at opposite (need bit1)";
8 = "Ceiling move at opposite (need bit2)";
}
}
}
@ -4737,6 +4804,55 @@ linedeftypes
title = "Sound Number";
}
}
160
{
title = "Sector 3D Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Type";
type = 11;
enum
{
0 = "Vavoom-Style";
1 = "Solid";
2 = "Swimmable";
3 = "Non-Solid";
4 = "Render-Inside";
16 = "Inverted Visibility Rules";
32 = "Shootability Rules";
}
}
arg2
{
title = "Flags";
type = 12;
enum
{
1 = "Disables light effects";
2 = "Restricts light Inside";
4 = "Fog Effect";
8 = "Ignores bottom height";
16 = "Uses upper texture";
32 = "Uses lower texture";
64 = "Additive transluency";
}
}
arg3
{
title = "Alpha";
}
arg4
{
title = "Hi-Tag";
}
}
183
{
@ -5745,9 +5861,14 @@ thingtypes
title = "Teleport Destination";
sprite = "TFOGB0";
}
9043
{
title = "Teleport with Z Height Gravity";
sprite = "TFOGB0";
}
9044
{
title = "Teleport with Z Height";
title = "Teleport with Z Height No Gravity";
sprite = "TFOGB0";
}
}
@ -6783,6 +6904,42 @@ thingtypes
9993 = "Eyes below fake floor";
9995 = "Player uses sector";
9994 = "Player uses wall";
9038
{
title = "ColorSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
arg3
{
title = "Desaturation";
}
}
9039
{
title = "FadeSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
}
}
sounds
@ -7053,6 +7210,7 @@ thingtypes
title = "Particles Amount";
}
}
9040 = "Map Marker";
9045 = "Deep Water";
9046 = "Secret";
9300 = "Polyobject Anchor";
@ -7062,6 +7220,35 @@ thingtypes
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9076 = "Hate target";
9988
{
title = "Custom Sprite";
arg0
{
title = "BTILxxxx";
}
arg1
{
title = "X Scale (64=100%)";
}
arg2
{
title = "Y Scale (64=100%) ";
}
arg3
{
title = "Flags";
type = 11;
enum
{
0 = "Opaque";
2 = "Alpha 33%";
3 = "Alpha 66%";
4 = "Flip horizontally";
5 = "Flip vertically";
}
}
}
}
portals
@ -7094,6 +7281,7 @@ thingtypes
}
}
}
}
@ -7149,6 +7337,26 @@ enums
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No Falling Damage";
4 = "Drop with floor";
8 = "No Respawn";
}
keys
{
0 = "None";

View file

@ -3970,6 +3970,39 @@ linedeftypes
{
title = "Scroll";
52
{
title = "Scroll Wall";
arg0
{
title = "Line ID";
}
arg1
{
title = "x";
}
arg2
{
title = "y";
}
arg3
{
title = "Side";
}
arg4
{
title = "Flags";
type = 12;
enum
{
1 = "Scroll upper";
2 = "Scroll middle";
4 = "Scroll lower";
}
}
}
100
{
title = "Scroll Texture Left";
@ -4454,6 +4487,26 @@ linedeftypes
sector
{
title = "Sector";
48
{
title = "Sector Attach 3D Midtex";
arg0
{
title = "Line ID";
}
arg1
{
title = "Sector Tag";
}
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
}
54
{
@ -4467,12 +4520,16 @@ linedeftypes
arg1
{
title = "Flags to set";
title = "Set Flags";
type = 12;
enum = "sector_flags";
}
arg2
{
title = "Flags to clear";
title = "Clear Flags";
type = 12;
enum = "sector_flags";
}
}
@ -4495,11 +4552,21 @@ linedeftypes
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
arg3
{
title = "Move Type";
type = 12;
enum
{
1 = "Link Tgt's floor to 'surface'";
2 = "Link Tgt's ceiling to 'surface'";
4 = "Floor move at opposite (need bit1)";
8 = "Ceiling move at opposite (need bit2)";
}
}
}
@ -4518,6 +4585,55 @@ linedeftypes
title = "Sound Number";
}
}
160
{
title = "Sector 3D Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Type";
type = 11;
enum
{
0 = "Vavoom-Style";
1 = "Solid";
2 = "Swimmable";
3 = "Non-Solid";
4 = "Render-Inside";
16 = "Inverted Visibility Rules";
32 = "Shootability Rules";
}
}
arg2
{
title = "Flags";
type = 12;
enum
{
1 = "Disables light effects";
2 = "Restricts light Inside";
4 = "Fog Effect";
8 = "Ignores bottom height";
16 = "Uses upper texture";
32 = "Uses lower texture";
64 = "Additive transluency";
}
}
arg3
{
title = "Alpha";
}
arg4
{
title = "Hi-Tag";
}
}
183
{
@ -5488,7 +5604,8 @@ thingtypes
sort = 1;
14 = "Teleport Landing";
9044 = "Teleport with Z Height";
9043 = "Teleport with Z Height Gravity";
9044 = "Teleport with Z Height No Gravity";
52 = "Teleport Glitter (Exit)";
74 = "Teleport Glitter";
}
@ -5847,6 +5964,42 @@ thingtypes
9993 = "Eyes below fake floor";
9995 = "Player uses sector";
9994 = "Player uses wall";
9038
{
title = "ColorSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
arg3
{
title = "Desaturation";
}
}
9039
{
title = "FadeSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
}
}
slopes
@ -5987,6 +6140,7 @@ thingtypes
title = "Particles Amount";
}
}
9040 = "Map Marker";
9045 = "Deep Water";
9046 = "Secret";
9300 = "Polyobject Anchor";
@ -5996,6 +6150,35 @@ thingtypes
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9076 = "Hate target";
9988
{
title = "Custom Sprite";
arg0
{
title = "BTILxxxx";
}
arg1
{
title = "X Scale (64=100%)";
}
arg2
{
title = "Y Scale (64=100%) ";
}
arg3
{
title = "Flags";
type = 11;
enum
{
0 = "Opaque";
2 = "Alpha 33%";
3 = "Alpha 66%";
4 = "Flip horizontally";
5 = "Flip vertically";
}
}
}
}
portals
@ -6028,6 +6211,7 @@ thingtypes
}
}
}
}
@ -6083,6 +6267,26 @@ enums
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No Falling Damage";
4 = "Drop with floor";
8 = "No Respawn";
}
keys
{
0 = "None";

View file

@ -3968,6 +3968,39 @@ linedeftypes
{
title = "Scroll";
52
{
title = "Scroll Wall";
arg0
{
title = "Line ID";
}
arg1
{
title = "x";
}
arg2
{
title = "y";
}
arg3
{
title = "Side";
}
arg4
{
title = "Flags";
type = 12;
enum
{
1 = "Scroll upper";
2 = "Scroll middle";
4 = "Scroll lower";
}
}
}
100
{
title = "Scroll Texture Left";
@ -4452,6 +4485,26 @@ linedeftypes
sector
{
title = "Sector";
48
{
title = "Sector Attach 3D Midtex";
arg0
{
title = "Line ID";
}
arg1
{
title = "Sector Tag";
}
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
}
54
{
@ -4465,12 +4518,16 @@ linedeftypes
arg1
{
title = "Flags to set";
title = "Set Flags";
type = 12;
enum = "sector_flags";
}
arg2
{
title = "Flags to clear";
title = "Clear Flags";
type = 12;
enum = "sector_flags";
}
}
@ -4493,11 +4550,21 @@ linedeftypes
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
arg3
{
title = "Move Type";
type = 12;
enum
{
1 = "Link Tgt's floor to 'surface'";
2 = "Link Tgt's ceiling to 'surface'";
4 = "Floor move at opposite (need bit1)";
8 = "Ceiling move at opposite (need bit2)";
}
}
}
@ -4516,6 +4583,55 @@ linedeftypes
title = "Sound Number";
}
}
160
{
title = "Sector 3D Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Type";
type = 11;
enum
{
0 = "Vavoom-Style";
1 = "Solid";
2 = "Swimmable";
3 = "Non-Solid";
4 = "Render-Inside";
16 = "Inverted Visibility Rules";
32 = "Shootability Rules";
}
}
arg2
{
title = "Flags";
type = 12;
enum
{
1 = "Disables light effects";
2 = "Restricts light Inside";
4 = "Fog Effect";
8 = "Ignores bottom height";
16 = "Uses upper texture";
32 = "Uses lower texture";
64 = "Additive transluency";
}
}
arg3
{
title = "Alpha";
}
arg4
{
title = "Hi-Tag";
}
}
183
{
@ -5165,7 +5281,7 @@ linedeftypes
}
}
}
}
@ -5530,9 +5646,14 @@ thingtypes
title = "Teleport Smoke";
sprite = "TSMKA0";
}
9043
{
title = "Teleport with Z Height Gravity";
sprite = "TELEA0";
}
9044
{
title = "Teleport with Z Height";
title = "Teleport with Z Height No Gravity";
sprite = "TELEA0";
}
}
@ -7167,6 +7288,7 @@ thingtypes
title = "Particles Amount";
}
}
9040 = "Map Marker";
9045 = "Deep Water";
9046 = "Sector Secret";
9300 = "Polyobject Anchor";
@ -7174,6 +7296,35 @@ thingtypes
9302 = "Polyobject Start Spot (crush)";
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9988
{
title = "Custom Sprite";
arg0
{
title = "BTILxxxx";
}
arg1
{
title = "X Scale (64=100%)";
}
arg2
{
title = "Y Scale (64=100%) ";
}
arg3
{
title = "Flags";
type = 11;
enum
{
0 = "Opaque";
2 = "Alpha 33%";
3 = "Alpha 66%";
4 = "Flip horizontally";
5 = "Flip vertically";
}
}
}
}
portals
@ -7206,6 +7357,8 @@ thingtypes
}
}
}
}
// ENUMERATIONS
@ -7260,6 +7413,26 @@ enums
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No Falling Damage";
4 = "Drop with floor";
8 = "No Respawn";
}
keys
{
0 = "None";

View file

@ -3969,6 +3969,39 @@ linedeftypes
{
title = "Scroll";
52
{
title = "Scroll Wall";
arg0
{
title = "Line ID";
}
arg1
{
title = "x";
}
arg2
{
title = "y";
}
arg3
{
title = "Side";
}
arg4
{
title = "Flags";
type = 12;
enum
{
1 = "Scroll upper";
2 = "Scroll middle";
4 = "Scroll lower";
}
}
}
100
{
title = "Scroll Texture Left";
@ -4453,6 +4486,26 @@ linedeftypes
sector
{
title = "Sector";
48
{
title = "Sector Attach 3D Midtex";
arg0
{
title = "Line ID";
}
arg1
{
title = "Sector Tag";
}
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
}
54
{
@ -4466,12 +4519,16 @@ linedeftypes
arg1
{
title = "Flags to set";
title = "Set Flags";
type = 12;
enum = "sector_flags";
}
arg2
{
title = "Flags to clear";
title = "Clear Flags";
type = 12;
enum = "sector_flags";
}
}
@ -4494,11 +4551,21 @@ linedeftypes
arg2
{
title = "Floor / Ceiling";
type = 11;
enum = "floorceiling";
}
arg3
{
title = "Move Type";
type = 12;
enum
{
1 = "Link Tgt's floor to 'surface'";
2 = "Link Tgt's ceiling to 'surface'";
4 = "Floor move at opposite (need bit1)";
8 = "Ceiling move at opposite (need bit2)";
}
}
}
@ -4517,6 +4584,55 @@ linedeftypes
title = "Sound Number";
}
}
160
{
title = "Sector 3D Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Type";
type = 11;
enum
{
0 = "Vavoom-Style";
1 = "Solid";
2 = "Swimmable";
3 = "Non-Solid";
4 = "Render-Inside";
16 = "Inverted Visibility Rules";
32 = "Shootability Rules";
}
}
arg2
{
title = "Flags";
type = 12;
enum
{
1 = "Disables light effects";
2 = "Restricts light Inside";
4 = "Fog Effect";
8 = "Ignores bottom height";
16 = "Uses upper texture";
32 = "Uses lower texture";
64 = "Additive transluency";
}
}
arg3
{
title = "Alpha";
}
arg4
{
title = "Hi-Tag";
}
}
183
{
@ -6124,6 +6240,42 @@ thingtypes
9993 = "Eyes below fake floor";
9995 = "Player uses sector";
9994 = "Player uses wall";
9038
{
title = "ColorSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
arg3
{
title = "Desaturation";
}
}
9039
{
title = "FadeSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
}
}
sounds
@ -6392,6 +6544,7 @@ thingtypes
title = "Particles Amount";
}
}
9040 = "Map Marker";
9045 = "Deep Water";
9046 = "Secret";
9300 = "Polyobject Anchor";
@ -6401,6 +6554,35 @@ thingtypes
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9076 = "Hate target";
9988
{
title = "Custom Sprite";
arg0
{
title = "BTILxxxx";
}
arg1
{
title = "X Scale (64=100%)";
}
arg2
{
title = "Y Scale (64=100%) ";
}
arg3
{
title = "Flags";
type = 11;
enum
{
0 = "Opaque";
2 = "Alpha 33%";
3 = "Alpha 66%";
4 = "Flip horizontally";
5 = "Flip vertically";
}
}
}
}
portals
@ -6433,6 +6615,7 @@ thingtypes
}
}
}
}
@ -6488,6 +6671,26 @@ enums
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No Falling Damage";
4 = "Drop with floor";
8 = "No Respawn";
}
keys
{
0 = "None";

View file

@ -23,7 +23,11 @@
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Main Window">
<param name="Local" value="mainwindow.html">
<param name="Local" value="w_mainwindow.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Game Configurations Window">
<param name="Local" value="w_gameconfigurations.html">
</OBJECT>
</UL>
<LI> <OBJECT type="text/sitemap">

View file

@ -23,7 +23,7 @@ editingmodes.html
userinterface.html
actions.html
configurations.html
mainwindow.jpg
w_mainwindow.jpg
[INFOTYPES]

View file

@ -0,0 +1,85 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Game Configurations Window</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Game Configurations Window">
<param name="keyword" value="Configuration Window">
<param name="keyword" value="Testing">
<param name="keyword" value="Parameters">
<param name="keyword" value="Nodebuilder">
<param name="keyword" value="Resources">
<param name="keyword" value="Texture Sets">
</object>
<div id="title"><h1>Game Configurations Window</h1></div>
<div id="contents">
<p>
The Game Configurations window is accessible from the Tools menu, or with the default key F6. On the left of this window you can select the game configuration for which you want to change settings. Choose from the tabs on the right what you want to change.
<h2>Resources</h2>
This is a list of resources that will be loaded before any other resources. You should add the IWAD and other project-related resources here so that they are automatically loaded with every map you make with this game configuration. These resources, from top to bottom, will be loaded first before any other resources. You can drag the resource items to change their order. See also the <a href="w_resource.html">Resource Window</a>.
<h2>Nodebuilder</h2>
Building the BSP tree and other additional information such as BLOCKMAP and REJECT is usefull to optimize the in-game performance and for most older sourceports and vanilla Doom it is even required. This is where you select the nodebuilder you want to run in certain cases and which settings to use. You can choose a nodebuilder to run when saving the map and when testing the map. Consult the documentation of the sourceport you are using to find out which nodebuilder and which settings you need. Advanced users may want to add more specific settings by writing a <a href="nodebuilderconfiguration.html">nodebuilder configuration</a>.
<h2>Testing</h2>
No matter how well an editor works, testing to see how your map looks and performs in the sourceport is essential. Here you can choose the sourceport to test with and the parameters to use. You can also set the default skill level, but this can also be easily changed from the test dropdown menu in the toolbar of the <a href="w_mainwindow.html">main window</a>. You generally do not need to specify custom parameters (the default ones should work fine) but advanced users may wish to change these parameters.<br />
<br />
The following special placeholders can be used in the parameters;
<table border="0" cellspacing="6" width="90%">
<tr>
<td width="50" valign="top"><b>%F</b></td>
<td>WAD file with the map that is to be tested. NOTE: this is a temporary file and not the file you opened or saved.</td>
</tr>
<tr>
<td valign="top"><b>%WP</b></td>
<td>IWAD resource file with full path included. This is the first (highest) IWAD file that is found in the resources list.</td>
</tr>
<tr>
<td valign="top"><b>%WF</b></td>
<td>IWAD resource filename only, without path. This is the first (highest) IWAD file that is found in the resources list.</td>
</tr>
<tr>
<td valign="top"><b>%L</b></td>
<td>Map lump name as is set in the <a href="w_mapoptions.html">map options window</a>.</td>
</tr>
<tr>
<td valign="top"><b>%L1</b></td>
<td>The first number found in the map lump name (as is set in the <a href="w_mapoptions.html">map options window</a>). This is for use with the -warp parameter.</td>
</tr>
<tr>
<td valign="top"><b>%L2</b></td>
<td>The second number found in the map lump name (as is set in the <a href="w_mapoptions.html">map options window</a>). This is for use with the -warp parameter.</td>
</tr>
<tr>
<td valign="top"><b>%AP</b></td>
<td>All resource files, except the first IWAD, with full paths included. The resources are seperated by spaces and when this placeholder is enclosed within quotes (<b>"%AP"</b>) then the quotes are repeated for every resource.</td>
</tr>
<tr>
<td valign="top"><b>%S</b></td>
<td>Skill number at which to test.</td>
</tr>
<tr>
<td valign="top"><b>%NM</b></td>
<td>This is either <b>-nomonsters</b> when you choose to test without monsters, or nothing at all.</td>
</tr>
</table>
When the checkbox <b>Use short path and file names (MSDOS 8.3 format)</b> is checked, all the above placeholders that output filenames and/or paths will use the short version that is compatible with MSDOS.
<h2>Textures</h2>
You can group your textures into categories called Texture Sets. There are some fixed Texture Sets that appear in the browsers automatically (such as the "All" set and the sets for each resource) and you can create custom Texture Sets here. You can also copy Texture Sets from one game configuration to another with the <b>Copy</b> and <b>Paste</b> buttons. With the <b>Add Default Sets</b> button you can add the default Texture Sets that are provided with the game configuration (if any). For more information about creating your own Texture Sets, see the <a href="w_textureset.html">Texture Set window</a>.
<h2>Modes</h2>
Here you can choose what <a href="editingmodes.html">editing modes</a> you can use when editing with the selected game configuration. This is usefull when plugins are installed that replace certain editing modes or plugins that add editing modes for a specific sourceport only. Note that some editing modes may require other editing modes from the same plugin to work together. When plugins are installed, you should consult the provided documentation to see what changes should be made here. Only recommended for advanced users.
</p>
</div>
</body>

View file

@ -17,14 +17,17 @@
<div id="contents">
<p>The main interface window consists of the following parts;</p>
<img src="mainwindow.jpg" />
<img src="w_mainwindow.jpg" />
<p>
<h3>Menus</h3>
The menus are very straight-forward and you'll find most common features in the usual places. File related actions in the File menu, view related actions in the View menu and editing related actions in the Edit menu. There are some menus that you may be unfamiliar with and you can find them all in the <a href="menus.html">Menus documentation</a>.
<h3>Toolbar</h3>
Your most needed actions and options are on the toolbar, right below the menu. For a list of all the buttons and what they do, see the <a href="toolbar.html">Toolbar documentation</a>.
<h3>Information panel</h3>
When highlighting or targeting a specific element in the working area, a small summary about that element is displayed in this panel. You can minimize the information panel by clicking on the little arrow button on the right to maximize your working area.
<h3>Statusbar</h3>
Doom Builder shows you the current status in the statusbar. On the left is a small LED that turns green when Doom Builder is idle. When the LED turns yellow, it means Doom Builder is doing some background work. When the LED is red, then Doom Builder is busy performing an action. Right next to the status LED is a description of the current status. It also shows a result description and flashes the LED when performing and action.<br />
<br />

View file

Before

Width:  |  Height:  |  Size: 83 KiB

After

Width:  |  Height:  |  Size: 83 KiB