Eternity UDMF game configuration now makes use of included configurations

This commit is contained in:
codeimp 2009-07-30 10:57:31 +00:00
parent 85bbe3fa4a
commit 3f196b1caa
6 changed files with 348 additions and 4261 deletions

View file

@ -2,39 +2,8 @@
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
255;
248;
240;
232;
224;
216;
208;
200;
192;
184;
176;
168;
160;
152;
144;
136;
128;
120;
112;
104;
96;
88;
80;
72;
64;
56;
48;
40;
32;
24;
16;
8;
0;
255; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
}
@ -45,6 +14,13 @@ linedefflags
}
// LINEDEF FLAGS
linedefflags_udmf
{
midtex3d = "Walkable middle texture";
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted

View file

@ -0,0 +1,272 @@
/*
MAP LUMP NAMES
Map lumps are loaded with the map as long as they are right after each other. When the editor
meets a lump which is not defined in this list it will ignore the map if not satisfied.
The order of items defines the order in which lumps will be written to WAD file on save.
To indicate the map header lump, use ~MAP
Legenda:
required = Lump is required to exist.
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
nodebuild = The nodebuilder generates this lump.
allowempty = The nodebuilder is allowed to leave this lump empty.
script = This lump is a text-based script. Specify the filename of the script configuration to use.
*/
udmfmaplumpnames_begin
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
TEXTMAP
{
required = true;
nodebuild = true;
allowempty = true;
}
}
udmfmaplumpnames_end
{
ENDMAP
{
required = true;
nodebuild = false;
allowempty = true;
}
}
// LINEDEF FLAGS
linedefflags
{
blocking = "Impassable";
blockmonsters = "Block monster";
twosided = "Doublesided";
dontpegtop = "Upper unpegged";
dontpegbottom = "Lower unpegged";
secret = "Secret";
blocksound = "Block sound";
dontdraw = "Hidden";
mapped = "Shown";
}
// LINEDEF ACTIVATIONS
linedefactivations
{
playercross = "When player walks over";
playeruse = "When player presses use";
monstercross = "When monster walks over";
monsteruse = "When monster presses use";
impact = "On projectile impact";
playerpush = "When player bumps";
monsterpush = "When monsters bumps";
missilecross = "When projectile crosses";
repeatspecial = "Repeatable action";
passuse = "Pass use on";
}
// THING FLAGS
thingflags
{
skill1 = "Skill 1";
skill2 = "Skill 2";
skill3 = "Skill 3";
skill4 = "Skill 4";
skill5 = "Skill 5";
ambush = "Deaf";
single = "Singleplayer";
dm = "Deathmatch";
coop = "Cooperative";
friend = "Friendly";
dormant = "Dormant";
standing = "Standing";
strifeally = "Ally";
translucent = "Translucent";
invisible = "Invisible";
}
// ENUMERATIONS
// These are enumerated lists for linedef types and UDMF fields.
// Reserved names are: angledeg, anglerad, color, texture, flat
enums
{
yesno
{
0 = "Yes";
1 = "No";
}
noyes
{
0 = "No";
1 = "Yes";
}
onoff
{
0 = "On";
1 = "Off";
}
offon
{
0 = "Off";
1 = "On";
}
updown
{
0 = "Up";
1 = "Down";
}
downup
{
0 = "Down";
1 = "Up";
}
addset
{
0 = "Add";
1 = "Set";
}
}
// Default thing filters
// (these are not required, just usefull for new users)
thingsfilters
{
filter0
{
name = "Keys only";
category = "keys";
type = -1;
}
filter2
{
name = "Skill 1";
category = "";
type = -1;
fields
{
skill1 = true;
}
}
filter3
{
name = "Skill 2";
category = "";
type = -1;
fields
{
skill2 = true;
}
}
filter4
{
name = "Skill 3";
category = "";
type = -1;
fields
{
skill3 = true;
}
}
filter5
{
name = "Skill 4";
category = "";
type = -1;
fields
{
skill4 = true;
}
}
filter6
{
name = "Skill 5";
category = "";
type = -1;
fields
{
skill5 = true;
}
}
filter7
{
name = "Skill 6";
category = "";
type = -1;
fields
{
skill6 = true;
}
}
filter8
{
name = "Skill 7";
category = "";
type = -1;
fields
{
skill7 = true;
}
}
filter9
{
name = "Skill 8";
category = "";
type = -1;
fields
{
skill8 = true;
}
}
}

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@ -3,23 +3,8 @@
// Default sector brightness levels
sectorbrightness
{
255;
240;
224;
208;
192;
176;
160;
144;
128;
112;
96;
80;
64;
48;
32;
16;
0;
255; 240; 224; 208; 192; 176; 160; 144;
128; 112; 96; 80; 64; 48; 32; 16; 0;
}

View file

@ -34,9 +34,6 @@ skills
5 = "Nightmare!";
}
// Simulate Doom brightness levels (turn this off for linear lighting)
doomlightlevels = true;
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;

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View file

@ -53,6 +53,20 @@ defaultthingflags
}
// Default flags for first new thing
defaultthingflags_udmf
{
skill1;
skill2;
skill3;
skill4;
skill5;
single;
coop;
dm;
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks