Boom game configuration now makes use of included configurations

This commit is contained in:
codeimp 2009-07-29 14:50:50 +00:00
parent 2654766833
commit 51b5b75659
6 changed files with 1553 additions and 4051 deletions

File diff suppressed because it is too large Load diff

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// Generalized sector types
gen_sectortypes
{
lighting
{
0 = "Normal";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
8 = "Light Glows (1+ sec)";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
17 = "Light Flickers (randomly)";
}
damage
{
0 = "None";
32 = "Damage 5 per second";
64 = "Damage 10 per second";
96 = "Damage 20 per second";
}
secret
{
0 = "No";
128 = "Yes";
}
friction
{
0 = "Disabled";
256 = "Enabled";
}
wind
{
0 = "Disabled";
512 = "Enabled";
}
}
// Generalized linedef types
gen_linedeftypes
{
normal
{
title = "None";
offset = 0;
length = 0;
}
floors
{
title = "Floor";
offset = 24576;
length = 8192;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
64 = "Up";
}
target
{
0 = "Highest Adjacent Floor";
128 = "Lowest Adjacent Floor";
256 = "Next Adjacent Floor";
384 = "Lowest Adjacent Ceiling";
512 = "Ceiling";
640 = "Shortest Lower Texture";
768 = "24 Map Pixels (relative)";
896 = "32 Map Pixels (relative)";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
model
{
0 = "Trigger";
32 = "Numeric";
}
change
{
0 = "None";
1024 = "Change Texture and Remove Effect";
2048 = "Change Texture Only";
3072 = "Change Texture and Effect";
}
crusher
{
0 = "No";
4096 = "Yes";
}
}
ceilings
{
title = "Ceiling";
offset = 16384;
length = 8192;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
64 = "Up";
}
target
{
0 = "Highest Adjacent Ceiling";
128 = "Lowest Adjacent Ceiling";
256 = "Next Adjacent Ceiling";
384 = "Highest Adjacent Floor";
512 = "Floor";
640 = "Shortest Lower Texture";
768 = "24 Map Pixels (relative)";
896 = "32 Map Pixels (relative)";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
model
{
0 = "Trigger";
32 = "Numeric";
}
change
{
0 = "None";
1024 = "Change Texture and Remove Effect";
2048 = "Change Texture Only";
3072 = "Change Texture and Effect";
}
crusher
{
0 = "No";
4096 = "Yes";
}
}
doors
{
title = "Door";
offset = 15360;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
action
{
0 = "Open Wait Close";
32 = "Open Only";
64 = "Close Wait Open";
96 = "Close Only";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
wait
{
0 = "1 Second";
256 = "4 Seconds";
512 = "9 Seconds";
768 = "30 Seconds";
}
monsters
{
0 = "No";
128 = "Yes";
}
}
lockeddoors
{
title = "Locked Door";
offset = 14336;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
action
{
0 = "Open Wait Close";
32 = "Open Only";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
lock
{
0 = "Any";
64 = "Red Keycard";
128 = "Blue Keycard";
192 = "Yellow Keycard";
256 = "Red Skullkey";
320 = "Blue Skullkey";
384 = "Yellow Skullkey";
448 = "All";
}
combination
{
0 = "No (each is a different key)";
512 = "Keycard and Skullkey are same";
}
}
lifts
{
title = "Lift";
offset = 13312;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
target
{
0 = "Lowest adjacent Floor";
256 = "Next adjacent Floor";
512 = "Lowest adjacent Ceiling";
768 = "Perpetual Lowest and Highest Floors";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
delay
{
0 = "1 Second";
64 = "3 Seconds";
128 = "5 Seconds";
192 = "10 Seconds";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
stairs
{
title = "Stairs";
offset = 12288;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
256 = "Up";
}
step
{
0 = "4 Map Pixels";
64 = "8 Map Pixels";
128 = "16 Map Pixels";
192 = "24 Map Pixels";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
break
{
0 = "At different texture";
512 = "No";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
crushers
{
title = "Crusher";
offset = 12160;
length = 128;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
silent
{
0 = "No";
64 = "Yes";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
}

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@ -0,0 +1,911 @@
door
{
title = "Door";
99
{
title = "Door (Blue) Open Stay (fast)";
prefix = "SR";
}
175
{
title = "Door Close Wait Open (30 seconds)";
prefix = "S1";
}
196
{
title = "Door Close Wait Open (30 seconds)";
prefix = "SR";
}
}
floor
{
title = "Floor";
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
146
{
title = "Floor Raise Donut (changes texture)";
prefix = "W1";
}
155
{
title = "Floor Raise Donut (changes texture)";
prefix = "WR";
}
191
{
title = "Floor Raise Donut (changes texture)";
prefix = "SR";
}
142
{
title = "Floor Raise by 512";
prefix = "W1";
}
147
{
title = "Floor Raise by 512";
prefix = "WR";
}
158
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "S1";
}
159
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "S1";
}
160
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "S1";
}
161
{
title = "Floor Raise by 24";
prefix = "S1";
}
176
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "SR";
}
177
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "SR";
}
178
{
title = "Floor Raise by 512";
prefix = "SR";
}
179
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "SR";
}
180
{
title = "Floor Raise by 24";
prefix = "SR";
}
213
{
title = "Floor Change Brightness to this Brightness";
prefix = "";
}
219
{
title = "Floor Lower to Nearest Floor";
prefix = "W1";
}
220
{
title = "Floor Lower to Nearest Floor";
prefix = "WR";
}
221
{
title = "Floor Lower to Nearest Floor";
prefix = "S1";
}
222
{
title = "Floor Lower to Nearest Floor";
prefix = "SR";
}
}
crusher
{
title = "Crusher";
150
{
title = "Crusher Start (silent)";
prefix = "WR";
}
164
{
title = "Crusher Start (fast)";
prefix = "S1";
}
165
{
title = "Crusher Start (silent)";
prefix = "S1";
}
168
{
title = "Crusher Stop";
prefix = "S1";
}
183
{
title = "Crusher Start (fast)";
prefix = "SR";
}
184
{
title = "Crusher Start";
prefix = "SR";
}
185
{
title = "Crusher Start (silent)";
prefix = "SR";
}
188
{
title = "Crusher Stop";
prefix = "SR";
}
}
stairs
{
title = "Stairs";
256
{
title = "Stairs Raise by 8";
prefix = "WR";
}
257
{
title = "Stairs Raise by 16 (fast)";
prefix = "WR";
}
258
{
title = "Stairs Raise by 8";
prefix = "SR";
}
259
{
title = "Stairs Raise by 16 (fast)";
prefix = "SR";
}
}
lift
{
title = "Lift";
143
{
title = "Lift Raise by 24 (changes texture)";
prefix = "W1";
}
144
{
title = "Lift Raise by 32 (changes texture)";
prefix = "W1";
}
148
{
title = "Lift Raise by 24 (changes texture)";
prefix = "WR";
}
149
{
title = "Lift Raise by 32 (changes texture)";
prefix = "WR";
}
162
{
title = "Lift Perpetual Lowest and Highest Floors";
prefix = "S1";
}
163
{
title = "Lift Stop";
prefix = "S1";
}
181
{
title = "Lift Perpetual Lowest and Highest Floors";
prefix = "SR";
}
182
{
title = "Lift Stop";
prefix = "SR";
}
211
{
title = "Lift Raise to Ceiling (instantly)";
prefix = "SR";
}
212
{
title = "Lift Raise to Ceiling (instantly)";
prefix = "WR";
}
227
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "W1";
}
228
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "WR";
}
229
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "S1";
}
230
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "SR";
}
231
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "W1";
}
232
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "WR";
}
233
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "S1";
}
234
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "SR";
}
235
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "W1";
}
236
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "WR";
}
237
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "S1";
}
238
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "SR";
}
}
exit
{
title = "Exit";
197
{
title = "Exit Level";
prefix = "G1";
}
198
{
title = "Exit Level (goes to secret level)";
prefix = "G1";
}
}
light
{
title = "Light";
156
{
title = "Light Start Blinking";
prefix = "WR";
}
157
{
title = "Light Change to Darkest Adjacent";
prefix = "WR";
}
169
{
title = "Light Change to Brightest Adjacent";
prefix = "S1";
}
170
{
title = "Light Change to 35";
prefix = "S1";
}
171
{
title = "Light Change to 255";
prefix = "S1";
}
172
{
title = "Light Start Blinking";
prefix = "S1";
}
173
{
title = "Light Change to Darkest Adjacent";
prefix = "S1";
}
192
{
title = "Light Change to Brightest Adjacent";
prefix = "SR";
}
193
{
title = "Light Start Blinking";
prefix = "SR";
}
194
{
title = "Light Change to Darkest Adjacent";
prefix = "SR";
}
}
teleport
{
title = "Teleport";
174
{
title = "Teleport (also monsters)";
prefix = "S1";
}
195
{
title = "Teleport (also monsters)";
prefix = "SR";
}
207
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "W1";
}
208
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "WR";
}
209
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "S1";
}
210
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "SR";
}
243
{
title = "Teleport to Line With Same Tag (silent, same angle)";
prefix = "W1";
}
244
{
title = "Teleport to Line With Same Tag (silent, same angle)";
prefix = "WR";
}
262
{
title = "Teleport to Line With Same Tag (silent, reversed angle)";
prefix = "W1";
}
263
{
title = "Teleport to Line With Same Tag (silent, reversed angle)";
prefix = "WR";
}
264
{
title = "Teleport to Line With Same Tag (also monsters, silent, reversed angle)";
prefix = "W1";
}
265
{
title = "Teleport to Line With Same Tag (also monsters, reversed angle)";
prefix = "WR";
}
266
{
title = "Teleport to Line With Same Tag (monsters only, silent)";
prefix = "W1";
}
267
{
title = "Teleport to Line With Same Tag (monsters only, silent)";
prefix = "WR";
}
268
{
title = "Teleport (monsters only, silent)";
prefix = "W1";
}
269
{
title = "Teleport (monsters only, silent)";
prefix = "WR";
}
}
ceiling
{
title = "Ceiling";
145
{
title = "Ceiling Lower to Floor (fast)";
prefix = "W1";
}
151
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "WR";
}
152
{
title = "Ceiling Lower to Floor (fast)";
prefix = "WR";
}
166
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "S1";
}
167
{
title = "Ceiling Lower to 8 Above Floor";
prefix = "S1";
}
186
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "SR";
}
187
{
title = "Ceiling Lower to 8 Above Floor";
prefix = "SR";
}
199
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "W1";
}
200
{
title = "Ceiling Lower to Highest Floor";
prefix = "W1";
}
201
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "WR";
}
202
{
title = "Ceiling Lower to Highest Floor";
prefix = "WR";
}
203
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "S1";
}
204
{
title = "Ceiling Lower to Highest Floor";
prefix = "S1";
}
205
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "SR";
}
206
{
title = "Ceiling Lower to Highest Floor";
prefix = "SR";
}
261
{
title = "Ceiling Brightness to this Brightness";
prefix = "";
}
}
scroll
{
title = "Scroll";
85
{
title = "Scroll Texture Right";
prefix = "";
}
214
{
title = "Scroll Ceiling Accelerates when Sector Changes Height";
prefix = "";
}
215
{
title = "Scroll Floor Accelerates when Sector Changes Height";
prefix = "";
}
216
{
title = "Scroll Things Accelerates when Sector Changes Height";
prefix = "";
}
217
{
title = "Scroll Floor/Things Accelerates when Sector Changes Height";
prefix = "";
}
218
{
title = "Scroll Wall Accelerates when Sector Changes Height";
prefix = "";
}
245
{
title = "Scroll Ceiling when Sector Changes Height";
prefix = "";
}
246
{
title = "Scroll Floor when Sector Changes Height";
prefix = "";
}
247
{
title = "Scroll Move Things when Sector Changes Height";
prefix = "";
}
248
{
title = "Scroll Floor/Move Things when Sector Changes Height";
prefix = "";
}
249
{
title = "Scroll Wall when Sector Changes Height";
prefix = "";
}
250
{
title = "Scroll Ceiling according to Line Vector";
prefix = "";
}
251
{
title = "Scroll Floor according to Line Vector";
prefix = "";
}
252
{
title = "Scroll Move Things according to Line Vector";
prefix = "";
}
253
{
title = "Scroll Floor, Move Things";
prefix = "";
}
254
{
title = "Scroll Wall according to Line Vector";
prefix = "";
}
255
{
title = "Scroll Wall using Sidedef Offsets";
prefix = "";
}
}
change
{
title = "Change";
78
{
title = "Change Texture and Effect to Nearest";
prefix = "SR";
}
153
{
title = "Change Texture And Effect";
prefix = "W1";
}
154
{
title = "Change Texture And Effect";
prefix = "WR";
}
189
{
title = "Change Texture And Effect";
prefix = "S1";
}
190
{
title = "Change Texture And Effect";
prefix = "SR";
}
239
{
title = "Change Texture and Effect to Nearest";
prefix = "W1";
}
240
{
title = "Change Texture and Effect to Nearest";
prefix = "WR";
}
241
{
title = "Change Texture and Effect to Nearest";
prefix = "S1";
}
}
friction
{
title = "Friction";
223
{
title = "Friction Tagged Sector: Drag < 100, Slide > 100";
prefix = "";
}
}
wind
{
title = "Wind";
224
{
title = "Wind according to Line Vector";
prefix = "";
}
}
current
{
title = "Current";
225
{
title = "Current according to Line Vector";
prefix = "";
}
}
wind/current
{
title = "Wind/Current";
226
{
title = "Wind/Current by Push/Pull Thing In Sector";
prefix = "";
}
}
create
{
title = "Create";
242
{
title = "Create Fake Ceiling and Floor";
prefix = "";
}
}
translucent
{
title = "Translucent";
260
{
title = "Translucent (Middle Texture)";
prefix = "";
}
}
transfer
{
title = "Transfer";
271
{
title = "Transfer Sky Texture to Tagged Sectors";
prefix = "";
}
272
{
title = "Transfer Sky Texture to Tagged Sectors (flipped)";
prefix = "";
}
}

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// LINEDEF FLAGS
linedefflags
{
512 = "PassThru";
}
// 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
linedefflagstranslation
{
512 = "passuse";
}
// THING FLAGS
thingflags
{
32 = "Not Deathmatch";
64 = "Not Cooperative";
}
// Thing 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
thingflagstranslation
{
32 = "!dm";
64 = "!coop";
}
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
// Colormap sources
colormaps
{
standard1
{
start = "C_START";
end = "C_END";
}
}
/*
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.
*/
doommaplumpnames
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = false;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
DEHACKED
{
required = false;
nodebuild = false;
script = "Dehacked.cfg";
}
}

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@ -0,0 +1,13 @@
boom
{
color = 8; // Grey
arrow = 1;
title = "Boom Items";
width = 0;
sort = 1;
fixedsize = true;
5001 = "Pusher";
5002 = "Puller";
}

View file

@ -802,13 +802,13 @@ light
138
{
title = "Light Change to Brightest";
title = "Light Change to 255";
prefix = "SR";
}
139
{
title = "Light Change to Darkest";
title = "Light Change to 35";
prefix = "SR";
}
}