Configurations: increased game configuration loading speed (in previous builds it took ~650 ms. to load a single game configuration, now it takes ~120 ms. to load all 64 of them). As a side effect, New\Open Map Options, Map Options and Game Configurations windows are now opened noticeably faster. The editor starts up a bit faster as well.

Configurations: all 64 game configuration are now available by default.
Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.
Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages).
Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier.
Textures: some optimizations in patch blending code.
ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
This commit is contained in:
MaxED 2014-02-18 14:04:14 +00:00
parent 8b36f6113e
commit 592887a086
145 changed files with 569 additions and 3568 deletions

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@ -1,64 +0,0 @@
// Basic Doom and Vanilla engine stuff.
include("Doom_Misc.cfg");
// The only difference with Doom
skills
{
1 = "Easy does it";
2 = "Not so sticky";
3 = "Gobs of goo";
4 = "Extreme ooze";
5 = "Super slimey!";
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect_chex1
{
EXTENDED = 2;
E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
E5M1 = 2; E5M2 = 2; E5M3 = 2; E5M4 = 2; E5M5 = 2; E5M6 = 2; E5M7 = 2; E5M8 = 2; E5M9 = 2;
E6M1 = 2; E6M2 = 2; E6M3 = 2;
MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
MAP41 = 2;
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect_chex3
{
EXTENDED = 2;
E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
E5M1 = 2; E5M2 = 2; E5M3 = 2; E5M4 = 2; E5M5 = 2; E5M6 = 2; E5M7 = 2; E5M8 = 2; E5M9 = 2;
E6M1 = 2; E6M2 = 2; E6M3 = 2;
MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
MAP41 = 2;
}

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@ -1,76 +0,0 @@
/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Doom (Doom format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// Depends on both game and map format
gamedetect
{
// Map format
include("Includes\\ZDoom_misc.cfg", "gamedetect_doom");
// Game scheme
include("Includes\\Doom_misc.cfg", "gamedetect_either");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "doom");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_doom");
}

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@ -1,75 +0,0 @@
/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Hexen (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\ZDoom_common.cfg", "mapformat_hexen");
// Settings common to Hexen games
include("Includes\\Game_Hexen.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Hexen_misc.cfg", "thingsfilters");
}
// Depends on both game and map format
gamedetect
{
// Map format
include("Includes\\ZDoom_misc.cfg", "gamedetect_hexen");
// Game scheme
include("Includes\\Hexen_misc.cfg", "gamedetect");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Hexen_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "hexen");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_hexen");
}

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@ -1,75 +0,0 @@
/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Hexen (UDMF)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Settings common to Hexen games
include("Includes\\Game_Hexen.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// Depends on both game and map format
gamedetect
{
// Map format
include("Includes\\ZDoom_misc.cfg", "gamedetect_udmf");
// Game scheme
include("Includes\\Hexen_misc.cfg", "gamedetect");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Hexen_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "hexen");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_hexen");
}

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// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY";
basegame = 3;
// Decorate actors to include depending on actor game property
decorategames = "hexen raven";
// Skill levels
skills
{
include("Hexen_misc.cfg", "skills");
}
// Door making
makedoortrack = "D_END2";
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Hexen_misc.cfg", "thingsfilters");
} */
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Hexen_misc.cfg", "thingflagscompare");
}
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Hexen_texturesets.cfg");
}

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0 = "Normal";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
26 = "Stairs Special 1";
27 = "Stairs Special 2";
198 = "Light Indoor 2";
199 = "Light Indoor 1";
200 = "Sky 2 (MAPINFO)";
201 = "Scroll North (slow)";
202 = "Scroll North (medium)";
203 = "Scroll North (fast)";
204 = "Scroll East (slow)";
205 = "Scroll East (medium)";
206 = "Scroll East (fast)";
207 = "Scroll South (slow)";
208 = "Scroll South (medium)";
209 = "Scroll South (fast)";
210 = "Scroll West (slow)";
211 = "Scroll West (medium)";
212 = "Scroll West (fast)";
213 = "Scroll NorthWest (slow)";
214 = "Scroll NorthWest (medium)";
215 = "Scroll NorthWest (fast)";
216 = "Scroll NorthEast (slow)";
217 = "Scroll NorthEast (medium)";
218 = "Scroll NorthEast (fast)";
219 = "Scroll SouthEast (slow)";
220 = "Scroll SouthEast (medium)";
221 = "Scroll SouthEast (fast)";
222 = "Scroll SouthWest (slow)";
223 = "Scroll SouthWest (medium)";
224 = "Scroll SouthWest (fast)";

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Strife (UDMF)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// Depends on both game and map format
gamedetect
{
// Map format
include("Includes\\ZDoom_misc.cfg", "gamedetect_udmf");
// Game scheme
include("Includes\\Strife_misc.cfg", "gamedetect");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Strife_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "strife");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_strife");
}

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// 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;
}
/*
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.
*/
maplumpnames
{
DEHACKED
{
required = false;
nodebuild = false;
script = "Dehacked.cfg";
}
DD_DEFNS
{
required = false;
nodebuild = false;
script = "Doomsday_DED.cfg";
}
DD_DIREC
{
required = false;
nodebuild = false;
script = "Text.cfg";
}
}

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edge
{
title = "Edge";
400
{
title = "Edge Thick Extrafloor (dummy texture)";
prefix = "";
}
401
{
title = "Edge Thick Extrafloor (master upper texture)";
prefix = "";
}
402
{
title = "Edge Thick Extrafloor (master lower texture)";
prefix = "";
}
403
{
title = "Edge Liquid Extrafloor (solid)";
prefix = "";
}
404
{
title = "Edge Liquid Extrafloor (20% translucent)";
prefix = "";
}
405
{
title = "Edge Liquid Extrafloor (40% translucent)";
prefix = "";
}
406
{
title = "Edge Liquid Extrafloor (60% translucent)";
prefix = "";
}
407
{
title = "Edge Liquid Extrafloor (80% translucent)";
prefix = "";
}
408
{
title = "Edge Liquid Extrafloor (invisible)";
prefix = "";
}
409
{
title = "Edge Translucent Linedef (20%)";
prefix = "";
}
410
{
title = "Edge Translucent Linedef (40%)";
prefix = "";
}
411
{
title = "Edge Translucent Linedef (60%)";
prefix = "";
}
412
{
title = "Edge Translucent Linedef (80%)";
prefix = "";
}
413
{
title = "Edge Thin Extrafloor (opaque)";
prefix = "";
}
414
{
title = "Edge Thin Extrafloor (20% translucent)";
prefix = "";
}
415
{
title = "Edge Thin Extrafloor (40% translucent)";
prefix = "";
}
416
{
title = "Edge Thin Extrafloor (60% translucent)";
prefix = "";
}
417
{
title = "Edge Thin Extrafloor (80% translucent)";
prefix = "";
}
418
{
title = "Edge Enable Tagged RTS";
prefix = "S1";
}
419
{
title = "Edge Enable Tagged RTS";
prefix = "SR";
}
420
{
title = "Edge Enable Tagged RTS";
prefix = "W1";
}
421
{
title = "Edge Enable Tagged RTS";
prefix = "WR";
}
422
{
title = "Edge Scroll Right";
prefix = "";
}
423
{
title = "Edge Scroll Up";
prefix = "";
}
424
{
title = "Edge Scroll Down";
prefix = "";
}
425
{
title = "Edge Scroll Left And Up";
prefix = "";
}
426
{
title = "Edge Scroll Left And Down";
prefix = "";
}
427
{
title = "Edge Scroll Right And Up";
prefix = "";
}
428
{
title = "Edge Scroll Right And Down";
prefix = "";
}
429
{
title = "Edge Scroll Fast Lower And Middle Texture (liquid falls)";
prefix = "";
}
430
{
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (20% translucent)";
prefix = "";
}
431
{
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (40% translucent)";
prefix = "";
}
432
{
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (60% translucent)";
prefix = "";
}
433
{
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (80% translucent)";
prefix = "";
}
434
{
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
prefix = "S1";
}
435
{
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
prefix = "SR";
}
436
{
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
prefix = "W1";
}
437
{
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
prefix = "WR";
}
438
{
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
prefix = "S1";
}
439
{
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
prefix = "SR";
}
440
{
title = "Edge Enable Tagged RTS";
prefix = "G1";
}
441
{
title = "Edge Enable Tagged RTS";
prefix = "GR";
}
442
{
title = "Edge Sliding Door (left, monsters)";
prefix = "SR";
}
443
{
title = "Edge Sliding Door (left)";
prefix = "SR";
}
444
{
title = "Edge Sliding Door (left, fast)";
prefix = "SR";
}
445
{
title = "Edge Sliding Door (left)";
prefix = "S1";
}
446
{
title = "Edge Sliding Door (right, monsters)";
prefix = "SR";
}
447
{
title = "Edge Sliding Door (right)";
prefix = "SR";
}
448
{
title = "Edge Sliding Door (right, fast)";
prefix = "SR";
}
449
{
title = "Edge Sliding Door (right)";
prefix = "S1";
}
450
{
title = "Edge Sliding Door (center, monsters)";
prefix = "SR";
}
451
{
title = "Edge Sliding Door (center)";
prefix = "SR";
}
452
{
title = "Edge Sliding Door (center, fast)";
prefix = "SR";
}
453
{
title = "Edge Sliding Door (center)";
prefix = "S1";
}
}

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18 = "Water Liquid Extrafloor SCROLL/PUSH North";
19 = "Water Liquid Extrafloor SCROLL/PUSH North East";
20 = "Water Liquid Extrafloor SCROLL/PUSH East";
21 = "Water Liquid Extrafloor SCROLL/PUSH South East";
22 = "Water Liquid Extrafloor SCROLL/PUSH South";
23 = "Water Liquid Extrafloor SCROLL/PUSH South West";
24 = "Water Liquid Extrafloor SCROLL/PUSH West";
25 = "Water Liquid Extrafloor SCROLL/PUSH North West";
26 = "Slime Liquid Extrafloor SCROLL/PUSH North";
27 = "Slime Liquid Extrafloor SCROLL/PUSH North East";
28 = "Slime Liquid Extrafloor SCROLL/PUSH East";
29 = "Slime Liquid Extrafloor SCROLL/PUSH South East";
30 = "Slime Liquid Extrafloor SCROLL/PUSH South";
31 = "Slime Liquid Extrafloor SCROLL/PUSH South West";
32 = "Slime Liquid Extrafloor SCROLL/PUSH West";
33 = "Slime Liquid Extrafloor SCROLL/PUSH North West";
34 = "Lava Liquid Extrafloor SCROLL/PUSH North";
35 = "Lava Liquid Extrafloor SCROLL/PUSH North East";
36 = "Lava Liquid Extrafloor SCROLL/PUSH East";
37 = "Lava Liquid Extrafloor SCROLL/PUSH South East";
38 = "Lava Liquid Extrafloor SCROLL/PUSH South";
39 = "Lava Liquid Extrafloor SCROLL/PUSH South West";
40 = "Lava Liquid Extrafloor SCROLL/PUSH West";
41 = "Lava Liquid Extrafloor SCROLL/PUSH North West";
42 = "Push North";
43 = "Push North East";
44 = "Push East";
45 = "Push South East";
46 = "Push South";
47 = "Push South West";
48 = "Push West";
49 = "Push North West";
50 = "Scroll Floor Texture North";
51 = "Scroll Floor Texture North East";
52 = "Scroll Floor Texture East";
53 = "Scroll Floor Texture South East";
54 = "Scroll Floor Texture South";
55 = "Scroll Floor Texture South West";
56 = "Scroll Floor Texture West";
57 = "Scroll Floor Texture North West";
58 = "Scroll Floor Texture/Push North";
59 = "Scroll Floor Texture/Push North East";
60 = "Scroll Floor Texture/Push East";
61 = "Scroll Floor Texture/Push South East";
62 = "Scroll Floor Texture/Push South";
63 = "Scroll Floor Texture/Push South West";
64 = "Scroll Floor Texture/Push West";
65 = "Scroll Floor Texture/Push North West";
66 = "Blue Hue (Swimable Water)";
67 = "Green Hue";
68 = "Green Hue + Damage";
69 = "Red Hue";
70 = "Red Hue + Damage";

View file

@ -1,140 +0,0 @@
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
888
{
title = "Dog";
height = 32;
}
4050
{
title = "Stealth Arachnotron";
height = 32;
}
4051
{
title = "Stealth Archvile";
height = 32;
}
4052
{
title = "Stealth Baron of Hell";
height = 32;
}
4053
{
title = "Stealth Cacodemon";
height = 32;
}
4054
{
title = "Stealth Heavy weapon dude";
height = 32;
}
4055
{
title = "Stealth Demon";
height = 32;
}
4056
{
title = "Stealth Hell knight";
height = 32;
}
4057
{
title = "Stealth Imp";
height = 32;
}
4058
{
title = "Stealth Mancubus";
height = 32;
}
4059
{
title = "Stealth Revenant";
height = 32;
}
4060
{
title = "Stealth Shotgun Guy";
height = 32;
}
4061
{
title = "Stealth Zombie man";
height = 32;
}
7100
{
title = "EDGE Revenant MKII";
height = 32;
}
7101
{
title = "EDGE Teleport spawner";
height = 32;
}
7102
{
title = "Arachnotron MKII";
height = 32;
}
7103
{
title = "Mancubus MKII";
height = 32;
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
height = 20;
hangs = 0;
blocking = 0;
sort = 1;
7000
{
title = "EDGE Nightvision Specs";
sprite = "PMAPA0";
}
7020
{
title = "EDGE Jetpack";
sprite = "SUITA0";
}
}

View file

@ -1,348 +0,0 @@
wind
{
title = "Wind";
293
{
title = "Wind according to Line Vector";
prefix = "";
}
}
current
{
title = "Current";
294
{
title = "Current according to Line Vector";
prefix = "";
}
}
transfer
{
title = "Transfer";
289
{
title = "Transfer a Tagged Portal to the First Side of Linedef";
prefix = "";
}
}
script
{
title = "Script";
273
{
title = "Script Start, 1-way Trigger";
prefix = "WR";
}
274
{
title = "Script Start With Tag Number";
prefix = "W1";
}
275
{
title = "Script Start, 1-way Trigger";
prefix = "W1";
}
276
{
title = "Script Start With Tag Number";
prefix = "SR";
}
277
{
title = "Script Start With Tag Number";
prefix = "S1";
}
278
{
title = "Script Start With Tag Number";
prefix = "GR";
}
279
{
title = "Script Start With Tag Number";
prefix = "G1";
}
280
{
title = "Script Start With Tag Number";
prefix = "WR";
}
}
sector
{
title = "Sector";
281
{
title = "Sector Floor movement to 3DMidTex as Vertical Scroll";
prefix = "";
}
282
{
title = "Sector Ceiling movement to 3DMidTex as Vertical Scroll";
prefix = "";
}
}
apply
{
title = "Apply";
283
{
title = "Apply Plane Portal to Ceilings of Tagged Sectors";
prefix = "";
}
284
{
title = "Apply Plane Portal to Floors of Tagged Sectors";
prefix = "";
}
285
{
title = "Apply Plane Portal to Floors and Ceilings of Tagged Sectors";
prefix = "";
}
286
{
title = "Apply Horizon Portal to Ceilings of Tagged Sectors";
prefix = "";
}
287
{
title = "Apply Horizon Portal to Floors of Tagged Sectors";
prefix = "";
}
288
{
title = "Apply Horizon Portal to Floors and Ceilings of Tagged Sectors";
prefix = "";
}
290
{
title = "Apply Skybox Portal to Ceilings of Tagged Sectors";
prefix = "";
}
291
{
title = "Apply Skybox Portal to Floors of Tagged Sectors";
prefix = "";
}
292
{
title = "Apply Skybox Portal to Floors and Ceilings of Tagged Sectors";
prefix = "";
}
295
{
title = "Apply Anchored Portal to Ceilings of Tagged Sectors";
prefix = "";
}
296
{
title = "Apply Anchored Portal to Floors of Tagged Sectors";
prefix = "";
}
297
{
title = "Apply Anchored Portal to Floors and Ceilings of Tagged Sectors";
prefix = "";
}
358
{
title = "Apply Linked Portal to Ceilings of Tagged Sectors";
prefix = "";
}
359
{
title = "Apply Linked Portal to Floors of Tagged Sectors";
prefix = "";
}
376
{
title = "Apply Linked Portal to Tagged Line";
prefix = "";
}
385
{
title = "Apply Tagged Portal to Frontsector";
prefix = "";
}
}
anchor
{
title = "Anchor";
298
{
title = "Anchor Line (for Specials 295 & 297)";
prefix = "";
}
299
{
title = "Anchor Line (for Special 296)";
prefix = "";
}
360
{
title = "Anchor Line (for Special 358)";
prefix = "";
}
361
{
title = "Anchor Line (for Special 359)";
prefix = "";
}
377
{
title = "Anchor Line (for Special 376)";
prefix = "";
}
}
attach
{
title = "Attach";
379
{
title = "Attach Set Front Sector Ceiling as Control";
prefix = "";
}
380
{
title = "Attach Set Front Sector Floor as Control";
prefix = "";
}
381
{
title = "Attach Front Sector Floor to Tagged Controls";
prefix = "";
}
382
{
title = "Attach Front Sector Ceiling to Tagged Controls";
prefix = "";
}
383
{
title = "Attach Front Sector Floor Mirrored to Tagged Controls";
prefix = "";
}
384
{
title = "Attach Front Sector Ceiling Mirrored To Tagged Controls";
prefix = "";
}
}
slopes
{
title = "Slopes";
386
{
title = "Slope Frontsector Floor To Match Backsector Height";
prefix = "";
}
387
{
title = "Slope Frontsector Ceiling To Match Backsector Height";
prefix = "";
}
388
{
title = "Slope Frontsector Floor And Ceiling To Match Backsector Height";
prefix = "";
}
389
{
title = "Slope Backsector Floor To Match Frontsector Height";
prefix = "";
}
390
{
title = "Slope Backsector Ceiling To Match Frontsector Height";
prefix = "";
}
391
{
title = "Slope Backsector Floor And Ceiling To Match Frontsector Height";
prefix = "";
}
394
{
title = "Copy Floor Slope of Tagged Sector to Frontsector";
prefix = "";
}
395
{
title = "Copy Ceiling Slope of Tagged Sector to Frontsector";
prefix = "";
}
396
{
title = "Copy Floor and Ceiling Slope of Tagged Sector to Frontsector";
prefix = "";
}
}

View file

@ -1,49 +0,0 @@
// 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;
}
// LINEDEF FLAGS
linedefflags
{
1024 = "3dMidTex";
}
// 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
linedefflagstranslation
{
1024 = "midtex3d";
}
// THING FLAGS
thingflags
{
128 = "Friendly";
512 = "Dormant";
}
// 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
{
128 = "friend";
512 = "dormant";
}

View file

@ -1,39 +0,0 @@
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 16;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
9027 = "Red Particle Fountain";
9028 = "Green Particle Fountain";
9029 = "Blue Particle Fountain";
9030 = "Yellow Particle Fountain";
9031 = "Purple Particle Fountain";
9032 = "Black Particle Fountain";
9033 = "White Particle Fountain";
}
eternity
{
color = 8; // Grey
arrow = 1;
title = "Eternity";
width = 0;
height = 0;
sort = 1;
fixedsize = true;
sprite = "internal:arrow";
888 = "Helper Dog";
5003 = "Camera Spot for Demo Playback";
5005 = "Placeholder Thing";
5006 = "Skybox Camera";
}

View file

@ -33,7 +33,7 @@ include("Includes\\Game_Action2.cfg");
// (these are not required, just useful for new users)
thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// Depends on both game and map format

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