Game configurations, Strife: added sprites and proper heights to all strife things.

Game configurations, Strife, Doom map format: several thing flags were named incorrectly.
Game configurations, Strife, Doom map format: several linedef flags were listed as "Unknown".
Edit Selection mode: 15-degree rotation steps require more precision...
This commit is contained in:
MaxED 2015-04-27 14:56:25 +00:00
parent 7de6dcc780
commit 806a71fec2
7 changed files with 1085 additions and 224 deletions

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@ -25,6 +25,7 @@ include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
include("Includes\\Strife_misc.cfg", "mapformat_doom");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");

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@ -14,13 +14,7 @@
// Door making
makedoortrack = "DORTRK01";
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Strife_misc.cfg", "thingsfilters");
}*/
makedoordoor = "DORML01";
// Default texture sets
// (these are not required, but useful for new users)

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@ -10,72 +10,72 @@ skills
5 = "Bloodbath";
}
linedefflags
//mxd. These settings are valid only in native strife map format
mapformat_doom
{
512 = "Unknown (512)";
1024 = "Unknown (1024)";
2048 = "Unknown (2048)";
4096 = "Translucent";
linedefflags
{
512 = "Jump over railing";
1024 = "Block floating monsters";
2048 = "Translucent (75% opacity)";
4096 = "Translucent (25% opacity)";
}
linedefflagstranslation
{
512 = "jumpover";
1024 = "blockfloating";
2048 = "translucent";
4096 = "transparent";
}
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Standing";
16 = "Multiplayer only";
32 = "Ambush";
64 = "Ally";
256 = "Translucent (25%)";
512 = "Invisible";
}
// 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
{
1 = "skill1,skill2";
2 = "skill3";
4 = "skill4,skill5";
8 = "standing";
16 = "!single";
32 = "ambush";
64 = "strifeally";
256 = "translucent";
512 = "invisible";
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks
{
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
}
// Default flags for first new thing
defaultthingflags
{
1;
2;
4;
}
}
linedefflagstranslation
{
// TODO: Add 512, 1024 and 2048 when known
4096 = "translucent";
}
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Standing";
16 = "Multiplayer";
32 = "Unknown (32)";
64 = "Ally";
128 = "Unknown (128)";
256 = "Translucent";
512 = "Modify visibility";
}
// 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
{
1 = "skill1,skill2";
2 = "skill3";
4 = "skill4,skill5";
8 = "standing";
16 = "!single";
64 = "strifeally";
256 = "translucent";
512 = "invisible";
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks
{
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
}
// Default flags for first new thing
defaultthingflags
{
1;
2;
4;
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters

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@ -25,6 +25,7 @@ include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
include("Includes\\Strife_misc.cfg", "mapformat_doom");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");

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@ -25,6 +25,7 @@ include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
include("Includes\\Strife_misc.cfg", "mapformat_doom");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");

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@ -549,7 +549,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
for(int i = 0; i < 24; i++)
{
// Make the vectors
float angle = i * Angle2D.PI * 0.08333f; //mxd. 15-degree increments
float angle = i * Angle2D.PI * 0.08333333333f; //mxd. 15-degree increments
Vector2D gridvec = Vector2D.FromAngle(angle);
// Check distance