jDoom, Legacy and Risen3D game configurations now makes use of included configurations

This commit is contained in:
codeimp 2009-07-30 20:21:04 +00:00
parent 8e0589ddf3
commit 9db6df3083
4 changed files with 206 additions and 11086 deletions

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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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