Game Configurations: updated Doom format game configuration for EDGE-Classic (provided by Lobo)

Game Configurations: added UDMF game configuration for EDGE-Classic (provided by Lobo)
This commit is contained in:
biwa 2023-10-24 15:57:49 +02:00
parent 0a74ca24b6
commit a88daa097d
7 changed files with 2505 additions and 2299 deletions

View file

@ -9,15 +9,10 @@ type = "Doom Builder 2 Game Configuration";
game = "EDGE-Classic: Doom 2 (Doom format)"; game = "EDGE-Classic: Doom 2 (Doom format)";
// This is the simplified game engine/sourceport name // This is the simplified game engine/sourceport name
engine = "edge"; engine = "edge-classic";
// ******************************************************* // Settings common to Doom games
// * * include("Includes\\Game_Doom.cfg");
// * 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 DOOM SETTINGS // STANDARD DOOM SETTINGS
// Settings common to all games and all map formats // Settings common to all games and all map formats
@ -27,16 +22,16 @@ include("Includes\\Doom_common.cfg", "common");
include("Includes\\Boom_common.cfg", "mapformat_doom"); include("Includes\\Boom_common.cfg", "mapformat_doom");
include("Includes\\MBF21_common.cfg", "mapformat_doom"); include("Includes\\MBF21_common.cfg", "mapformat_doom");
// Settings common to Doom games // Settings common to all games and all map formats
include("Includes\\Game_Doom.cfg"); include("Includes\\EdgeC_common.cfg", "common");
// Settings common to doom map format
include("Includes\\EdgeC_misc.cfg", "mapformat_doom");
include("Includes\\EdgeC_common.cfg", "mapformat_doom");
// Map name format for Doom 2. // Map name format for Doom 2.
mapnameformat = "MAPxy"; mapnameformat = "MAPxy";
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters // Default thing filters
// (these are not required, just useful for new users) // (these are not required, just useful for new users)
@ -45,16 +40,6 @@ thingsfilters
include("Includes\\Doom_misc.cfg", "thingsfilters"); include("Includes\\Doom_misc.cfg", "thingsfilters");
} }
// 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");
include("Includes\\Boom_things.cfg");
}
// ENUMERATIONS // ENUMERATIONS
// Each engine has its own additional thing types // Each engine has its own additional thing types
@ -65,10 +50,5 @@ enums
include("Includes\\Doom_misc.cfg", "enums"); include("Includes\\Doom_misc.cfg", "enums");
} }
// Dehacked data
dehacked
{
include("Includes\\Dehacked_Doom.cfg");
}

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@ -0,0 +1,49 @@
/*************************************************************\
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 = "EDGE-Classic: Doom 2 (UDMF)";
// This is the simplified game engine/sourceport name
engine = "edge-classic";
// Settings common to all games and all map formats
include("Includes\\EdgeC_common.cfg", "common");
// Default testing parameters
include("Includes\\Test_params.cfg", "vanilla_mapxx");
// Settings common to text map format
include("Includes\\EdgeC_misc.cfg", "mapformat_udmf");
// Special linedefs
singlesidedflag = "blocking";
doublesidedflag = "twosided";
impassableflag = "blocking";
upperunpeggedflag = "dontpegtop";
lowerunpeggedflag = "dontpegbottom";
defaultlinedefactivation = "playercross"; //mxd. Used when translating a map to UDMF
// 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");
}

View file

@ -1,6 +1,6 @@
// *********************************************************** // ***********************************************************
// * * // * *
// * These values are mainly for UDMF EDGE-Classic * // * These values are common for DiD and UDMF EDGE-Classic *
// * * // * *
// *********************************************************** // ***********************************************************
@ -12,14 +12,9 @@ common
// Default testing parameters // Default testing parameters
include("Test_params.cfg", "modern"); include("Test_params.cfg", "modern");
// Default nodebuilder configurations
defaultsavecompiler = "glbsp_normal";
defaulttestcompiler = "glbsp_fast";
// Generalized actions // Generalized actions
// generalizedlinedefs is true for Doom format and false for
// the other two, so it's not here.
generalizedsectors = true; generalizedsectors = true;
generalizedlinedefs = true;
//mxd. Maximum safe map size check (0 means skip check) //mxd. Maximum safe map size check (0 means skip check)
safeboundary = 0; safeboundary = 0;
@ -30,10 +25,53 @@ common
defaultflatscale = 1.0f; defaultflatscale = 1.0f;
scaledtextureoffsets = true; scaledtextureoffsets = true;
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Enables multiple tags on sectors
sectormultitag = false;
//mxd. Sidedefs compression //mxd. Sidedefs compression
// ioanch FIXME: what does this do? I made it false // ioanch FIXME: what does this do? I made it false
sidedefcompressionignoresaction = false; sidedefcompressionignoresaction = false;
// Enables support for 3D floors (not really, since support for 3D floors is pretty much hard-coded, but
// this tells plugins that the game supports 3D floors)
effect3dfloorsupport = true;
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Default lump name for new map
defaultlumpname = "MAP01";
// No DECORATE support in EDGE ;)
decorategames = "";
//The default script compiler to use
defaultscriptcompiler = "";
// Default nodebuilder configurations
defaultsavecompiler = "";
defaulttestcompiler = "";
nodebuildersave = "";
nodebuildertest = "";
damagetypes = "";
internalsoundnames = "";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Doom_texturesets.cfg");
}
// Texture sources // Texture sources
textures textures
{ {
@ -47,7 +85,6 @@ common
include("EdgeC_misc.cfg", "hires"); include("EdgeC_misc.cfg", "hires");
} }
// Patch sources // Patch sources
patches patches
{ {
@ -72,88 +109,41 @@ common
include("Boom_misc.cfg", "colormaps"); include("Boom_misc.cfg", "colormaps");
} }
compatibility compatibility
{ {
fixnegativepatchoffsets = true; fixnegativepatchoffsets = true;
fixmaskedpatchoffsets = true; fixmaskedpatchoffsets = true;
} }
}
mapformat_doom // GENERALIZED LINEDEF TYPES
{
mixtexturesflats = true;
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
include("Boom_misc.cfg", "boommaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Default flags for first new thing
defaultthingflags
{
include("Doom_misc.cfg", "defaultthingflags");
}
// Door making
//include("ZDoom_misc.cfg", "doormaking_doom");
// Generalized actions
generalizedlinedefs = true;
generalizedsectors = true;
// GENERALIZED LINEDEF TYPES
gen_linedeftypes gen_linedeftypes
{ {
include("Boom_generalized.cfg", "gen_linedeftypes"); include("Boom_generalized.cfg", "gen_linedeftypes");
} }
// GENERALIZED SECTOR TYPES // GENERALIZED SECTOR TYPES
gen_sectortypes gen_sectortypes
{ {
include("Boom_generalized.cfg", "gen_sectortypes"); include("Boom_generalized.cfg", "gen_sectortypes");
} }
// DEFAULT SECTOR BRIGHTNESS LEVELS // Door making
sectorbrightness makedoortrack = "DOORTRAK";
{ makedoordoor = "BIGDOOR2";
include("Doom_misc.cfg", "sectorbrightness"); makedoorceil = "FLAT20";
} makedooraction = 1; // See linedeftypes
// SECTOR TYPES // DEFAULT SECTOR BRIGHTNESS LEVELS
sectortypes sectorbrightness
{
include("Doom_sectors.cfg");
include("EdgeC_sectors.cfg");
}
// LINEDEF FLAGS
linedefflags
{ {
include("Doom_misc.cfg", "linedefflags"); include("Doom_misc.cfg", "sectorbrightness");
include("Boom_misc.cfg", "linedefflags");
} }
// LINEDEF ACTIVATIONS // SECTOR TYPES
linedefactivations sectortypes
{ {
} include("Doom_sectors.cfg");
include("EdgeC_sectors.cfg");
// 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
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Boom_misc.cfg", "linedefflagstranslation");
} }
// LINEDEF TYPES // LINEDEF TYPES
@ -164,227 +154,21 @@ mapformat_doom
include("EdgeC_linedefs.cfg"); include("EdgeC_linedefs.cfg");
} }
thingtypes thingtypes
{ {
// Basic game actors
include("Doom_things.cfg");
include("Doom2_things.cfg");
include("Boom_things.cfg");
include("EdgeC_things.cfg"); include("EdgeC_things.cfg");
} }
// THING FLAGS // Dehacked data
thingflags dehacked
{ {
include("Doom_misc.cfg", "thingflags"); include("Dehacked_Doom.cfg");
include("Boom_misc.cfg", "thingflags");
}
// 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
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Boom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Doom_misc.cfg", "thingflagscompare");
include("Boom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Doom_misc.cfg", "thingflagsmasks");
mixtexturesflats = true;
// Texture sources
textures
{
include("Doom_misc.cfg", "textures");
include("EdgeC_misc.cfg", "textures"); // works for Eternity too
}
//mxd. HiRes sources
hires
{
include("EdgeC_misc.cfg", "hires");
} }
} }
// ***********************************************************
// * *
// * Text map format *
// * *
// ***********************************************************
mapformat_udmf
{
// The format interface handles the map data format
formatinterface = "UniversalMapSetIO";
//mxd. The default script compiler to use
defaultscriptcompiler = "zdoom_acs.cfg";
// Enables support for long (> 8 chars) texture names
// WARNING: this should only be enabled for UDMF game configurations!
// WARNING: enabling this will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3!
longtexturenames = false;
// Enables setting brightness for floor and ceiling independently from each other
distinctfloorandceilingbrightness = false;
// Default nodebuilder configurations
defaultsavecompiler = "zdbsp_udmf_normal";
defaulttestcompiler = "zdbsp_udmf_fast";
// ioanch: eternity
engine = "edge"; // override that so that DB2 uses the correct namespace
maplumpnames
{
include("UDMF_misc.cfg", "udmfmaplumpnames_begin");
include("EdgeC_misc.cfg", "udmfmaplumpnames");
include("UDMF_misc.cfg", "udmfmaplumpnames_end");
}
// eternity
universalfields
{
include("EdgeC_misc.cfg", "universalfields");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
//include("ZDoom_misc.cfg", "speciallinedefs_udmf"); // same in EE
// Default flags for first new thing
defaultthingflags
{
include("EdgeC_misc.cfg", "defaultthingflags_udmf");
}
// Door making
//include("Eternity_misc.cfg", "doormaking_udmf");
// Generalized actions
generalizedlinedefs = true;
generalizedsectors = true;
// GENERALIZED SECTOR TYPES
//gen_sectortypes
//{
// include("Eternity_generalized.cfg", "gen_sectortypes_udmf");
//}
// SECTOR FLAGS
//sectorflags
//{
// include("Eternity_misc.cfg", "sectorflags_udmf");
//}
// DEFAULT SECTOR BRIGHTNESS LEVELS
//sectorbrightness
//{
// include("ZDoom_misc.cfg", "sectorbrightness");
//}
// SECTOR TYPES
//sectortypes
//{
// include("Eternity_misc.cfg", "sectors_udmf");
//}
// SECTOR RENSERSTYLES
//sectorrenderstyles
//{
// include("UDMF_misc.cfg", "sectorrenderstyles");
//}
// LINEDEF FLAGS
//linedefflags
//{
// include("Eternity_misc.cfg", "linedefflags_udmf");
//}
// LINEDEF ACTIVATIONS
//linedefactivations
//{
// include("Eternity_misc.cfg", "linedefactivations_udmf");
//}
//mxd. 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
{
include("Doom_misc.cfg", "linedefflagstranslation");
//include("Hexen_misc.cfg", "linedefflagstranslation");
//include("ZDoom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF RENSERSTYLES
//linedefrenderstyles
//{
// include("UDMF_misc.cfg", "linedefrenderstyles");
//}
//SIDEDEF FLAGS
//sidedefflags
//{
// include("Eternity_misc.cfg", "sidedefflags");
//}
// THING FLAGS
//thingflags
//{
// include("Eternity_misc.cfg", "thingflags_udmf");
//}
// THING RENSERSTYLES
//thingrenderstyles
//{
// include("UDMF_misc.cfg", "thingrenderstyles");
//}
// How to compare thing flags (for the stuck things error checker)
//thingflagscompare
//{
// include("Eternity_misc.cfg", "thingflagscompare_udmf");
//}
//mxd. 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
{
include("Doom_misc.cfg", "thingflagstranslation");
//include("Hexen_misc.cfg", "thingflagstranslation");
//include("ZDoom_misc.cfg", "thingflagstranslation");
}
// Things flags masks
//include("Hexen_misc.cfg", "thingflagsmasks");
// LINEDEF TYPES
//linedeftypes
//{
// include("Hexen_linedefs.cfg");
// include("Eternity_linedefs.cfg", "udmf");
//}
// Texture sources
textures
{
include("Doom_misc.cfg", "textures");
include("EdgeC_misc.cfg", "textures"); // works for Eternity too
}
//mxd. HiRes sources
hires
{
include("EdgeC_misc.cfg", "hires");
}
}

View file

@ -1,3 +1,42 @@
Edge_Stretch_Texture
{
title = "Edge: Stretch Texture by Line length";
855
{
title = "Stretch Textures Width";
prefix = "";
requiresactivation = false;
}
856
{
title = "Stretch Textures Height";
prefix = "";
requiresactivation = false;
}
857
{
title = "Stretch Textures Width and Height";
prefix = "";
requiresactivation = false;
}
}
Edge_lightwall
{
title = "Edge: Light Wall";
850
{
title = "Light wall: transfer light to tagged";
prefix = "";
requiresactivation = false;
}
}
Edge_breakable_wall Edge_breakable_wall
{ {
title = "Edge: Breakable Wall"; title = "Edge: Breakable Wall";
@ -5,24 +44,28 @@ Edge_breakable_wall
{ {
title = "Breakable Wall: midtex to back lower"; title = "Breakable Wall: midtex to back lower";
prefix = ""; prefix = "";
requiresactivation = false;
} }
836 836
{ {
title = "Breakable Wall: midtex to back upper"; title = "Breakable Wall: midtex to back upper";
prefix = ""; prefix = "";
requiresactivation = false;
} }
837 837
{ {
title = "Breakable Wall: midtex to front lower"; title = "Breakable Wall: midtex to front lower";
prefix = ""; prefix = "";
requiresactivation = false;
} }
838 838
{ {
title = "Breakable Wall: midtex to front upper"; title = "Breakable Wall: midtex to front upper";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -34,18 +77,21 @@ Edge_breakable_glass
{ {
title = "Breakable Glass: monster can see through, can break"; title = "Breakable Glass: monster can see through, can break";
prefix = ""; prefix = "";
requiresactivation = false;
} }
831 831
{ {
title = "Breakable Glass: monster cannot see through, can break"; title = "Breakable Glass: monster cannot see through, can break";
prefix = ""; prefix = "";
requiresactivation = false;
} }
832 832
{ {
title = "Breakable Glass: monster cannot see through, cannot break"; title = "Breakable Glass: monster cannot see through, cannot break";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -58,59 +104,69 @@ Edge_extrafloors_thick
{ {
title = "Legacy: Thick Extrafloor (dummy texture)"; title = "Legacy: Thick Extrafloor (dummy texture)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
289 289
{ {
title = "Legacy: Thick Extrafloor (dummy texture, master light props)"; title = "Legacy: Thick Extrafloor (dummy texture, master light props)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
600 600
{ {
title = "Thick Extrafloor: Trans 40% (dummy texture)"; title = "Thick Extrafloor: Trans 40% (dummy texture)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
400 400
{ {
title = "Thick Extrafloor (dummy texture)"; title = "Thick Extrafloor (dummy texture)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
401 401
{ {
title = "Thick Extrafloor (master upper texture)"; title = "Thick Extrafloor (master upper texture)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
402 402
{ {
title = "Thick Extrafloor (master lower texture)"; title = "Thick Extrafloor (master lower texture)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
430 430
{ {
title = "Thick Translucent Liquid Extrafloor Scroll Down (20% translucent)"; title = "Thick Translucent Liquid Extrafloor Scroll Down (20% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
431 431
{ {
title = "Thick Translucent Liquid Extrafloor Scroll Down (40% translucent)"; title = "Thick Translucent Liquid Extrafloor Scroll Down (40% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
432 432
{ {
title = "Thick Translucent Liquid Extrafloor Scroll Down (60% translucent)"; title = "Thick Translucent Liquid Extrafloor Scroll Down (60% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
433 433
{ {
title = "Thick Translucent Liquid Extrafloor Scroll Down (80% translucent)"; title = "Thick Translucent Liquid Extrafloor Scroll Down (80% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -122,36 +178,42 @@ Edge_extrafloors_liquid
{ {
title = "Liquid Extrafloor (solid)"; title = "Liquid Extrafloor (solid)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
404 404
{ {
title = "Liquid Extrafloor (20% translucent)"; title = "Liquid Extrafloor (20% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
405 405
{ {
title = "Liquid Extrafloor (40% translucent)"; title = "Liquid Extrafloor (40% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
406 406
{ {
title = "Liquid Extrafloor (60% translucent)"; title = "Liquid Extrafloor (60% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
407 407
{ {
title = "Liquid Extrafloor (80% translucent)"; title = "Liquid Extrafloor (80% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
408 408
{ {
title = "Liquid Extrafloor (invisible)"; title = "Liquid Extrafloor (invisible)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -162,24 +224,28 @@ Edge_translucent_linedef
{ {
title = "Translucent Linedef (20%) least transparent"; title = "Translucent Linedef (20%) least transparent";
prefix = ""; prefix = "";
requiresactivation = false;
} }
410 410
{ {
title = "Translucent Linedef (40%)"; title = "Translucent Linedef (40%)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
411 411
{ {
title = "Translucent Linedef (60%)"; title = "Translucent Linedef (60%)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
412 412
{ {
title = "Translucent Linedef (80%) most transparent"; title = "Translucent Linedef (80%) most transparent";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -190,30 +256,35 @@ Edge_extrafloors_thin
{ {
title = "Thin Extrafloor (opaque)"; title = "Thin Extrafloor (opaque)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
414 414
{ {
title = "Thin Extrafloor (20% translucent)"; title = "Thin Extrafloor (20% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
415 415
{ {
title = "Thin Extrafloor (40% translucent)"; title = "Thin Extrafloor (40% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
416 416
{ {
title = "Thin Extrafloor (60% translucent)"; title = "Thin Extrafloor (60% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
417 417
{ {
title = "Thin Extrafloor (80% translucent)"; title = "Thin Extrafloor (80% translucent)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -311,48 +382,56 @@ Edge_Scroller_lines
{ {
title = "Scroll Right"; title = "Scroll Right";
prefix = ""; prefix = "";
requiresactivation = false;
} }
423 423
{ {
title = "Scroll Up"; title = "Scroll Up";
prefix = ""; prefix = "";
requiresactivation = false;
} }
424 424
{ {
title = "Scroll Down"; title = "Scroll Down";
prefix = ""; prefix = "";
requiresactivation = false;
} }
425 425
{ {
title = "Scroll Left And Up"; title = "Scroll Left And Up";
prefix = ""; prefix = "";
requiresactivation = false;
} }
426 426
{ {
title = "Scroll Left And Down"; title = "Scroll Left And Down";
prefix = ""; prefix = "";
requiresactivation = false;
} }
427 427
{ {
title = "Scroll Right And Up"; title = "Scroll Right And Up";
prefix = ""; prefix = "";
requiresactivation = false;
} }
428 428
{ {
title = "Scroll Right And Down"; title = "Scroll Right And Down";
prefix = ""; prefix = "";
requiresactivation = false;
} }
429 429
{ {
title = "Scroll Fast Lower And Middle Texture (liquid falls)"; title = "Scroll Fast Lower And Middle Texture (liquid falls)";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -591,30 +670,35 @@ Edge_Mirror
{ {
title = "Mirror, Plain"; title = "Mirror, Plain";
prefix = ""; prefix = "";
requiresactivation = false;
} }
463 463
{ {
title = "Mirror, White"; title = "Mirror, White";
prefix = ""; prefix = "";
requiresactivation = false;
} }
464 464
{ {
title = "Mirror, Blue"; title = "Mirror, Blue";
prefix = ""; prefix = "";
requiresactivation = false;
} }
465 465
{ {
title = "Mirror, Red"; title = "Mirror, Red";
prefix = ""; prefix = "";
requiresactivation = false;
} }
466 466
{ {
title = "Mirror, Green"; title = "Mirror, Green";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -718,30 +802,35 @@ Edge_portals
{ {
title = "Camera Portal, Plain"; title = "Camera Portal, Plain";
prefix = ""; prefix = "";
requiresactivation = false;
} }
486 486
{ {
title = "Camera Portal, White"; title = "Camera Portal, White";
prefix = ""; prefix = "";
requiresactivation = false;
} }
487 487
{ {
title = "Camera Portal, Cyan"; title = "Camera Portal, Cyan";
prefix = ""; prefix = "";
requiresactivation = false;
} }
488 488
{ {
title = "Camera Portal, Rusty"; title = "Camera Portal, Rusty";
prefix = ""; prefix = "";
requiresactivation = false;
} }
489 489
{ {
title = "Camera Portal, Green"; title = "Camera Portal, Green";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
Edge_doors Edge_doors
@ -896,6 +985,7 @@ Edge_doors
prefix = "S1"; prefix = "S1";
} }
} }
Edge_HUB Edge_HUB
{ {
title = "Edge: HUB Exits"; title = "Edge: HUB Exits";
@ -1142,18 +1232,21 @@ Edge_slopes
{ {
title = "Detail Slope : FLOOR"; title = "Detail Slope : FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
568 568
{ {
title = "Detail Slope : CEILING"; title = "Detail Slope : CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
569 569
{ {
title = "Detail Slope : FLOOR+CEILING"; title = "Detail Slope : FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }
@ -1165,109 +1258,128 @@ Edge_alignflats
{ {
title = "Align and rotate front sector's FLOOR"; title = "Align and rotate front sector's FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
801 801
{ {
title = "Align and rotate back sector's FLOOR"; title = "Align and rotate back sector's FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
802 802
{ {
title = "Align and rotate front sector's CEILING"; title = "Align and rotate front sector's CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
803 803
{ {
title = "Align and rotate back sector's CEILING"; title = "Align and rotate back sector's CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
804 804
{ {
title = "Align and rotate front sector's FLOOR+CEILING"; title = "Align and rotate front sector's FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
805 805
{ {
title = "Align and rotate back sector's FLOOR+CEILING"; title = "Align and rotate back sector's FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
810 810
{ {
title = "Align, scale and rotate front sector's FLOOR"; title = "Align, scale and rotate front sector's FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
811 811
{ {
title = "Align, scale and rotate back sector's FLOOR"; title = "Align, scale and rotate back sector's FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
812 812
{ {
title = "Align, scale and rotate front sector's CEILING"; title = "Align, scale and rotate front sector's CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
813 813
{ {
title = "Align, scale and rotate back sector's CEILING"; title = "Align, scale and rotate back sector's CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
814 814
{ {
title = "Align, scale and rotate front sector's FLOOR+CEILING"; title = "Align, scale and rotate front sector's FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
815 815
{ {
title = "Align, scale and rotate back sector's FLOOR+CEILING"; title = "Align, scale and rotate back sector's FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
820 820
{ {
title = "Scale front sector's FLOOR"; title = "Scale front sector's FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
821 821
{ {
title = "Scale back sector's FLOOR"; title = "Scale back sector's FLOOR";
prefix = ""; prefix = "";
requiresactivation = false;
} }
822 822
{ {
title = "Scale front sector's CEILING"; title = "Scale front sector's CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
823 823
{ {
title = "Scale back sector's CEILING"; title = "Scale back sector's CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
824 824
{ {
title = "Scale front sector's FLOOR+CEILING"; title = "Scale front sector's FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
825 825
{ {
title = "Scale back sector's FLOOR+CEILING"; title = "Scale back sector's FLOOR+CEILING";
prefix = ""; prefix = "";
requiresactivation = false;
} }
} }

View file

@ -1,8 +1,4 @@
// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
linedefflags linedefflags
{ {
@ -16,8 +12,6 @@ linedefflagtooltips
} }
// Linedef flags UDMF translation table // Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly // This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted // When the UDMF field name is prefixed with ! it is inverted
@ -27,35 +21,6 @@ linedefflagstranslation
} }
linedefflags_udmf
{
blocking = "Impassable";
blockmonsters = "Block monster";
twosided = "Doublesided";
dontpegtop = "Upper unpegged";
dontpegbottom = "Lower unpegged";
secret = "Secret";
blocksound = "Block sound";
dontdraw = "Hidden";
mapped = "Shown";
passuse = "PassThru";
}
linedefflagtooltips_udmf
{
blocking = "If set on a 2-sided linedef, the linedef blocks players and monsters from being able to move through it. \nThis is typically used for mid-textured cage bars.\nBy convention, most doom-related software sets it for 1-sided lines by default because the\nid Software maps did, but it doesn't actually do anything.";
blockmonsters = "If set, blocks only monster movement.\n(in addition to whatever existing blocking properties it would have).";
twosided = "If set, then it has 2 sidedefs and acts as a connection between two sectors.";
dontpegtop = "If set:\nIf the linedef is 2-sided, the upper texture starts at the height of the higher ceiling.\nIf not set: and the linedef is 2-sided, the upper texture starts at the lower ceiling instead.\nIf the linedef is 1-sided, this does nothing.";
dontpegbottom = "If set: If the linedef is 2-sided, the lower texture starts at the height of the higher ceiling.\nIf not set: and the linedef is 2-sided, the upper texture starts at the higher floor instead.\nIf the linedef is 1-sided, this makes the mid texture start at floor instead of the ceiling.\nYou probably want to use this for door tracks if you don't want them to move with the door.";
secret = "If set, this flag prevents it from being marked as a switch or a door on the automap.";
blocksound = "If set, this linedef will partially block monster-waking sound from passing into the sector on the other side of it.\nNote that a sound must try to pass through two of these lines before being blocked.\nThis does not block the actual audio that the player hears at all, it is only for the monster AI.\nThis does nothing for 1-sided linedefs.";
dontdraw = "If set, this line is not shown on the automap even if you are looking directly at it";
mapped = "If set, this line is always revealed on the automap even if you haven't actually visited the area.";
passuse = "Normally, if you try to pull a switch or use a door, then players are only able to activate\nthe closest linedef with a special. When PassThru is set, your use reaches\nthrough and allows players to activate both this line and whatever is behind this\nline.\nThis does nothing for 1-sided lines because they always block use actions.\n\nNote that if someone plays your map on ZDoom-derived ports like GZDoom or Zandronum,\nthen PassThru will be true for walkover specials & scrollers even when this flag\nis not set, unless you set 'compat_useblocking' in MAPINFO.";
}
thingflags thingflags
{ {
@ -66,35 +31,6 @@ thingflags
} }
thingflags_udmf
{
skill1 = "Skill 1";
skill2 = "Skill 2";
skill3 = "Skill 3";
skill4 = "Skill 4";
skill5 = "Skill 5";
ambush = "Ambush";
single = "Singleplayer";
dm = "Deathmatch";
coop = "Cooperative";
friend = "Friendly";
}
thingflagtooltips_udmf
{
skill1 = "If set, this actor appears on 'I'm Too Young To Die' difficulty.";
skill2 = "If set, this actor appears on 'Hey, Not Too Rough' difficulty.";
skill3 = "If set, this actor appears on 'Hurt Me Plenty' difficulty.";
skill4 = "If set, this actor appears on 'Ultraviolence' difficulty.";
skill5 = "If set, this actor appears on 'Nightmare' difficulty.";
ambush = "If set, this actor does not wake up if it hears the player until the player comes within field of view\n(even if the actor is facing the away from the player).";
single = "If not set, the actor does not appear in singleplayer modes.";
dm = "If not set, the actor does not appear in deathmatch modes.";
coop = "If not set, the actor does not appear in co-op modes.";
friend = "If set, the actor is friendly to the player.\nIf it is a monster, it will attack other players.";
}
// Thing flags UDMF translation table // Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly // This is needed for copy/paste and prefabs to work properly
@ -116,17 +52,7 @@ defaultthingflags
} }
defaultthingflags_udmf
{
skill1;
skill2;
skill3;
skill4;
skill5;
single;
coop;
dm;
}
// Default sector brightness levels // Default sector brightness levels
@ -169,125 +95,552 @@ hires
/* // ***********************************************************
ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS // * *
See Documents\fielddatatypes.txt for informtion on the types. // * Doom map format *
*/ // * *
universalfields // ***********************************************************
mapformat_doom
{ {
linedef // The format interface handles the map data format
{ formatinterface = "DoomMapSetIO";
comment
{
type = 2;
default = "";
}
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
include("Boom_misc.cfg", "boommaplumpnames");
} }
sidedef
{
comment
{
type = 2;
default = "";
}
// Enables support for individual offsets of upper/middle/lower sidedef textures
localsidedeftextureoffsets = false;
// Default flags for first new thing
defaultthingflags
{
include("Doom_misc.cfg", "defaultthingflags");
} }
thing
{
comment
{
type = 2;
default = "";
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
include("Boom_misc.cfg", "linedefflags");
} }
sector // LINEDEF ACTIVATIONS
linedefactivations
{ {
comment
{
type = 2;
default = "";
}
} }
}
// Linedef flags UDMF translation table
/* // This is needed for copy/paste and prefabs to work properly
MAP LUMP NAMES // When the UDMF field name is prefixed with ! it is inverted
Map lumps are loaded with the map as long as they are right after each other. When the editor linedefflagstranslation
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
{
REJECT
{ {
allowempty = true; include("Doom_misc.cfg", "linedefflagstranslation");
include("Boom_misc.cfg", "linedefflagstranslation");
} }
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
include("Boom_misc.cfg", "thingflags");
}
// 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
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Boom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Doom_misc.cfg", "thingflagscompare");
include("Boom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Doom_misc.cfg", "thingflagsmasks");
} }
udmfmaplumpnames // ***********************************************************
// * *
// * Text map format *
// * *
// ***********************************************************
mapformat_udmf
{ {
BEHAVIOR // The format interface handles the map data format
formatinterface = "UniversalMapSetIO";
// Enables support for long (> 8 chars) texture names
// WARNING: this should only be enabled for UDMF game configurations!
// WARNING: enabling this will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3!
longtexturenames = false;
// Enables support for individual offsets of upper/middle/lower sidedef textures
localsidedeftextureoffsets = true;
// Enables setting brightness for floor, ceiling, and walls independently from each other
distinctfloorandceilingbrightness = false;
distinctwallbrightness = false;
// Enabled setting brightness for upper, middle, and lower sidedef independently from each other
distinctsidedefpartbrightness = false;
//engine = "edge-classic"; // override that so that DB2 uses the correct namespace
maplumpnames
{ {
required = false; include("UDMF_misc.cfg", "udmfmaplumpnames_begin");
nodebuild = false; include("UDMF_misc.cfg", "udmfmaplumpnames_end");
blindcopy = true;
} }
DIALOGUE
linedefflags
{ {
required = false; blocking = "Impassable";
nodebuild = false; blockmonsters = "Block monster";
script = "ZDoom_USDF.cfg"; twosided = "Doublesided";
dontpegtop = "Upper unpegged";
dontpegbottom = "Lower unpegged";
secret = "Secret";
blocksound = "Block sound";
dontdraw = "Hidden";
mapped = "Shown";
passuse = "PassThru";
blockplayers = "Block players";
blocksight = "Block monster line of sight";
} }
ZNODES linedefflagtooltips
{ {
required = false; blocking = "If set on a 2-sided linedef, the linedef blocks players and monsters from being able to move through it. \nThis is typically used for mid-textured cage bars.\nBy convention, most doom-related software sets it for 1-sided lines by default because the\nid Software maps did, but it doesn't actually do anything.";
nodebuild = true; blockmonsters = "If set, blocks only monster movement.\n(in addition to whatever existing blocking properties it would have).";
allowempty = false; twosided = "If set, then it has 2 sidedefs and acts as a connection between two sectors.";
dontpegtop = "If set:\nIf the linedef is 2-sided, the upper texture starts at the height of the higher ceiling.\nIf not set: and the linedef is 2-sided, the upper texture starts at the lower ceiling instead.\nIf the linedef is 1-sided, this does nothing.";
dontpegbottom = "If set: If the linedef is 2-sided, the lower texture starts at the height of the higher ceiling.\nIf not set: and the linedef is 2-sided, the upper texture starts at the higher floor instead.\nIf the linedef is 1-sided, this makes the mid texture start at floor instead of the ceiling.\nYou probably want to use this for door tracks if you don't want them to move with the door.";
secret = "If set, this flag prevents it from being marked as a switch or a door on the automap.";
blocksound = "If set, this linedef will partially block monster-waking sound from passing into the sector on the other side of it.\nNote that a sound must try to pass through two of these lines before being blocked.\nThis does not block the actual audio that the player hears at all, it is only for the monster AI.\nThis does nothing for 1-sided linedefs.";
dontdraw = "If set, this line is not shown on the automap even if you are looking directly at it";
mapped = "If set, this line is always revealed on the automap even if you haven't actually visited the area.";
passuse = "Normally, if you try to pull a switch or use a door, then players are only able to activate\nthe closest linedef with a special. When PassThru is set, your use reaches\nthrough and allows players to activate both this line and whatever is behind this\nline.\nThis does nothing for 1-sided lines because they always block use actions.\n\nNote that if someone plays your map on ZDoom-derived ports like GZDoom or Zandronum,\nthen PassThru will be true for walkover specials & scrollers even when this flag\nis not set, unless you set 'compat_useblocking' in MAPINFO.";
} }
BLOCKMAP thingflags
{ {
required = false; skill1 = "Skill 1";
nodebuild = true; skill2 = "Skill 2";
allowempty = true; skill3 = "Skill 3";
skill4 = "Skill 4";
skill5 = "Skill 5";
ambush = "Ambush";
single = "Singleplayer";
dm = "Deathmatch";
coop = "Cooperative";
friend = "Friendly";
} }
REJECT thingflagtooltips
{ {
required = false; skill1 = "If set, this actor appears on 'I'm Too Young To Die' difficulty.";
nodebuild = true; skill2 = "If set, this actor appears on 'Hey, Not Too Rough' difficulty.";
allowempty = true; skill3 = "If set, this actor appears on 'Hurt Me Plenty' difficulty.";
skill4 = "If set, this actor appears on 'Ultraviolence' difficulty.";
skill5 = "If set, this actor appears on 'Nightmare' difficulty.";
ambush = "If set, this actor does not wake up if it hears the player until the player comes within field of view\n(even if the actor is facing the away from the player).";
single = "If not set, the actor does not appear in singleplayer modes.";
dm = "If not set, the actor does not appear in deathmatch modes.";
coop = "If not set, the actor does not appear in co-op modes.";
friend = "If set, the actor is friendly to the player.\nIf it is a monster, it will attack other players.";
} }
SCRIPTS // Default flags for first new thing
defaultthingflags
{ {
required = false; skill1;
nodebuild = false; skill2;
script = "ZDoom_ACS.cfg"; skill3;
skill4;
skill5;
single;
coop;
dm;
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
filter0
{
name = "Keys only";
category = "keys";
type = -1;
}
filter1
{
name = "Deathmatch";
category = "";
type = -1;
fields
{
dm = true;
}
}
filter2
{
name = "Cooperative";
category = "";
type = -1;
fields
{
coop = true;
}
}
filter3
{
name = "Skill 1";
category = "";
type = -1;
fields
{
skill1 = true;
}
}
filter4
{
name = "Skill 2";
category = "";
type = -1;
fields
{
skill2 = true;
}
}
filter5
{
name = "Skill 3";
category = "";
type = -1;
fields
{
skill3 = true;
}
}
filter6
{
name = "Skill 4";
category = "";
type = -1;
fields
{
skill4 = true;
}
}
filter7
{
name = "Skill 5";
category = "";
type = -1;
fields
{
skill5 = true;
}
}
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
skills
{
skill1;
skill2;
skill3;
skill4;
skill5;
}
gamemodes
{
single { requiredgroups = "skills"; }
coop { requiredgroups = "skills"; }
dm { ignoredgroups = "skills"; }
}
}
//mxd. 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
{
include("Doom_misc.cfg", "thingflagstranslation");
}
//mxd. 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
{
include("Doom_misc.cfg", "linedefflagstranslation");
}
universalfields
{
linedef
{
comment
{
type = 2;
default = "";
}
}
sidedef
{
comment
{
type = 2;
default = "";
}
scalex_top
{
type = 1;
default = 1.0f;
}
scalex_mid
{
type = 1;
default = 1.0f;
}
scalex_bottom
{
type = 1;
default = 1.0f;
}
scaley_top
{
type = 1;
default = 1.0f;
}
scaley_mid
{
type = 1;
default = 1.0f;
}
scaley_bottom
{
type = 1;
default = 1.0f;
}
offsetx_top
{
type = 1;
default = 0.0f;
}
offsetx_mid
{
type = 1;
default = 0.0f;
}
offsetx_bottom
{
type = 1;
default = 0.0f;
}
offsety_top
{
type = 1;
default = 0.0f;
}
offsety_mid
{
type = 1;
default = 0.0f;
}
offsety_bottom
{
type = 1;
default = 0.0f;
}
}
thing
{
alpha
{
type = 1;
default = 1.0f;
}
health
{
type = 1;
default = 1.0f;
}
scalex
{
type = 1;
default = 1.0f;
}
scaley
{
type = 1;
default = 1.0f;
}
comment
{
type = 2;
default = "";
}
}
sector
{
comment
{
type = 2;
default = "";
}
ypanningfloor
{
type = 1;
default = 0.0f;
}
ypanningceiling
{
type = 1;
default = 0.0f;
}
xpanningfloor
{
type = 1;
default = 0.0f;
}
xpanningceiling
{
type = 1;
default = 0.0f;
}
yscalefloor
{
type = 1;
default = 1.0f;
}
yscaleceiling
{
type = 1;
default = 1.0f;
}
xscalefloor
{
type = 1;
default = 1.0f;
}
xscaleceiling
{
type = 1;
default = 1.0f;
}
gravity
{
type = 1;
default = 1.0f;
}
fadecolor
{
type = 10;
default = 0;
}
fogdensity
{
type = 0;
default = 0;
}
lightcolor
{
type = 10;
default = 0;
}
rotationfloor
{
type = 1;
default = 0.0f;
}
rotationceiling
{
type = 1;
default = 0.0f;
}
}
} }
} }
enums enums
{ {
frontback frontback
@ -488,149 +841,3 @@ enums
} }
} }
// Default thing filters
// (these are not required, just usefull for new users)
thingsfilters_udmf
{
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;
}
}
*/
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare_udmf
{
skills {
skill6;
skill7;
skill8;
}
classes {
class4;
class5;
class6;
class7;
class8;
}
}

View file

@ -60,4 +60,49 @@
4474 = "Yellow Hue"; 4474 = "Yellow Hue";
4475 = "Purple Hue"; 4475 = "Purple Hue";
4476 = "Grey Hue"; 4476 = "Grey Hue";
4480 = "EDGE fog: White 5%";
4481 = "EDGE fog: White 10%";
4482 = "EDGE fog: White 15%";
4483 = "EDGE fog: White 20%";
4484 = "EDGE fog: White 25%";
4485 = "EDGE fog: White 30%";
4486 = "EDGE fog: White 35%";
4487 = "EDGE fog: White 40%";
4488 = "EDGE fog: White 45%";
4489 = "EDGE fog: White 50%";
4490 = "EDGE fog: Green 5%";
4491 = "EDGE fog: Green 10%";
4492 = "EDGE fog: Green 15%";
4493 = "EDGE fog: Green 20%";
4494 = "EDGE fog: Green 25%";
4495 = "EDGE fog: Green 30%";
4496 = "EDGE fog: Green 35%";
4497 = "EDGE fog: Green 40%";
4498 = "EDGE fog: Green 45%";
4499 = "EDGE fog: Green 50%";
4500 = "EDGE fog: Red 5%";
4501 = "EDGE fog: Red 10%";
4502 = "EDGE fog: Red 15%";
4503 = "EDGE fog: Red 20%";
4504 = "EDGE fog: Red 25%";
4505 = "EDGE fog: Red 30%";
4506 = "EDGE fog: Red 35%";
4507 = "EDGE fog: Red 40%";
4508 = "EDGE fog: Red 45%";
4509 = "EDGE fog: Red 50%";
4510 = "EDGE fog: Blue 5%";
4511 = "EDGE fog: Blue 10%";
4512 = "EDGE fog: Blue 15%";
4513 = "EDGE fog: Blue 20%";
4514 = "EDGE fog: Blue 25%";
4515 = "EDGE fog: Blue 30%";
4516 = "EDGE fog: Blue 35%";
4517 = "EDGE fog: Blue 40%";
4518 = "EDGE fog: Blue 45%";
4519 = "EDGE fog: Blue 50%";
4530 = "EDGE Friction: Slippy";
4531 = "EDGE Friction: Very Slippy";
4532 = "EDGE Viscosity: Sticky";
4533 = "EDGE Viscosity: Very Sticky";

View file

@ -4,7 +4,7 @@ EDGE_monsters
{ {
color = 12; // Light Red color = 12; // Light Red
arrow = 1; arrow = 1;
title = "Edge: Monsters"; title = "EDGE: Monsters";
width = 20; width = 20;
sort = 1; sort = 1;
height = 56; height = 56;
@ -145,37 +145,61 @@ edge_powerups
edge_glowlights edge_glowlights
{ {
color = 9; // Light Blue color = 11; // Light Cyan
arrow = 0; arrow = 0;
title = "EDGE: Sector Light FX"; title = "EDGE: Sector Light FX";
sprite = "internal:light"; sprite = "internal:light";
width = 20; width = 16;
height = 20; height = 16;
hangs = 0; hangs = 0;
blocking = 0; blocking = 0;
7041 7041
{ {
title = "EDGE Nukage Glow"; title = "EDGE Nukage Glow: Floor";
height = 32; color = 10; // Light Green
} }
7042 7042
{ {
title = "EDGE Lava Glow"; title = "EDGE Lava Glow: Floor";
height = 32; color = 12; // Light Red
} }
7043 7043
{ {
title = "EDGE Water Glow"; title = "EDGE Water Glow: Floor";
height = 32; color = 9; // Light Blue
}
7070
{
title = "EDGE Nukage Glow: Wall";
color = 10; // Light Green
}
7071
{
title = "EDGE Lava Glow: Wall";
color = 12; // Light Red
}
7072
{
title = "EDGE Water Glow: Wall";
color = 9; // Light Blue
}
7073
{
title = "EDGE White Glow: Wall";
color = 15; // White
} }
} }
edge_lights edge_lights
{ {
color = 9; // Light Blue color = 11; // Light Cyan
arrow = 0; arrow = 0;
title = "EDGE: Lights"; title = "EDGE: Lights";
sprite = "internal:light"; sprite = "internal:light";
@ -188,42 +212,42 @@ edge_lights
{ {
title = "White light: Floor"; title = "White light: Floor";
height = 32; height = 32;
color = 15; color = 15; // White
} }
7045 7045
{ {
title = "Yellow light: Floor"; title = "Yellow light: Floor";
height = 32; height = 32;
color = 15; color = 14; // Yellow
} }
7046 7046
{ {
title = "Red light: Floor"; title = "Red light: Floor";
height = 32; height = 32;
color = 15; color = 12; // Light Red
} }
7047 7047
{ {
title = "Blue light: Floor"; title = "Blue light: Floor";
height = 32; height = 32;
color = 15; color = 9; // Light Blue
} }
7048 7048
{ {
title = "Green light: Floor"; title = "Green light: Floor";
height = 32; height = 32;
color = 15; color = 10; // Light Green
} }
7049 7049
{ {
title = "Orange light: Floor"; title = "Orange light: Floor";
height = 32; height = 32;
color = 15; color = 17; //Orange
} }
7054 7054
@ -231,7 +255,7 @@ edge_lights
title = "White light: Ceiling"; title = "White light: Ceiling";
height = 16; height = 16;
hangs = 1; hangs = 1;
color = 15; color = 15; // White
} }
7055 7055
@ -239,7 +263,7 @@ edge_lights
title = "Yellow light: Ceiling"; title = "Yellow light: Ceiling";
height = 16; height = 16;
hangs = 1; hangs = 1;
color = 15; color = 14; // Yellow
} }
7056 7056
@ -247,7 +271,7 @@ edge_lights
title = "Red light: Ceiling"; title = "Red light: Ceiling";
height = 16; height = 16;
hangs = 1; hangs = 1;
color = 15; color = 12; // Light Red
} }
7057 7057
@ -255,7 +279,7 @@ edge_lights
title = "Blue light: Ceiling"; title = "Blue light: Ceiling";
height = 16; height = 16;
hangs = 1; hangs = 1;
color = 15; color = 9; // Light Blue
} }
7058 7058
@ -263,7 +287,7 @@ edge_lights
title = "Green light: Ceiling"; title = "Green light: Ceiling";
height = 16; height = 16;
hangs = 1; hangs = 1;
color = 15; color = 10; // Light Green
} }
7059 7059
@ -271,7 +295,7 @@ edge_lights
title = "Orange light: Ceiling"; title = "Orange light: Ceiling";
height = 16; height = 16;
hangs = 1; hangs = 1;
color = 15; color = 17; //Orange
} }
} }
@ -293,11 +317,13 @@ edge_keys
{ {
title = "Green keycard"; title = "Green keycard";
sprite = "BKEYA0"; sprite = "BKEYA0";
color = 10; // Light Green
} }
7017 7017
{ {
title = "Green skullkey"; title = "Green skullkey";
sprite = "BSKUB0"; sprite = "BSKUB0";
color = 10; // Light Green
} }
} }
@ -316,16 +342,19 @@ edge_armour
{ {
title = "Purple armor"; title = "Purple armor";
sprite = "ARM1A0"; sprite = "ARM1A0";
color = 13;
} }
7032 7032
{ {
title = "Yellow armor"; title = "Yellow armor";
sprite = "ARM2A0"; sprite = "ARM2A0";
color = 14; // Yellow
} }
7033 7033
{ {
title = "Red armor"; title = "Red armor";
sprite = "ARM2A0"; sprite = "ARM2A0";
color = 12; // Light Red
} }
} }